and just like that by bburbank 2011-08-25T01:36:00
"Falling down this pit will give you the good ending". This would have been ok if I didn't leave it till a 3rd playthrough! Nice game though. I will never be good enough ;_;
Foon → Ludum Dare Explorer → Users → Maple
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥇 | 2012 | 24 | Evolution | Parental Guidance | compo | Mood | 4.85 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Lost in Thought | compo | 44 | 4.10 | 4.10 | 3.54 | 3.22 | 3.81 | 3.58 | 2.43 | 3.69 | |||
| 2016 | 37 | One room | The Outside Within | compo | 196 | 3.52 | 2.69 | 3.34 | 3.62 | 3.59 | 3.56 | 2.64 | 3.96 | 61 | ||
| 2013 | 28 | You Only Get One | Atop A Dark Mountain | jam | 68 | 3.67 | 3.93 | 3.24 | 2.54 | 4.07 | 3.59 | 3.83 | 3.42 | 59 | ||
| 2013 | 26 | Minimalism | Depth | compo | 82 | 3.82 | 3.30 | 3.97 | 4.22 | 3.12 | 3.27 | 3.00 | 58 | |||
| 2012 | 25 | You are the Villain | Junkbot | jam | 20 | 3.84 | 3.47 | 2.69 | 2.44 | 4.13 | 3.42 | 2.15 | 3.60 | 58 | ||
| 2012 | 24 | Evolution | Parental Guidance | compo | 28 | 3.85 | 3.13 | 3.17 | 2.47 | 4.13 | 4.04 | 2.65 | 4.85 | 88 | ||
| 2012 | 23 | Tiny World | Finding Yourself | compo | 223 | 3.33 | 3.41 | 2.74 | 2.07 | 3.00 | 3.00 | 1.80 | 3.15 | 48 | ||
| 2011 | 22 | Alone | CANDY WORLD DREAM REALM | compo | 111 | 3.25 | 3.42 | 2.42 | 1.92 | 3.33 | 2.60 | 3.27 | 2.30 | 2.67 | 26 | |
| 2010 | 17 | Islands | Golden | compo | 157 | 2.41 | 2.45 | 1.62 | 1.68 | 2.73 | 2.14 | 1.40 | 1.88 | 1 | ||
| 2009 | 16 | Exploration | Heartiac Arrest | compo | 48 | 3.07 | 2.87 | 3.20 | 3.50 | 3.50 | 2.54 | 3.25 | 2.58 | 17 |
"Falling down this pit will give you the good ending". This would have been ok if I didn't leave it till a 3rd playthrough! Nice game though. I will never be good enough ;_;
Nice for 2 hours! I actually thought of making a 2 hour one afterwards since the submission time was increased for the Jam, but then I was like nah I'm too worn out haha.
You won.
Interesting concept! It took a while for me to figure out what exactly I was doing, though. Maybe you should include a more in-depth how to play on your entry description?
Amazing! Also, nice Sydney harbor bridge! I played it a few times and as you said, it's fun to just go around breaking pots and stuff. The first time I played it I was trying to break all of the pots and also tried to take the ball to the end (but gave up on the dog part cause I didn't know it was possible - somehow I knew there might be a reward for bringing the ball to the end :). Second run, I somehow managed to get the blue cat on the screen where the home was. Then I noticed there are 2 spare windows and thought it were possible to bring the blue and the gold cats home, but when I jumped up into the window, the blue cat stayed down the bottom jumping up and down... Unloved :/ But yeah, also as someone else said, I like the leaves flying around in the air. Also, I killed the butterfly!
It seems that the center of the screen (horizontally) is meant to be the middle of that loneliness bar at the top. It doesn't really feel like they're "in the top left" if you know what I mean. It feels more like the camera is just too far to the right. Otherwise I share the same views as deepnight. It's an interesting idea that could have made an addictive game if everything had been tweaked right and fixed.
I HIGHLY suggest compiling the game now and uploading that as the submission. Many people will be scared away from trying your game if they have to compile it first (or may not know how to or have the tools to do so).
The ship rotating felt weird since it rotated around the corner and not the center of the ship, and you span way to fast! In the end, what was fun was spinning around really fast and then trying to shoot at the right time to hit particular asteroids. I liked the missiles though, how sometimes they span out or curved.
Holy crap. I'm surprised my guy still has a bladder. 214.43 on Medium.
I played it a few times until I (think I) was starting to get it. Ended up getting a score of 1155 after a while. Not a bad entry, but as previously mentioned, it felt kind of random when and how you got game over, and, I didn't even know there was a ring around the cursor, so it must have been 'nearly invisible' as Raptor85 said. Aside from these, it's an interesting concept that could be expanded upon and refined into something addictive, and also the music was catchy.
Interesting. Main complaint from me is YOU DRIVE SO SLOW, lol. I also found it rather unintuitive that you have to drive through houses to collect their garbage (even though that's pretty cool, as Scott implies), or rather, that you are forced to drive through grass to collect garbage. It would have been nice for them to leave their trash out on the road if they lived by one, because as it is, it was faster and cheaper to just make a line of houses with no road. It will be interesting to see what you can come up with for next LD48. Be sure to come back and blow us away. :)
I felt the physics could have been improved upon a tad. I did beat the game though, so it wasn't frustrating or anything. Just felt sometimes it didn't respond the way I thought it would or should. Otherwise, great idea and great result. It's a shame there was no sound.
The game does lag my computer when (I think) the planets are traveling fast and wide; the start of each match always has no lag. Also, It would have been awesome to have a single player mode, even though the fun does lie in the multiplayer aspect.
I liked the expressions! Also, I liked how when player 1 wins, he has a sad face, almost as if to say "okay little brother, I'm kind of bored of beating you now!" as apposed to when player 2 wins and it's like "Haha I'm better than my older brother!". Did you do this on purpose?
Pretty awesome, man!
Interesting game. Reminds me of Rush. Would have liked a Restart level button, and also pressing space after Q generates robots on the black screen with text! The music was fitting, and this could have really been turned into something. Not a bad first entry. Keep it up!
"Awesome." :)
Amazing graphics, not as amazing gameplay. Very well presented.
Rather interesting. As boring as the <guy> was, this was pretty intriguing to sit through! and it made me smile.
Damn, that was good. Really simple, but effective little thing. :) And the concept, haha. Those elves are ruthless, man. Also, I miss-read the title as "The Elves and the Shoemaker", which I'm glad I un-miss-read before playing, because it's a good title, hehe.
This was... Quite interesting, and indeed a great accomplishment in 48 hours. I finished with I can't remember how many points (over 70,000) and I had all the stars.
I'll get what I didn't like out of the way first: I'm not sure if it's the game or my computer, but the gameplay was pretty slow, and also I thought the first part was kinda boring, having to wait for the ant all the time (but it was cool being on the ant when I was and had nothing else to do). And the game was pretty easy - all I did was run in one direction while mashing S, most of the time.
Now what I did like: I like the way the ant interacts with the enemies. I thought that was done well. I liked there being computers to destroy along the way, and stars to collect. This was a very satisfying excuse for making the ant walk slow. I shot every computer (and enemy) in the game, I think. The graphics and sound, I don't really have much to say about, although they do indeed add to the game, and not subtract. They are well suiting. I also didn't get bored of the audio track looping, even though it was a short loop. And the end, for me, wasn't laughable, but it was engaging, and I did smile when the cat killed the guy. Also, this is just my assumption, which could be wrong, but I thought it was also cool how (seeemingly) the computer system (sorry, I've forgotten names >_<) was freeing itself from the control of the boss-human, by killing him with an operation the boss endorsed, so that it was free to be it's own boss, I guess, and do whatever it wanted. But I could have just interpreted that whole situation incorrectly in your favour, lol.
Overall, its a pretty good submission. I expect you to make it into the top end of the spectrum again. :)
Mmm, a nice 'feel good' game. The simple music track was catchy and effective, and fitted the graphics.
Wish I had some sexy pants. Well, I do, but... It would be nice to have some that don't show my hairy legs. MOVING ON...
This game was, gameplay-wise, so-so. This game, in every other aspect, was pretty good. It was nice to see such audio variety. The text was funny. Very gentlemanly. The game had a lot of graphical variety too. My main complaint is just that as the levels got bigger, the game got laggier. Although the framerate did level out as I saved more of the poor little things. Also, the enemies served as no threat to me whatsoever - I actually used them to get up to high locations easier and just hit the arrow key opposite where I wanted to go to make it there. :P
You will probably beat me this time, Zed (cause, you know, we tied last LD48), but the main thing is that we both think we are getting better! Somehow! To future rivalry~ *raises tea*.
Not bad. Not bad at all. Would have been good to have the score currently on the screen. I thought it was a little easy though, I could go on for ages (and it was addictive enough to do so).
Interesting game. It would have been nice to have a more deadlier atmosphere worthy of "Survival" being in the title, and for the movement to be a little smoother. You had something going there, but I think you spent too much time making it presentable, over making the gameplay smooth. You can definitely win over love with a well working game that has boxes as graphics (ever played a game called Boxes? haha). Keep it up, we'll see what you crank out next time. :)
Not bad. And, I dunno, I didn't really find it difficult like the other comments. I think with survival games it's less about difficulty anyway, so it didn't bother me. I'm impressed with the presentation of this game, and it felt smooth to play. And man, that is one ugly fish!
Would have been better played with the arrow keys, I think, or WASD if the mouse was really needed. Although the controls at the moment make it feel kind of like a virtual board game... Not sure if that's good or bad, but it could pass as one. Interesting. I'm sure that with a little bit of polish and refinement, this entry would have really shone. Not bad, keep it up!
Haha,
>Oh no, there's not enough time to design levels! Might as well get everyone else to design them for me!
Not bad, not bad. 2 main problems I have is the weird crap around the player. Not sure how that graphical error is coming about. The other is that the physics/movement felt kinda buggy and stuff (that may have been an illusion though, due to people making blocks unsolid. Though I do understand that the chara mask is only one block high. Maybe you should have made there be no choice weather a block is solid or not, or if it isn't solid, draw it darker than if it is solid.
Interesting, and weird. I didn't like having to click click click, but it was ok, and I'm a fast clicker anyway. I liked how the sprites became skewed as they turned. That was a nice effect. The sound was also nice. Also, the egg looks like a paint palette, lol. Nice job, though.
Not bad at all. :)
This game has really nice-feeling mechanics, and it felt good to figure out combinations of moves you can do to achieve different things. I don't like that they are awkwardly spread across the 9 keys, though (even though, trivially, this was part of the fun in trying to do crazy combinations of moves). Would have been nice to have key combinations involving the arrow keys, instead. For example slash, downward stab, guard, and uppercut could easily have been key, key+down+air, key+down+ground, and key+up. Same with the various jumps.
Amazing. Lol.
I like the concept, but I didn't notice any changes. Perhaps it was because I was both moving and shooting constantly and it didn't know which to upgrade? But man, this would be something really great if worked upon and refined.
Damn it all. So much for "rating a bunch of LD entries this morning"! I've been playing this the whole time. I tried a couple of times, but by the time I had about 3/4 of the map taken over, I would pretty much have no chance of winning. So what I ended up doing, was spawn some of the speedy guys into where the cat was, and just guided them around and around the cat, and the cat's bullets couldn't keep up! Boom, win.
Huh? Omnomnomnomnom. A nice entry. :) Now for the bad :p Your idea was great, but I thought it wasn't executed as best it could be. For example, while things like slow movement and enemy placement which forced you to walk around the whole screen are great for prolonging gameplay, I started to feel more like it was a waiting game. An easy way to combat this, would have been to make Z lunge in the direction you are moving, when you aren't locked on to anything, to speed it up. Overall, presentation was nice.
Damn it. Those horny men! I'm trying to freaking kill the bad guy and all you want to do is make babies. Not bad. Lol.
At first I couldn't get this to play. I opened it, and I could see the main menu where it has 1 Player and 2 Player, but I couldn't click on them or anything. I tried a few times, then somehow the game started. Played it through. It's interesting. These isn't much to comment on, really. Any potential meaning didn't really grasp me, and other than that it isn't much more than a basic sidescrolling shooter. Everything was smooth, which was good. Would have been good to have some sort of end screen rather than just go back to the main menu, though. Solid enough. I'm interested to see what you come up with next Ludum Dare.
Nicely done. After seeing the interesting creature designs, I just had to play it until I beat it to see them all. The main problem I had was that you were pretty much screwed if you ended your chase in the middle, where all the enemies would spawn. It would have been nice if there were a couple of enemy spawn places, and they spawn in one of the ones not closest you.
Tried to run it and got this:
Failed to load Main-Class manifest attribute from ...\core.jar
It's really unfortunate that you weren't able to fix this before voting finished :/ Please join us next Ludum Dare!
Nice graphics and gameplay. There isn't much I can call you out on, here. Hmm. I guess the main thing is actually that there was no full screen or screen resizing, because my screen isn't big enough and cuts off a few pixels at the bottom. (Oh and obviously, some sound would do justice.) Otherwise this is a nice entry. Great job!
Nice. The graphics are pretty good and you had some nice sound to follow suit, but unfortunately you didn't focus on the areas your game needed focus the most. It would have been good to work a bit further on the gameplay and control side of things. I didn't particularly find mashing x while in a corner and running to another corner when enemies got close to be the best way to enjoy this game, and thought that could have been explored a little further. Aside from that, this is a decently polished experience.
Wow. I really, really liked this. I thought the progressive blur felt very genuine, and I liked how unsubtle the room layout changing was -- I could be 15 degrees away from having a corridor in sight, and then it would appear or vanish, but never did I actually see the change happen on-screen. I guess the first thing I can think of in terms of making the experience better, would be to have figures and stuff moving around, when it got blurry (blurry enough for you to not know what the things look like), and then to work on a better ending. Overall though, I really enjoyed this experience.
Pretty great, lol. My only problem is that some of the levels require a bit of memorisation in some parts.
Interesting. I got my tree up to a bit after your tree in the image above. If I was to give any advice it would be to make sure that what the player is getting in return for whatever must be worth it. Continually grabbing the same stuff in the same way will get boring if nothing changes between the stages, especially if you're asking for more of it the next stage. I thought the random rain/sun shower was nice to break this up, but wouldn't be nice enough to keep the players attention for too long, and I'm a patient gamer.
I'm glad you didn't give up. A lot of people do, the first time. Make sure to come back next time with another entry!
Unfortunately it wasn't executed as well as it could have been, but the concept is amazing. I'm sure if you worked with it you could end up with something quite awesome. Other than this, hmm, I guess I should point out the ringing noise that gets more prominent as the game goes on, can get kinda annoying. :) Not bad.
Interesting indeed. I played it over a few times and came up with some ridiculous stuff, lol. I would have liked more time, but I can see that you limited it so as to allow the player to see some of your creations that actually change into something. I was too ambitious for that, though, so I never saw a 'big cat' or a 'big dog' or anything like what some people in the comments said.
Interesting experience. I made it to the end. I really like your art, I really hate your audio (:P), and as for the gameplay, it was engaging. There was one time I was like "Wait, what? My guy just blew up for no reason.", and that was my first encounter with a fan. I didn't really see the fan. I noticed something was there, but I payed no attention to it because I guess subconsciously I thought it was part of the background. Other than that, though, nice game indeed.
Not bad, not bad. The graphics are nice. The main problem I had was that sometimes the generation doesn't allow you to complete the level until it mercifully adds a couple more blocks to walk over after a while. I look forward to what you can come up with next Ludum Dare :)
Trippy, and interesting. Only thing is I didn't really know how to progress. I managed to get to the end by upgrading health all the time and just waiting it out, but the gameplay is kinda contradictory. Getting hit kills you, but you need to get hit to get to the next level. If there was more to it than what I said, it might be a thing to remember next time, to make such things a little more obvious to some players.
Oh man. This is really hard. I managed to get the red candy and get past the big guy and back to the level select. It would have been really nice to be able to use arrow keys instead of WASD, and to make it a little less hard. For example, you might have wanted to make enemy hitboxes smaller so it was easier to kill them from the side.
Interesting concept, but unfortunately it doesn't make for a fun one. It just feels like playing the same level over and over. Aside from this, I didn't like having to reach agross to ctrl to shoot. It would have been much more comfortable to have the keys next to each other like Z and X or whatever. But yeah, basically these 2 things are the bad things, and I can't think what else is bad... Aside from these, it's a good entry. I hope to see what you can pull off next Ludum Dare.
Very interesting... I really needed to piss when I was reading about the character pissing, but I couldn't go because I wanted to finish your story first. ><
Man, this is crazy. I like the idea of having to give stats to things that aren't in your favour. You have to choose how you want to die. The downside I think, well it's good, but it's also bad, is that you can make so much of a difficulty jump when choosing things, so it forces the player to test how the game is affected a few times before they are able to get a fun difficulty. I think to combat that and also give others the choice, you should have some preset spawn pages, and allow players to not have to start a new one each time, because that means after they make 5 spawn pages they can't make another one and thus can't play the game again without restarting. But yeah, you did well.
I want to try this, but the web version is ultra slow, and the downloadable version says it has stopped working, when I try to run it.
Wow, this entry looks really nice, and has good accompanying sound. Good Job!
There's been a couple of games I've played this LD with this sort of idea (generally speaking), but I must say this has been the one I played the longest. My only problem is that it would be nice to see how close you are to the goal -- Once you know what to do, it gets kinda boring and you don't really know how close you are to finishing the round. But otherwise, it's an interesting game, and I like the graphics/animation.
It froze on the first screen for me too.
Very very nice. It was interesting to see how each of the creatures would control, and I really liked controlling the frog.
What a stubborn fish. I had to smile when seeing the evolving animation. I expected to evolve into a walking fish. Lasted for 1:29. The main thing I didn't like was that there is a very sudden change in difficulty to the point it was pretty much impossible to avoid evolving. Otherwise, this is a nice entry.
I was able to get out of the boundary and walk all over the slope! Also, It's cool when you spawn heaps at a time and they fly through the air like a rainbow!
Thank you all very much for the nice comments.
@cadin: I would like for Mac users to be able to play this, but unfortunately I don't have the skill or means of producing one at the moment, so I'm going to have to say no. :/
Thanks again everyone for the nice comments.
@Krell: I'm glad it seems better than a 48 hour game. If you follow my timelapse close enough you'll see that I did everything within the 48 hours and actually wasted so much time within the 48 hours 'playtesting' without a clue as to what to do next, and talking to people. I honestly believe that in 48 hours a game much, much, much better than this can be (and has been) made. Also, while I was hoping for "abandoned" to be the theme, the game would not be the same without some influences given by "evolution". For example, [spoilers]I wouldn't have made the apartment change so much if not for the theme[/spoilers]. I'm happy you enjoyed my game.
Rather interesting. You did some things right. You didn't screw around with a zoomed in screen and make me feel inertia. You didn't throw up retarded graphics in my face to distract me from what I'm meant to be doing. Your sounds didn't rape my ears. It was a pleasant experience as far as those things go. Here are some things you may want to focus on next time: People have already mentioned spacebar not responding all the time, and the fact that you restart the game on each death. Aside from those, I really don't like the controls. I mean, it's fine before the gun comes along and you can just tap space, but I didn't like how I was forces to stretch out my hand to reach the keys when the gun came along. It would have been better to have the key's comfortably next to each other. But yeah, aside from this, your game ain't bad. I hope to see what you can pull off next Ludum Dare.
You can stand on the little ledge at the end and just jump 'n' shoot to reach him and he can't get you, lol. Also one guy wouldn't die! He just went into a running animation and didn't give me a heart. Not a bad entry at all, though. Nice job.
And no, Uboa isn't in my game. :P
Wooooaaaah. Amazing entry. The only thing is that it started to get a bit grindy after having 7 legs with almost one of everything, until the much later waves. But yeah, this was really good. I enjoyed the variety.
The movement was a little weird. I ended up using diagonals as if they were the regular up down left right directions, because not going diagonal took too long to get to moving in the direction. Also I thought burst was a bit useless, and the game didn't have the best gameplay. Aside from these things (I'm being a bit more harsh than what my overall thought of the game is), I did like the graphics, and thought the message on the enemies was kinda funny. Even though you'd assume they were just placeholder graphics for the enemies, they totally fitted in, so even though they carried that message they didn't feel out of place. The game is a nice entry, overall.
Mmmm, not bad. Advice time: You shouldn't make the camera that zoomed in if the character can move that fast. Generally you want to be able to have at least 3 seconds of notice of what's ahead when running at full speed. You also need to consider this for jumping and vertical speed. Also, the controls should be closer together. It's awkward needing to use the whole width of my left hand when I only need them for 2 keys. It would have been better to make them Z and X or something to that effect, which would enable me to comfortably rest my hand. With R being Respawn, D and F would have made good tab/space alternatives, because then I don't have to move my hand. These were the 2 main bad points. I don't really have any other gripes. I hope to see what you can pull off next Ludum Dare. Until then~
Breeding with maple syrup? I like the sound of that!
This is a well presented entry. Also I noticed you can use space to jump? It would have been really nice to see that in action, with different height floors etc.
Cats. That's all I have to say.
Amazing presentation. I gave up on the jumping section, but I did make it a fair way up (to the part where you go on a platform moving around the room in an arc with an orange pad on it). I didn't think the jumps were too hard or anything in themselves, but I thought it was too annoying to do all of that progress again to get back up, so after some falls from high places, my patience started to speedily drop. But yeah, other than that it's a really good entry. As someone else said, a checkpoint half way up the jumping section would have worked wonders.
Amazing. I love the little legs as they walk, too, lol. My only gripe is that as far as I can tell, there's no way of backing to the menu in Skirmish mode if you can't provide codes.
Not bad at all. I thought the gameplay and music was a bit bland, but it held up. Love the graphics. Overall though, I think it's a pretty nicely rounded entry. Fairly polished.
I really wanted to see the end of this game, but that proved a little hard. I did have to peek at the walkthrough, but for good measure; On my first 2 plays, no key came out of the chest when I opened it. I tried not feeding the blobs unless I had to, instead of feeding the blobs before doing anything else, and I guess that somehow allowed the key to come out of the chest when it opened. I must admit, the tune emitting from the mirror didn't particularly appeal to me, but the full tune on the ending was definitely worth the hassle.
I like this tune! The transition between the mirror tune, and the full fledged tune, makes me think about playing a song on the ocarina compared to the cut-scene with the fully fledged version of the tune, in Zelda. I would give you a 5 for audio (I'm very strict with my 5s, so you know I liked it), but the audio throughout the rest of the game didn't hold up, so I have to give you a 4. If there were puddle-splash-footstep noises when walking in the water, and during the game before playing the mirror, the air noise was more whistly and had evident whistles (contrast in noise arks), and then after playing the mirror, you had that full track softly weaving in and out of the whistly air (only enough to give a taste; the whistles in the air would overpower it and completely drown out the sound during the deeper sways in the whistles of the air), and then have the ending audio you have now, I would have straight-out given your audio a 5, and probably added a star to mood.
To comment about the game itself, and not the music/audio: visually, I liked it. The movement felt a little stunted because you'd slow down a lot when walking over stuff, but otherwise it was nice enough, though feeding the blob didn't really make too much sense in the scheme of things, but this is a nice entry indeed.
Wow, I didn't think I typed that much, lol. Good job.
Haha, Amazing. I got the egg it was saying to screenshot, then I... then... ROAR. Overall, this was really good. I actually chuckled at the first bit of dialog when you talk to the Professor about not being able to jump. Only downside was the sticky physics. Also it didn't make sense that if I wasn't currently freezing, but there was ice on the ground, pushing blocks wouldn't work. Overall though, nice job!
Very interesting! I got 3636 points for a photo I took of 3 different species birds standing next to each other on the ground. The menus could have looked a little nicer and had a back button instead of ESC and stuff but I mean what is there more to say, other than more species or animals, etc? Hmm. I'm not sure if multiple birds are taken into account when photographing because it only gives info on the one at the front, but to take things like that, and flowers and trees and angles etc into account for the points would have been amazing. And if so, maybe different tree types attract different species and look better or worse etc. But yeah, what you have now is nice. Good job!
I liked cheating on various girls simultaneously.
As with Talslain, I died, restarted and no enemies appeared, but after 3 mins I could start next round. Also, I'm not sure what's causing it but sometimes the char will get stuck going in a particular direction until you unstick it by pressing and releasing that direction. Other than that, it's pretty smooth, and the controls are good enough. It's interesting, and I can see a lot of potential! Keep it up, man.
Took me a bit to understand what to do but after I figured it out I was able to evolve into something good. Missing an arm, though! Not bad at all, good job!
This is great! A bit short, and there's a lot of room for adding variety on top of your 4 or so graphics, but what you do have is good, and the physics are smooth. I got all 60 cats. I liked the trail behind you.
"Yaa--"
"You killed them"
Lol, not a bad entry. Kept me entertained right through.
Woah, butterfly fox. :o
Pretty interesting! I liked the idea, but it would have been cool for their age to be displayed without having to mouse-over them, and also to be able to move them next to others for a greater chance at mating with them. Also I felt it was always random when I reached the goal. There should have been clearer methods of reaching the goal, other than to just wait for the goal product to randomly spawn. (Of course it isn't technically random, due to the sliders and such, but it still felt too random and uncontrolled). But yeah, other than those, this was a brilliant idea.
Not bad. Wasn't the easiest thing to kill with that weapon, but it was an interesting stroll, and weather you intended it or not, I got the feeling that we must try new things and be a little risky and open and outgoing, perhaps, to be able to grow and progress and be successful in life, which was nice.
Wah! This is awesome! Strange and intriguing. I liked how the tree said the fake ones look nothing like the real thing, and they were pixel-perfect, lol.
An interesting entry. It's a shame there wasn't a whole lot of variation.
Oh my. Now this is interesting, lol. I thought above everything, the sound was really well placed.
Pretty good entry. I guess the only thing few things to complain about would be the lightning taking a long time to charge, and sometimes it would take 2 creatures forever to engage in hot steamy sex, and other times everyone just couldnt get enough, and eggs would spawn INTO baby making sequences, and creatures would be popping up everywhere, haha. So I guess it was a little weird how that happened (Or maybe I'm misinterpreting? Do different types of creatures simply not engage?) Also, the climate change thing was a good idea, but it was kinda pointless; Whith the goal requiring a furry or not, then there is no point to have the climate support the other type, right? So I would just make the climate of the whole stage support the goal creature. The climate change would have been good if there were simultaneously more than one goal creature, and were different types. A cool feature would have been to mate creatures by clicking on one, dragging the mouse and then releasing on another one. Would have made things quicker and easier. But yeah, overall, nice entry.
It's a pretty short game, but I really liked what you had. The sounds were great, and I really liked how you could express your feelings and have 'conversations' with strangers and have them feel bad for you. I also really liked how you totally understood what these conversations were about, even though you only had 3 ways of expressing your thoughts and feelings.
Pretty interesting, though it got boring quick. Multiplying the creatures didn't seem all that satisfactory, but I really liked the music, and I thought the physics and control was fluid.
I then tried the post-compo ver. Much nicer, but still hard to know what's going on. I would multiply "best", but then "best" would change between 2 creatures instead of to a new one.
Wow. Amazing. I don't need to tell you what everyone else has been saying, so I'll stick to what I didn't like ;) Which... Isn't much at all! Basically the main thing I didn't like was how you didn't instantly respawn when you died, and you had to go through the menu to play again. Also, I don't know if it's intentional, but lol, I thought it was funny how the game got really easy with the health. An evolution in gaming if I ever saw one!
YOU DIDN'T CLOSE THE GAME FOR ME YOU LIAR!
I don't generally like these kinds of games, but for some reason I was compelled to make one hell of a town, and did so. I got it all stable and stuff, and waited until 50 years (ran in the background while did other things), but couldn't wait longer. A +1 year button would have been a nice edition. Nice entry
An interesting entry! I liked the graphics, and thought the idea was great, but as was said by lurkingshadow, it's was kinda hard to figure out what to do in the beginning. I didn't know that I had to click on arena.
Hahaha. I hoped this would be good, after your dramatic reading of the title, and the humour held up. A rather short experience, but damn. I could barely be much of a bad puppy. Also I had to laugh when some guys were patting me and I was facing the other way, and it just looked like they were shaking their hand at my tail, lol.
>A boss with infinite health, lol.
I wanted to give you a chance and see what having lv10 everything was like, because on lv1 everything felt like crap. I still think, on lv10, people die too slow. I thought a few times "Maybe you can't damage humans?" early on, and then after I realised they were smoking I was like "Wait, what? I've been breathing fire into this one guy's face for 5 seconds and he still hasn't died yet". I think that was the main problem: things getting damaged slowly. Oh, and stamina not recharging fast enough. Other than this, it was an enjoyable experience -- I mean, I played until Boss, and saw the black wall on the other side, so it can't have been too bad.
Want to point out a glitch I saw. Not sure what caused it, but somewhere along the line I came across an invisible block. When standing next to it and jumping, you jumped really high.
Also, I liked the music. Overall, nice entry.
This was very addictive. I couldn't stop trying until I beat it. Nice job!
After I was playing for a level or two, I just couldn't attack. Not sure what that was about, but closing and reopening the game seemed to fix it. Also, your pixel art and background were nice, but I thought they didn't mix too well together. Your animations were pretty good though. Also, on the first level, I was surprised that there was no humans because the story was against humans, lol, but you sorted that out alright in the next levels. Nice game.
I could say It's cool that you made a Gameboy game like everyone else, but you already know that, so let's get down to business... The first impression on this game wasn't a good one when I started. I would get seen by people who had only just popped onto the screen in the distance. I only really started to become interested when I realised that the game got a bit better, with places to hide and then in the rooms of the building etc. I started to get a bit interested there, but the rest wasn't enough to hold me playing until the end, unfortunately. Also, the sounds could use some work, though I did like the graphics. It was a cool thing to make, but it's a shame it wasn't a little more captivating.
Nice. The graphics were funny (lol at that bald army guy on lvl2), and I liked the audio, but it's a shame the music didn't loop seamlessly. Also, I think your shooting status should have been more apparent. Sometimes I wondered why my guy wasn't shooting. But otherwise, this was a good entry. Nice job.
Lol. Also, It could have been more difficult. (Aside from) I noticed when you shoot directly sideways, the cannon balls shoot out really fast and far, making you able to get an enemies health down before it got on screen.
Pretty good, but when I got the hang of it I just couldn't die, lol. My wrists were starting to get sore around the 250 kill mark, so I stopped. The next step would be to make the game get progressively harder.
Also, something I like to do with point-driven games like this, is to multiply the score by itself, or something, so that you feel really boss when you get a big score, but it's only a little bit harder than getting something half the score.
Nice game.
Oh dear. You have a way of sexualising/arousing that just shouldn't come from such disturbing imagery, as with your last LD entry, but you did it better in this one.
Text adventures are interesting as a submission, because they are pretty hard to rate, and I think a lot depends on the reader's initial interest level, and imagination. Your story was hard to follow, in terms of where things were happening, but you described happenings in a fascinating way that made me want to see through to the end, regardless. You certainly painted some pretty interesting scenes in my mind, anyway. Let's put it that way. I enjoyed this.
If I had to try to find something to criticise, it would be that in the sections where you added bits to the text automatically, it was hard to follow at first because when the screen blacks out and gives you text, you automatically put your eyes back up to the top left, losing your place. It probably would have been better to just give all the text at once instead of trying to simulate real-time conversation.
Though, overall, this was definitely an interesting read.
Good spin on a tired puzzle game mechanic, and well put together overall. The sound effects worked fine, too, no worries.
~Spaceoff
Great graphics, nice music. Everyone is saying it, but the intro was pretty good too. Also, the gameplay needed a bit more variety, and the reasons for death at the bottom were a nice touch.
This was really great until... I couldn't figure out how to shoot. >< Left/right click for some reason wasn't doing anything. I floated around for a bit though, and I'm liking what I see. The occasional wind pushing your balloon around was cool (would have been cool if it happened to the other balloons too), the music was fitting, and I liked the sound effects.
This was a really nice start. I'm liking the graphics, and the movement feels smooth. Just needs a little more love. I can feel that it's a bit jealous of your booze.
Great atmosphere, but the whole enemy system felt a bit broken. Was very easy to just get around everything. The end was also a bit abrupt, too. Overall though, it was pretty good.
~Spaceoff
I don't really know what to knock about this game. It feels pretty solid, other than the art perhaps needing a little touching up to fit the level of polish the rest of your game has. I think something I didn't like was having to walk into enemies as I killed them -- Might have been better to make a single click attack, and hold click to move. Otherwise, without adding more features to the game, this feels nice. Also, the music complimented the game.
Uhh, I'll be honest, for a good portion of the time, I had no idea what the hell I was doing. I had to read the comments before I knew. And by the time I had killed about 3 knights, the game was somehow getting laggy as fuck. Then I reached what seemed to be the bottom left of the map and there was a knight stuck in the wall... and the game then froze.
In terms of atmosphere, it was confusing rather than engaging sorry to say. The controls were smooth though, and the appearance was presentable enough, and there is no audio to talk about.... Overall it was pretty okay, but lacking in reason to play, and quite a bit unstable.
~Spaceoff
Pretty good for a first LD. But damn it, my hand is so sore now! My screen is a tad too small to fit the games height. Perhaps a full screen option would have been nice. Also, I could never figure out how to change my gun. Also, it would have been really nice to indicate that I had shot the box -- I figured it out pretty quick, but, after shooting the small blue thing, and then trying to shoot the big brown box I wondered if they weren't shootable, and I thought the crates were unbreakable for the first couple of levels, so, perhaps an indication that they got damaged would be nice. Anyhow, nice entry.
Amazing entry, 5/5, but not without flaws (this in itself is enough of a compliment from me to now be able to focus mainly on your game's flaws). I couldn't actually stop playing until I unlocked everything, after which some weird scorpion came out of the coke can, and trying to play the game again (without reopening the file) would get stuck on the level select / shop screen (before it actually loaded. My main complaint, is that it's a pretty slow start. Takes ages to get 20 souls. I would have made the early upgrades cheaper. Also, visually what you had going on was pretty good, but on most of the levels, the ground had too much contrast and conflicted with actual walls and objects, making the screen look a little cluttered. My favourite looking stage was the Gym, but it would have been one of the others if the ground had colours that were less contrasting of each other. Oh also, I didn't really get what the seal breakers did, other than eat up my souls. But yeah. I would buy a refined version of this for $1 (:p), if that means anything. Good job.
Just taking a look through your comments, and you can add what Tobias Wehrum said to my thoughts. :)
This is an awesome concept that you brought to life quite nicely, actually. I loved the recorded sound effects too, haha.
Not bad at all. I got stuck on the level after the one where you have to collect 50 souls, though.
Also, it's nice to see something basic yet apparently rare with LD games; a parallax background. The graphics were nice.
Collecting souls by clicking on them wasn't all that bad, but I wish they wouldn't disappear -- at least on levels where the enemies don't constantly respawn, because you get stuck, otherwise. The solution of making you automatically collect them would fix that though.
Nice entry.
Lol, interesting game. Twas fun, but not without flaws. I think these need mentioning: I don't know why I couldn't have more than one goat on screen at a time. Also, the controls were a bit awkward, with my right hand over my left hand to pick up the goat with the right detonation time. What I would have done in regards to controls, is either be able to pick up goats with the num pad, or made arrows move. Also, I would have just had one button to pick up, and it would be set to 6 seconds. This would have created some varying difficulty, as the player would have to be efficient at getting to people further away, but relaxed when killing people nearby. Overall though, this is a nice entry.
Well, some nice explosion effects in here, and the game was reasonably fun. It felt like a bit of an unavoidable bullet hell at times though, and you could mostly just tank all the damage early on.
Overall pretty nice, although I think you spent way too much time on explosion effects and not enough on making gameplay mechanics..
~Spaceoff
Nice concept and pretty solid game. This is definitely one of the better games I've played. The only problem I have is that it's so freaking hard to walk through doors, lol. You should have made the player's mask smaller, or have him able to walk along a wall when you are going in a diagonal direction against a wall instead of getting stuck on it. But yeah, this is good stuff.
Mission Complete.
This is a pretty solid game with a good visual style. Also I liked how you can get the same weapon, but it have different stats and name. My only problem is that it became hard to find animals when you got further into it. Good stuff.
I loved the story set up, actually. It made me really want the game to be set on the planet! But I'm not here to talk about the game you didn't make, so without further ado: The gameplay felt a little slow, while the asteroid (when moving vertically) always seemed to travel too fast. It's a fairly solid game. The music and sounds were nice, etc. Probably the biggest thing for me though, is the complicated controls. It would have been much nicer to have those repair keys around WASD instead of all over the keyboard. A nice entry, nonetheless.
(Also, thanks for the constructive feedback you gave us on our game. It helps!)
Unfortunately you didn't have much to play, but what you had looked like a solid start. I think perhaps you should have made more levels before looking into making graphics though.
Neat little game, fun to play and complete. The AI was rather weird, but the rest of the gameplay was fine. Graphics worked well too. Overall, awesome work for the time.
~Spaceoff
The graphics are basically commercial grade. Audio was great. Gameplay could have been a tad deeper, but it works for a one-button game. Oh and I like how houses become slowly more snowed on so it's harder to see them. I really don't know what to knock about this game without saying "I wish it was a platformer instead", lol. Overall, This is pretty great stuff, but you already seem to know that, judging by the way you wrote your submission entry. =p I'd be interested to see what you pump out next LD. :)
No daughter for me. ;-;
The walking animation was pretty funny, but nevertheless you had nice graphics. It was a fairly solid experience, but there is one thing I should point out. I kept killing myself in the beginning accidentally by trying to walk. I think text selections should have had a delay before accepting your response, and the answers, when possible, should have used the up and down arrow keys as apposed to left and right. Aside from this minor thing, you had a nice game with nice graphics. Reminds me of Lone Survivor.
Alright, that was quite awesome. Great idea, made well, although you should probably have better described the controls. Overall a really neat little game.
~Spaceoff
Great entry! I went through the 3 levels and got 13,000 score. Dug the graphics, and it was actually fun switching out the weapons to save the deadly ammo for when you need it. This was actually pretty nice, despite it's simplicity.
Absolutely brilliant idea, well executed and really does force you to choose how you act. As far as the game goes, the platforming element of it is smooth, but with the trap mode, the buttons and placing of traps felt unresponsive.
Music was fine (if a bit repetative), graphics were good. Overall it was great, and especially innovative with the basic mechanic.
~Spaceoff
I had to try this since it looks similar to my game, lol.
Is purple ever a target? I played around 10+ times hoping to get the 3 colours. The pink block in the middle screwed me up once or twice, and I expected to turn brown upon interacting with all 3 colour blocks (would have been a nice target too). Other than these things, I can't really complain. Hope to see you next LD!
@DBRalir Oooh, ok, it didn't work, but this time I got a better error:
Shader error:Fragment shader failed to compile with the following errors:
ERROR: 0:2: '' : Declaration must include a precision qualifier or the default precision must have been previously declared.
ERROR: 0:3: '' : Declaration must include a precision qualifier or the default precision must have been previously declared.
ERROR: 0:4: '' : Declaration must include a precision qualifier or the default precision must have been previously declared.
ERROR: 0:7: '' : Declaration must include a precision qualifier or the default precision must have been previously declared.
ERROR: compilation errors. No code generated.
-- SHADER CODE --
#version 130
varying vec3 Position;
varying vec3 Normal;
varying vec2 TexCoord;
uniform sampler2D Tex0;
void main() {
vec4 texColor = texture( Tex0, TexCoord );
gl_FragColor = texColor;
}
It works now. Pretty decent game! I am a winner! At first I thought it was impossible cause I forgot you could slash, but then it was alright. The hold-jump-to-float really helped on some of those more platform-y parts. I feel like the movement could have been a tad smoother, but I didn't really have any problems with it, and also the first spikes in the game, under those slimes, I thought was a jetpack because it was next to a shaft, so I tried to collect it but died, lol. Good stuff.
Hey, this is nice. It was pretty hard at first but after a few tries I was able to win 50% of the time, lol. I'm not heavy on RTS normally, so this minimalist RTS was a nice introduction / easy for me to get into and understand.
I really don't like rating entries that I wasn't able to beat / see the whole game to, but I'm going to have to here because that room where your shots make the ground non-walkable is pretty hard to traverse. Up to that point everything has been pretty nice though. Some SFX would have been nice but I can't really complain about that. Good job.
You had a really solid foundation, but I wish it wasn't ended so abruptly! The graphics were good, and the audio was nice. I feel like the game could have made it more obvious what options there were to click on though. Sometimes what clicking in place X did was not what I expected would happen. Also, I laughed when the guy I was talking to put on that smile. Good job, has potential.
This was really nice. I kept playing until the end. Constructive criticism: I thought you should be able to look around the level, because a lot of the time I had no idea what buttons were doing, and I had to just guess where to go. Also I think some levels that came earlier were harder than some levels that came later. Otherwise, great job.
You also like to make your software start with "F" too, huh?
Ooh, this is good. I ended up getting a score of 53 after a bit (probably due to occasional frame drops -- don't worry about that though, because my computer is bottom of the range as of 3.5 years ago). I think the music is fitting, and the static really adds some texture to the visuals.
Now for the constructive criticism: I think the player hitbox should be a tad smaller -- a lot of my deaths were due to moving ever-so slightly too soon or too late and just clipping the edge of myself on the wall. Also, this is just indulgence, but I feel like free vertical movement may have been more interesting to play.
Good job.
This brought back lots of little memories, which was... negative in some ways, and positive in other ways.
With squashing the mosquito, once my arm was gushing blood, and the only thing nearby me to clean it up and stuff was my white shirt, so I took it off and used it to stop the blood, and when it was tame I unscrunched it and almost didn't wash it straight away so that it would stain, cause I thought it looked cool. Then the phone call brought back relationship things and etc. etc. So yeah. I dunno what to say. It was an interesting journey up the wall.
I almost expected that I would fall off the wall to my death near the top, or that I would verbally realise that I was near the top before I got there.
I played through enough to see the each of the different levels of each stat in action -- from black and white to psychedelic, 2D to depthy 3D, and static squares to rotating polygons. I couldn't manage to beat the rotating one though. :) This is really good.
Constructive criticism:
-It's hard to know how far away you are from the wall, and if you are through or not. I think it would be better if you hit the wall or go through if the camera is much closer to the camera. It feels weird that the cursor was me instead of the camera being me.
-With the rotational stage, I think resetting to no rotation each time you die was kind of annoying. I would have made it either keep rotating, or if you really needed to reset the rotation back to nothing, I would have made it rotate in the other direction each time it did that. I think the best thing though, would be if it changed the direction of rotating each time you died, but didn't reset the rotation to 0 in-between.
-Some win/lose animations/screens and audio would have been nice.
Overall, well done. You did a good job and I had a fun time playing.
Was this by any chance inspired by Antichamber? :)
I didn't expect that I would be giving my first 5 stars to a game like this. I really enjoyed exploring the world, and I found the trees after searching everywhere, EXCEPT down! I also liked the design of some of the rooms. It was a very interesting world to explore.
Oh man. This is EXACTLY the kind of game that I look at and think "Why didn't I come up with that idea!?"
During challenge mode, I was thinking "This would be even better if the score went up more the closer you were to the center of the line", but you pretty much remedied that in infinite mode with the bonus points. My only gripe is that I think infinite mode should have mimicked challenge mode in the types of turns and loops you came across. It was also kind of disorienting being able to see the line generating ahead of you.
I'm happy that you could play with any key, because using the arrow keys, instead of one key, helped me to be more precise.
But yeah, I can totally see a spruced up version of this getting a sponsorship. Good job.
When I started the game up, it positioned itself up the top left, not taking up my screen, and now showing all of the game within view. I tried to change the resolution within the options, but if there was an "Ok" button or something, it wasn't showing on-screen, so I couldn't click it. I opened the settings ini and changed the resolution that way, and was then able to see what was going on.
The sound effects and graphics were nice, (though I wasn't sure what the boat scene was about), and uh... Well, I didn't really get to experience too much more, because after 3 restarts I still couldn't solve the first puzzle or make sense of it. I'm unfamiliar with such a puzzle, and wasn't sure exactly where each wire trailed off to. Like, the coloured blocks with the diagonal lines, I assumed connected to the block diagonal, but then where 2 wires were trailing off to the right of a block, I wasn't sure where each line was going -- if one of them was going to the right, or both (cause no blocks had 2 wires trailing off to the left to match it). Then, I wasn't sure where the beginning of the whole puzzle started or ended, assuming it was circuitry, so I was pretty stuck and couldn't figure out what to do. I also couldn't figure out a way to check if what I had done was correct or not, or a way of exiting the puzzle.
I think you built a solid foundation, and thus was the reason I was interested enough to try multiple times, but the lacking in portrayal of information to the player broke down the structure your foundation was trying to hold.
It feels weird writing a comment like this, cause I mean, as a seasoned gamer of sorts, I don't really run into the issue of not knowing what to do, but yeah.
So, for constructive criticism, I have this for you:
I think the coloured tabs at the top of the puzzle should have shown what block it was, so that I could see all my options right there and not scattered over the grid.
Each block could have shown more accurately which line/s it was connecting to and from.
The goal of the puzzle could have been clearer, as well as the UI.
Oh and the sound randomly cut out a bit into the puzzle, each time.
It feels bad that my experience was this, because it looks like you had something really nice going on, but I couldn't manage my way around these relatively small obstacles to be able to experience it.
Was there anything more to the game after the dark room with the ledges that light up when you shoot stuff near them? Cause I couldn't get past there. You had me wishing for a boss with that prior dialogue, lol.
I like the graphics, though I thought some things should have been more understandable. For example the gun randomly not having an explosion on impact -- It could have at least had a different impact animation so that it didn't feel like the graphic was simply glitching out and not showing. Also dead enemies could have looked less alive. I didn't realise I had killed those walky guys for a bit. I thought kicking around dead enemies was a plus, but I thought a smaller distance would have made more sense. Also, in the dark room, I feel like the platforms should have stayed alight for a bit more, or for there to have been torches on the wall that you could light, because I thought that part was a bit tedious. I also thought the sparks coming from your shots could have been smaller / subtler.
I liked the music, but some SFX would really have brought this to life. I would personally regard SFX to be more important to a game than music. Nevertheless, what you did have in regards to audio was pretty good.
I thought the opening screens didn't stay around long enough for me to read/understand them, so I just pushed buttons randomly until something magical happened. Also, I felt like the horizontal movement didn't match the vertical movement, in that it was unexpectedly slow at first. I mean, I got used to it, but it still felt kind of weird that I was jumping really fast, but moving sideways was really slow (or rather, the horizontal acceleration was low).
The concept you had about a metroidvania where you start with everything and gradually lose stuff is really interesting. I can imagine some of the types of re-understanding a solution that would come up. It's a shame you didn't realise that concept, because it would have made your game a lot more interesting. That's about all I can think to criticise. Otherwise, you did a pretty decent job. Well done.
Also, I'm sorry if I'm coming off as arrogant or whatever. I'm criticising with only good intentions in mind. :)
I felt like the space around the balloon to control it could have been bigger so that it wasn't such precise mouse-work I had to pull off, and the character hitbox could have been more obvious (I mean, I didn't expect the basket that the man was in to not be solid).
Otherwise this was really nicely pulled off. And yes, yes I did think the potato was real. ;_;
I want to try this but for some reason the site is timing out when I try to load it...?
"The connection has timed out
The server at www.klianc09.bplaced.net is taking too long to respond."
I guess I'll try again later.
Ah, I was able to play it.
Pretty cool concept. It's a shame that the audio wasn't stable. Also, I felt like it was a little too hard to control at times, like going over the balloons in the air. I did manage to get to the end with the potato though. Pretty good entry.
Nice. I got the win condition with a few runs of trial and error. I'm glad there were lose conditions such as leaping too much or crawling too much. If I were to critique anything, it would be the time between each move. I'm mot sure if that is a limit of Twine, but yeah, I thought it was a tad annoying that you couldn't crawl, for example, as fast as you could click.
Troll entry or not, there were actually some nice ideas in this. Good job. =p
I would consider myself a hardcore gamer, and even I found Easy to be nigh impossible. It totally wasn't impossible, but yeah. At first I thought I had to kill them before they reached the left side of the screen. After I figured out that wasn't the case, I kept dying because the player's hitbox is unexpectedly big, so I almost couldn't predict what would be safe when going in the gaps to take out enemies. I eventually beat easy mode, though.
Aside from those things I think this was alright. I also like the pixelated earth you've got going on.
Hmm, this was a good game. At first I didn't know what to do, but continued because the world was beckoning me to explore, then I started figuring out that I can talk to people and give them stuff. Definitely a nice break from reality, lol.
If I had any complaints, they would be these: It was kind of annoying that the camera kept zooming in as I walked, or maybe the problem there was that I thought the sensitivity was too low when it was zoomed in. I got used to that though. I understand that it's meant to be a dream world and all, but I thought the text should have at least had proper capitalisation etc. Also I expected to be able to walk up the slope into the place that spawned behind the dog. But that's about it. Oh and the potato texture didn't suit the graphics of the rest of the game.
Otherwise, good job.
*Ahem*, your hitboxes are terrible, but otherwise you did a good job.
Am I meant to want to lose?
Also, you really shouldn't be mixing post-compo stuff with compo stuff, unless it is strictly game-breaking bugs. You should make a post-compo link for the post-compo version, so people aren't rating what you did after LD.
Oh hi there, redmaple. Funnily enough, redmaple was a transitional pseudonym of mine between my last main pseudonym, and my current one (which is about 5 or 6 years old at this point, and stuck).
*Ahem*, now let's talk business:
This game of yours is pretty interesting. I thought the graphics felt really smooth, and quite polished actually, with the transitions and stuff like at the beginning when it all opens out. A clean look.
The gameplay totally feels like it needs some accompanying music though, and the speed accelerated too fast. Also, I kind of feel like the visual of the mountains went to waste, as my eyes were on the bottom of the screen the whole time. I think you should have put the z and x markers along the actual slope that the player traverses (x could be grey under the slope line, and z could be white above the slope line), and extended the white of the mountain to the bottom of the screen. Perhaps this way the visual of the slope will help you determine how fast to hit z or x, too.
All in all though, this is a nice entry! Hope to see you around.
Lol, what? Am I supposed to find this saddening? I thought it was pretty funny.
Also, I don't know why the screen scrolls sideways when you move horizontally, because the width of the screen is the same as the width of the game -- it would have been better not to scroll horizontally. Otherwise I don't know what to complain about. If you were going for moody, well, I thought the text was a bit too in-your-face for that, but it made it funny.
Good job nonetheless. =p
Oh man, this is so good. I managed to get through to the end. The hardest level was the 3rd one or something where it was just out of reach and you needed to run to it. I tried everything from running backwards, sideways, and diagonally (Goldeneye/Perfect Dark 64 speedruns anyone?) before realising that I needed to just press shift to run, lol.
It felt like I was on a game show of some sort. The audio and all was handled very nicely, and good job on those vocals!
I will never be a potato. ;_;
Cool! I really liked the idea behind this, and think it could be refined into something really nice. At the moment though, I have to be an honest critique and say that I didn't like how it soon became a timing game where you had to make sure you hit the arrow key at the right time to be moving in-between the grid, to avoid insta-losing blocks as you pick them up. I think if that sole problem was fixed, despite the other trivial problems people were mentioning, this would be a great entry. There would be a way around it that stays true to what you have here, but I personally would have incorporated losing blocks into the goal, so then the goal instead would be something like "empty the screen as fast as possible". I would also have made it that you can't move between the grid, even in variations of the game where losing blocks isn't the goal.
I strongly encourage you to figure out how to compile your .love file into an .exe, etc. You will reach far more people that way.
Also, thanks for trying my game! To mend your brain, I'll say that you have to imagine the world as an actual 3D structure (or 3D array of air and solids) that loops in all directions, where you can only see the plane covering the depth of the cell that the black square is at, and WASD rotates that structure horizontally or vertically in increments of 90 degrees around the cell that the black square is in.
@tankete Something like that, yeah. I actually meant that I would make the entire goal of the game to purposefully pick up and empty the screen, since I didn't really like that staying alive was a matter of staying in-between the grid (after the black squares became too hard to avoid otherwise), but modes work too.
Perhaps if the pick-up squares stayed around longer, and the squares you were carrying were transparent or something, then it might stay a game of moving around black squares, as apposed to trying to be in-between the grid. Maybe there should also have been a few frames of invincibility when you pick up squares, so that you can't instantly lose them as you pick them up.
I think I've pretty much unloaded all my thoughts on your game now, lol. No problem/You're welcome.
I ended up playing it with Love because the .exe is apparently 64 bit / not compatible with my computer (maybe you should upload a 32 bit .exe?)
Anyway this was pretty nice, but I wouldn't be doing my job if I didn't point out it's flaws for you to succeed! I didn't really like that jump was space and shoot was z. It's too uncomfortable to use my thumb on space, due to being close to z, so i had to use my index and ring finger on those keys. The release-to-shoot, and the smooth aiming made it kind of difficult/confusing to control, and because I wanted to give it a few goes to get the hang of it, it was pretty annoying that it auto-quit on me when I died.
Otherwise I think the concept you had was good and it would have been a pretty decent game if executed correctly. This is pretty decent as it is though, as a first entry. You did well. I hope to see what you pull off next time!
Most games I try I'm like "Well, I guess this is minimalist", but I think this one really deserves some points towards theme (and some other categories, of course!). It's ingenious. Good job.
If I were to complain about a thing or two, it would be these:
- I felt like the camera changing depending on the way you are facing was a bit too fast, and thus was a bit disorienting in vertical sections where the player has to change direction often.
- The other thing is, WASD/Space is a bit weird for me, since I'm used to traditional platformers which tend to go for arrow keys. I would have at liked the option to use arrow keys (←→/↑).
Nonetheless, nice entry.
I got ~95 seconds after a couple of tries. You said you didn't think this was too original but I actually think the opposite. I haven't seen a game that works like this! Maybe I just live under a rock or something, but yeah, I actually thought it was pretty innovative. A good first entry.
This is interesting. I really liked that you could hold on to your life to evade death, but death was inevitable (or having a heart attack or whatever it was). I tried a second time and held on to my life for as long as possible after I was caught, and the blue beat got pretty big (spanning ~3/5 of the screen width), and I was pushed out of the corner, and then when I decided to give up, I was stuck in the wall and couldn't move, and the black fuzzy things were slowly swarming to helpless me. I also really liked how the beeeeeeeeeeeeeeeeeeeep at the end transitioned into the start again. Nice entry.
I don't know about fishing, but I had a fun time swinging my lure around in the air, dragging fish along the shore, and catching fish when there was still one trying to tell me something, haha.
This reminded me of Uin. You did a really good job; I really wanted it to be longer.
This was such a weird thing to find myself enjoying, but I somehow did, even though it was super short and stuff. Your portrayal of information was really, really nice. I liked that you were (seeming to) tell the player to press space by the gap between the quotation marks, and then the way the shapes interacted was both visually interesting, and felt responsive and just spot-on.
This comment of mine is so dumb, because usually I can't bring myself to write a comment without giving constructive criticism, but because I don't really know what you were going for, I don't know what to criticise. However I had to comment anyway because the feeling of knowing exactly what to do with the information given was as satisfying as figuring out a complicated puzzle, but easier, and thus more rewarding.
I almost feel like this doesn't deserve the stars, lol, but I can't help my experience being as it was, so you've earned them.
I finished with 12 mins something. It was an interesting experience, but I wasn't really able to follow the text. I liked the audio and the reflective surfaces you stood on (I would rather have not been able to see a blue ball floating in mid-air when I looked down though.) Good job.
I got all 4 endings. I was under the impression that nodding a couple of times had a different effect, and that turned out to be the case.
I'm not sure if it's just my computer or something, but I felt like the game was running a little slow. She was talking slowly, and I wanted to be able to nod faster. There could have been more delay between speech to give me the chance to decide to nod or not too. Other than these things, I want to compliment the method of communication. Simply nodding or something is awesome. I can see such communication being used in a platform adventure or something where you jump up and down to show you understand or whatever when someone is talking to you. Actually just thinking about that reminds me of the communication in Journey, lol.
Good job.
Everyone seems to have said it all already in the way of gameplay, but visually this is a gem. Reminds me of demoscene demos -- a good thing! Also I somehow made everything black and concluded with no memories deleted, on one of my plays.
I don't know why but it's hard for me to not rate you high in each category. I can't really fault you on anything, which is kinda weird for me... Good job.
By the way, the game screws up big time if you press 'a' on the title screen a couple of times. Not really sure why I even pressed 'a' to begin with, but hey, there you go.
This is really addictive! I managed to get a high score of 13,762 by standing all the way back and throwing with power 100 at angle 38, hitting the top of the tree. I have no idea how a high-score of over 20,000 is possible. My only suggestions for making this better would be to clean up the elf's walking animation, and the text at the beginning. Oh and to make navigating the menu with keyboard possible (no one likes switching between keyboard and mouse in a game that doesn't use both). Otherwise this is a great game. Good job!
After all these LDs I'm starting to recognise your name, haha. Well rounded game! The music totally suites the whole sniping-in-snow situation, and you got a rare laugh out of me with your line after beating stage 10. Good job!
Pretty cool! Reminds me of that game jam in which everyone made a room that contributed to one bigger (linear) game... Forget what it was called... I think it happened in Canada... Also, obvious connections to Warioware -- a good game.
Some of the mini games I didn't understand at first (for example personally I would have titled "Break?" as "Wait" or something, as I stupidly tried to break the box above my head (unless that was intentional)), but yeah.
Oh also I naturally prefer X over space, so I immediately realised that X doesn't exactly work.
Loved the music, could have done with some SFX. Otherwise this was pretty well presented. Good job!
--------------------------------------------------------------------------------
SUPER ULTRA AMAZING DEV-STRATS 01: PURPLE FLOATY DUDES.
1. STAND AT EDGE.
2. LOOK OFF INTO DISTANCE.
3. WAIT FOR PURPLE FLOATY DUDE.
4. PRESS AND HOLD Z+X OR J+K.
5. RELEASE Z+X OR J+K AT PEAK OF JUMP.
6. PURPLE FLOATY DUDE ERADICATED.
7. RINSE, REPEAT.
8. DRAGON TIME.
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Awwh! Amazing game, and best use of theme I've seen! It took me a bit longer than it should have to figure out exactly what I was meant to be doing and when (on day 3 mainly) but I got through. Heartfelt! And lol at that guy with the ultra squished head, hah. I had to award you all 4-5/5's, and it's very rare that someone gets a 5/5 on anything from me, or that someone gets something in both 'mood' and 'humour'. Great job!
After I realised how dark the dude's crotch was, I couldn't unsee it... *Ahem*, but aside from that, this was pretty good. The animations were fluid and I loved how the physics felt -- springy as they should be. It was a particularly awesome feeling getting launched off of a fire hydrant. Nice job guys.
Great game! I had some qualms but they were relieved when I realised that you could purchase them as upgrades. If I still had a gripe though, it would be that returning to dealer essentially throws you back to the beginning (oh and your hitbox was a *tad* too big). Almost-perfect graphics, amazing SFX, Shady-as-hell dealer. You've got it all. You did well.
Oh and I like that the character is a little girl. Little girls make the best main characters. :3
Hah, pretty awesome! Sweeping the zombie bits away with the bulldozer felt awesome.
Hey, the text doesn't all fit on the screen. But damn, this is a creepy game. It was lagging a little and stuff, but that didn't stop me getting scared! I can see just a *tad* of Slender in this. :p Also F is a little weird for an action key, but whatever. Nice work!
Awesome game!
Hmm, the parallax scrolling background that moves opposite to your jump feels a bit extreme. I'd make it more subtle. Also, sometimes your random generator would spawn me in an area with a low roof and no enemies would spawn near me. Also, I liked the feel that the weapon had. The particles and SFX etc. made it sound stong. This is a really nice first entry!
I think I managed to get all the endings. Kinda funny how the wife unspoiled by feminism is asian. :p The audio was pretty creepy -- I liked it! Though in this context it kinda made me feel like that dirty rat looking through porn advertisements in a dark littered alleyway. . . Good job!
Pretty cool, but I got all the way to 135 and decided to quit because the difficulty above 50 is very similar and it doesn't seem to get harder after that. Very well presented though, and nice music.
I really liked the clean pixels, and also the space room. I managed to get all 3 coins on my second try (I would've liked a retry key instead of exiting the game). This game is motivating me to go back and try making another (strictly) top-down game (probably exploration)! Though small, I loved the sense of exploration I got from this. I can imagine a full-scale game that requires you to make much big final decisions like in this game. Also, congratulations on your first LD entry! I hope to see more games from you here at LD in the future!
Graphics are awesome (I particularly like how the title screen introduced itself). I really liked how you could choose what your ship was gonna be like without it being being permanent (i.e. the upgrades were temporary unlike a game where you continuously upgrade). That gave a nice sense. The main thing I didn't like was that you had to switch to mouse for the menu, and also I think an option to downgrade your ship would have been nice to get your money back and use it on something else, if you had changed your mind. Oh also, the music is pretty decent but it doesn't seem all that fitting. The game was very well presented and ran smoothly though. Nice job.
Great graphics. The one-shot thing was good in theory, but the game rewarded me more for dodging stuff -- if I tried to kill with my bullet I would end up dying pretty much instantly. Also it's a shame that you had no ending after all of those enemies. Oh and the music was awesome.
Man, this is a dangerous (and well-presented) game! My main qualm is that the controls didn't make much sense to me (mostly in the menus, where you need to select with WASD and then click on it), and also, given that I am using the mouse, I would've liked to have been able to aim with it. You have a pretty solid foundation, though. Great work!
I loved how I was able to save the world managing a score of 0 points, haha. Well-presented game you've got here! I feel the need to comment on the ultra-slippery movement making it harder to control than it should be, and also the fact that it is easier (though not as fun) to run through the levels without engaging in combat. The combat itself felt alright but I feel like the punches etc could have had more 'oomph'. Also, I love the almost-speedrun take on the theme. Great job guys.
Pretty nice, but I found it hard to get past many things -- some obstacles take up half the screen, and some like the lasers you need to warp past, but the thing you shoot moves slowly, and because you are teleporting half a screen forward, you are introduced to new dangers instantly which, now being close to you, are very hard to overcome. Otherwise you have a fairly polished piece of work here. Also, I loved the little guy's running animation.
Pretty cool. Nice graphics etc. I got passed the guy with spikes above him once and then died on something stupidly easy to avoid, and then I couldn't get passed the guy with spikes above him anymore. Also the jumping felt pretty weird but I got used to that.
Also... A-- Are those guys wearing... underwear?
Very nicely presented, and I liked the audio. At first, I didn't know you could kill the wolves, so they continuously came back to hunt me until I realised to click on them. Also I felt like the game progressed too slowly. Other than these things you have a nice game!
Hah, cute! Scared them all!
Props for jumping on LD. This is a great first entry!
Right off the bat, I'm not the biggest fan of your physics tweaking -- it felt too slippery for me, though I will say that I like the jump-higher-when-running-faster rule. I liked that you had a wide variety of power-ups (I'm assuming this is your implementation of the theme). Graphics kinda reminded me vaguely of Ikachan for some reason. It was engaging enough that I played it through all your levels and a half, so there's that, too.
All in all I found myself rating this 4/5. I hope you make your way back to LD next time -- Good job!
Nice foundation and graphics. You have a pretty solid game here, though I will say that the enemies became repetitive after a while. Also, while aiming the cursor close to the character in the dead-zone works, I personally think it would have been better if you eliminated the dead-zone and made it so that stand stand still unless holding right-click.
This is quite an interesting way to present a 3D place. It makes me wonder (due to this only representing stuff on the horizon) how things would be presented if it showed everything in a person's vision from top to bottom as well. I guess the representation, instead of being a ring would be a circle, where the centre of the circle is forward (instead of your current forward which is at the top of the ring). Hmm, interesting stuff. I've wondered how I'd go about making a blind game before... Well done!
Very well presented! The audio could've been vamped, but otherwise it was nice. I think it would've been better if you could move while you were aiming.
I held down left click through getting hit by an enemy and recovering, and you can then run around and shoot the arrow (to where you were aiming when you got hit if I recall correctly). Experimenting with that bug somehow made me get stuck in the reloading animation, which allowed me to wait out the timer and see the ending, which was funny.
Also, on another play through, when I was running after one of the guys, he went through the wall and I couldn't shoot him anymore! Which reminds me -- I'd have liked to have been able to pick up my arrow after getting it stuck in a wall close-by, instead of having to walk away and then walk back. Otherwise, great job!
This is great! I played right through till the end. I didn't realise that there were secret things to collect until a couple of levels in, so by the time I'd finished the game I had missed some from the start. I like the art direction a lot, but I feel like it could slightly have been amped up a little. I can't really say how. Physics were nice -- no abuse of slippery physics. You had a nice batch of levels for me to play through which was also nice. I really wish it had music though. I think that was the one main thing it was missing. Oh and I like those enemy plant things that extend at you. I mean, they can be quite devilish but I really like their design. Especially the "... oh fuck" when you threw your javelin near it without killing it and had to sacrifice yourself to restart the level. Great job, man.
Great game! It reminded me of the Skyhook from Star Wars: Shadow of the Empire N64. Love it!
Great game! My only complaint is that you need to use mouse to navigate the menu... Awesome SFX, too.
Really solid game, though I thought the bosses didn't give you much time to hit them at all. I really wanted to give you guys 5/5 but I was let down after seeing the lack-of-climax when I opened the 4th place and beat the game. Everything was pretty much perfect otherwise. Amazing graphics, amazing music. Great Job!
This would have been great, but you die so quickly -- You barely have enough time to get back to the fountain after collecting each thing, meaning you pretty much need to know exactly how to get back each time. The concept you have is pretty awesome, and I love exploration games, but I think this would work a whole lot better if it was slower paced. Great job.
At first I was getting nowhere but after a few tries I realised that there was far more to the game than at first would seem! After getting the machine gun and 2nd cigarette I tried to kill everyone to the right but had to leg it for a while. Ran to my death, like running along the beach at sunset. Beautiful. Also the girl could have been more attractive and less brutal. I'm glad they didn't hook up. Also, you can use your gun during the convo with her and she will still trade it for the hammer. Good job.
Ah man. I really like the premise behind this. Reminds me of the movie Gravity. I also thought the somewhat 3D effects you applied were well done too, such as the feet on the rescue shuttle. An extended, polished version of this would be really well received, I think.
Hey man! It was nice to see a comment of yours on our LD entry. And damn, you were praising my art and music, but I'm admittedly somewhat jealous of yours! :p Your talent has certainly been increasing since prior LDs. Great game with great atmosphere. I had to chuckle when it said "14 years later", so I'm glad the game didn't end right there, because the slower ending gave me time to get back to the reality of the situation. Great double meaning on the theme, and the spirit rising at the end was a nice touch.
Also, I had to check when you mentioned this was your 10th LD -- turns out this was my 10th, too. :o
Wtf even is this game anymore?! hahaha
This is great.. I couldn't really figure out the yellow circle that says "stand here. just go on and fight! :D my lovely kids". I noticed that the text in the air pointed to things on the wall, but I couldn't figure it out. Is there an ending?
Nice work!!
// SPOILERS //
Ahh, I accidentally broke the wall and ended up in the planet room. I found freedom! in space!! Now it makes sense why it says "deja vu" on the wall. Does it loop forever? Is there an end?
Really good game!!
Haha, it was hilarious. I tried to drill through the wall with the arrow keys and died! Nice explosive effects!
I played for a bit -- eventually I just used the rocket to dig through, as it was faster and sometimes safer. Also, the controller input for up and down was very narrow. You needed to be pretty precise with the analogue stick when travelling vertically, so I ended up using the keyboard instead.
I liked how there could be an earthquake that blocked some of the stage. Overall a pretty good concept -- I reckon you could really turn this into something.
Nice work! :>
What a strange setting, haha. Good entry.
Would've liked more variety in the enemies, though understandably time restraints are a factor. I also felt that the screen jumped around a bit too much, and also, a spawn and death animation for the blobs would have really benefited the game, as it currently sorta feels like they just appear and dissapear.
Above all, though, you did well. Also "The Coffee Room" sign looks like it could actually be in a cafe/bar!
God dammit, Bush!
Surprisingly good entry, considering how over the theme you were. Music/sound is perfect. Really got me hyped for cleaning! The text and speech SFX were spot on, too.
You could have done a lot more with the room, like more events and stuff, but the narrative and vibe were somehow enough to keep me going.
Good job, lol.
And now I'm curious about Managore's entry.
Interesting game. I was a complete hikikomori for at least 2 years of my life, so I can relate.
Good job with graphics. It's a shame that there's no sound in your entry, though. also, I like how you can just walk over dad like he's a piece of paper, haha.
Good job!
P.S. I don't like to mention my game in other people's comments, but given that you made a game about being a shut-in, I think you might enjoy mine. Click on my name if you're interested.
Hope to see you around. Good luck!
This was awesome. The audio was particularly awesome. Set a real nice vibe, and the death sound felt like it was part of the music. Very cool.
The bounce upon landing kinda threw me off a tad. Perhaps if you were rewarded for jumping on the bounce (eg: with a bigger jump) it would have been cool.
Graphically, a bit to be desired. However, the rewind effect was super cool, and somehow the floaty morphy blob was fitting, too.
The level rotate is something I've been trying to play with in my own game design (outside of Ludum Dare), so it was awesome to see another game use it. And, the way you used it was very fitting. Added a whole new dimension to gameplay, from the same level layout.
Pretty solid entry. You guys should jam more. :>
I beat the game!
Once I realised that those big things are spawners, and that you can shoot vertically much faster, it became much easier. I assume that the quicker vertical shooting speed was unintentional?
The music was a bit off-putting at first, as it didn't seem to match the visuals, but it shortly grew on me.
Awesome animation/drawing.
Above all, it kept me playing until the end, which not many LD games do.
Good job!
P.S. if you want a good game to check out for your vid, check out Managore's Walkie Talkie. Best game I've played yet for this LD!
Hey, thanks for checking out my game! (All that you missed is that you can leave the room when you put your clothes back on!)
This is a really cool concept. I played a few rounds, because I was interested to see what sort of comments my game would get, or if I could get a high overall rating. It didn't make sense that I couldn't breach the top #200 with #1 graphics and fun, so, a tad more balancing could have gone into it. A bit more variety of comments would have kept me curious a bit longer, too.
Graphically you did well, aside from the HUD. I felt like the HUD was kinda thrown together just because the game needed one. Same-ish vibe I got from the music. Both decent, however.
Aside from these, you had a pretty solid idea and execution. Keep it up! :>
Nice job with the graphics, and nice use of one-button. The biggest flaw, I think, was that the menu / title screen was so out of the way that I didn't know to press space. A little silly of me, now that I see you say so on this page, but still!
Anyway, keep it up!
You really shouldn't get the player to move their hand away from a particular spot frequently. Pressing R to restart is great when you are actually stuck in an area and can't die, but it really breaks up the game to not have auto-respawn, when death happens so frequently.
Also, I feel like the dash would have benefited from zero gravity for the duration of it -- I couldn't really practically use the dash, because I didn't feel like it got me far enough in the air.
Aside from these things, you did well. I liked the Spy vibe you had going on there, and the variety of enemies and obstacles was nice.
Nice game. Keep it up!
Haha, the scary vacuum noise! Pretty cool once I figured out what to do. I beat the game -- cool concept! The music was really fitting, too. :>
Hey, your link seems to be broken, or something.
I'm getting this error: bit.ly’s server DNS address could not be found.
I'll check back later.
Pretty solid entry!
Good music, setting a good vibe. Sometimes it didn't make so much sense why I would get game over, and sometimes it seemed like I missed an option (by skipping text too much between days), but I was interested enough to keep playing a few rounds. Unfortunately I never got to see the end, though. I was initially determined, but it took a bit too much trial and error, vs making logical decisions. (If it was a logical route to seeing the real ending, my apologies for being silly!)
Anyway, you did well. Congrats on your first (joint) LD!
Nice entry. A+ to the graphics.
A little sad that there wasn't more than one ending. Also I think the game really lacked an atmosphere which I think you would've gotten from sfx/bgm. Footsteps, crackling fireplace, etc.
But yeah, overall, good work! See you in a future jam
Hey, thanks for checking out my game! (All that you missed is that you can leave the room when you put your clothes back on!)
@Greek85 Sure, thanks! http://www.indiexpo.net/en/games/the-outside-within
Thanks everyone for your comments! :>
Hey ChuiGum. That's weird... Was there an error message? I've never heard of a game I made crashing someone's computer!
Thanks everyone for trying out my game!
Wow, what a sassy game. I like how quick and witty it was.
The biggest downfall was the trial and error-ing your way through levels, where you couldn't guess where platforms would be. It's sad because It started to look like there was a bit of a story forming, but It stopped being fun a few levels in to world 2.
Next to that, I'd say it felt weird using A and S as primarys. A bit of nit-picking, but I would have started with F and D, and then branched left.
Music / sound was pretty rad. The vibe in general was pretty good. Subtle things like the quick camera movement and shake really is what gave this game life.
Keep it up. Stay cool.
This was hectic af. You did well. I'm scratching my head for criticism here...
I'd say that the time between death and re-spawn could have been shorter. Made me feel like I was waiting, a little. I also feel like a variable jump height could have benefited this game. Also, a little bit of polish in regards to the ending would be nice (Like, it doesn't do something final such as taking you back to the title -- you just sit there like "oh, this is it? Do I quit from here?" -- Even if walking off the right hand side of the screen reset the game, it would be much better).
The music was awesome btw. And, a few nice moments: It felt good the first time I used the door switch to make the door raise, for the purpose of using it as a jumping platform to get accross. That was rad. That was like some zelda shit. Also, that empty room with trees was awesome. It was a nice break, and then you in the same room introduced the new mechanic of room-shift by proximity to invisible trigger. That was rad, too.
Overall, good job. You did well.
P.S. I'm super curious as to how your itch.io pay-what-you-want thing is going. I've been trying to make a bigger game, but, at least for the moment, my skill seems to be with small games, so you've made me interested in doing something similar. If you're willing to share, get back to me somehow. :>
Thanks! See you around
loooooooooool, what? Dat cam zoom. Also, accurate stereotypes. Also, wish the thing didn't just stop when seeing someone's vote. I guess that's where the jam ended tho :p
Played again -- Didn't realise you can click. Maybe shoulda told me to like click or whatever instead. :p
It took a couple of rounds but I finally voted out one-room. I laughed at a couple of the jokes, also I like the subtle marketing of your rude bear game. Sneaky. Anyway, cool game.
Shh don't tell anyone but when I don't like the theme I just make whatever I want anyway. Chances are it's at least vaguely relevant!
Man, what a crazy game. It was a kinda confusing to play, but I think you have the beginning of something. I really like how you can walk up a slope block to transition between walking on the ground and walking on the wall. You could do heaps with that. Nice entry!
You did pretty well.
You definitely need some work in all areas, but I'm impressed that you at the same time have a level of skill in all areas -- many entries tend to be good at one thing, but bad at other things.
For your entry, graphically, at first I didn't know why the room was changing, but then I realised it was cause I was walking into that grey switch thing; so maybe that switch thing needs to stick out from the background a bit. Your audio gave some super retro vibes, which was cool, however, the game-over music was louder than the other music, so pay attention to the sfx and bgm volumes in relation to eachother, in the future. Your hitboxes/collisions also need a bit of work, and I think the gun felt a bit slow and weak. I think i'd rather shoot faster and more frequently even if it takes more bullets -- you can make a gun feel powerful by adding a crunching sound & a screen shake & a delay (think about the delay when dealing an attack that has meteor in smash brothers -- after you hit the enemy, there is a slight delay while they shake before they fly off screen, and that adds to the feeling that the attack was very powerful). Anyway I guess this is a bit off-topic. But this game sorta reminds me of my first LD entries, so I guess I want you to get better, haha.
Also, you can add a simple menu to contain your game, which makes it feel a bit more polished and cohesive.
I'm happy that you tried to make this entry better than your last. Keep doing that! Good luck, see you around!
This is great!
It really could benefit from Copy and Paste function, for people to send people levels.
It also could really do with some music. a lot of vibe was lost. I image like typing sfx when in chat and then lvl sfx/bgm while in playing mode.
Anyway, keep it up. I'll def be following your works.
Hmm, nice concept.
It was a bit overwhelming at first -- information overload with a visible countdown in the top right! -- but as I messed around for a bit, I got the hang of what was happening. Super difficult, though (and a little buggy). The fame i/o was like an even tug of war.
I'd say the biggest issue is with the information overload, though -- I don't need to know everything at once. Also, figuring out that I could zoom out was super helpful -- and I wonder why it is even a feature. K.I.S.S. would have really helped this entry.
Overall, though, you did pretty well. You were off in the right direction, and given some more time for polish you'd have a solid game.
Keep it up!
Oh, cool entry!
This kinda reminds me of that truck dismount game. I wish you had a bit more time to flesh it out, though, cause it did get boring quick. I think this is a case where giving the player too much freedom was a bad thing. Especially with the random levels, I didn't care what score I got on any particular one.
It's pretty cool, graphically. Particularly the time bombs. And I admire how clean the mouse is -- It always clicks where I want it to, despite being in 3D space.
Nice work~
Oddly addictive. I ended up making a red block as big as the screen! the two red blocks half that size were deparated by another, so i was trying to get them together and then when they got together, everything just like flew out of the box, haha.
Biggest downside, I guess, is that there was a wait time between clicking for new blocks. Also, the new blocks spawned off the level, sometimes. I sort of expected that the game would say things depending on whether you were destroying blocks or putting them together, but this is oddly fun as-is. Good job.
Nice entry! Really good presentation, and the mechanic was unique, too. :>
Man, what a weird and cool vibe. I didn't play through to the end, because it got way too confusing as to where everything was, to the point that I wasn't paying attention to where I'd been -- I just walked around aimlessly, hoping objects would appear, to interact with.
The sound and weird graphics gave a pretty good vibe. I could imagine getting lost in a world with this vibe if it were was bigger than one room! :p
Nice job!
Ooh, nice. I really like the part where I had to find the numbers through the lenses.
The puzzle after that was a real leap up... I couldn't solve it, haha.
Really nice vibe, though. Nice work!
Wow, pretty unique entry. Nice animation and voice acting!
Haha, what... Good job on the overall presentation and... tentacle sounds. lmao
Ooh, nice concept.
I played with xbox one s controller, and whenever I wasn't aiming, the character faced to the right. I would have expected him to face where I last aimed. Also, a few more sfx would've done the game well.
Otherwise, you did well! Cool game! :>
Nice atmosphere and graphics! Shame that it was super short, though.
I want to play this, but for some reason I can't seem to get Java to work. Or like, nothing happens when I try to open your game with Java. This is a new PC and the first time I've tried to run anything Java on it, though, so the problem very likely isn't to do with your game.
Really cool QR use.. I had to download a QR reader mid-game, haha.
Also, I somehow opened the door but I never got to break down the wall or anything. is there more than one ending?
Nice game!
Haha, nice!
Man, what a unique concept! It was balls-difficult, but it had a chill atmosphere.
Was there a win-state? I'm sure I got all of the blue-yellow cubes in the tutorial stage. Since I couldn't find another, I skipped to the next level.
Really cool game. 5 stars innovation. :>
I beat it :>
Really cool idea. It got a bit mind-bendy towards the end (this is a good thing). Also the tune really catches on.
I'd say the biggest place this falls short is in its polish, like the movement felt a little stiff, and some particle effects would have added extra charm. This is really just nitpicking though - you did really well. I felt like I went on a journey there.
P.S. I did notice a bug (using Chrome) btw. When you're like, really deep, sometimes the game boarder won't show. It only happened when interacting with the games in this room: chrome_2021-04-26_15-26-04.png
Above all, though, nice work!
This was a crazy mind bender. I had to skip a couple levels which I came back for, and ended up completing all levels up until 12. It started to get pretty crazy when you introduced pushable stack blocks. I felt pretty satisfied with the solution to 11, which is when I think I finally properly understood the game.
The audio and visuals aided the experience quite well, and the puzzles were pretty cool. Some sort of music might have been nice, and also some keyboard control of menus would be nice too since the gameplay uses the keyboard.
Overall it's a really solid and complete game, with a really cool and unique mechanic. You could totally polish this up and sell it! Well done.
Yo! Somehow I missed all but the ending card and the audio of your game during Gorethumb's stream due to life task multitasking >_< I'm really happy I got to experience this for the first time first hand though, I think seeing it on stream would have tainted my experience a little. It's very cinematic and funny. I chuckled as I was mashing the spacebar harder and harder, you warmed me up for a good laugh at the end.
Honestly, even though you didn't make a long experience, what you had felt very complete, which I personally find more important. You covered the game pretty nicely with graphics and sound, and the fact you taught mashing the spacebar at the beginning made for pulling the treasure at the end to be a seamless experience.
The main negative for me was some weird occasional clicking in the audio, and I guess just some improvements would be in polishing the graphics a little. I think MS Paint-like graphics are fine for the actual gameplay graphics, but not as flattering for me when it comes to text. Of course, there could have been a lot more gameplay in the middle of the game as well, but at the same time, if that gameplay wasn't good, then it may have detracted from the otherwise positive experience, so I don't mind that it was short.
In conclusion, pretty solid little experience with a good dash of humour. Short but fun, and I liked being involved in the humour by needing the mash the spacebar.
P.S. I noticed you joined LD 23? I actually participated in that one as well! (Coincidentally with the only other precision platformer I've released.) Cool to see another old-timer still going at it. :> Anyway, this wall of text is getting out of hand. Thanks for checking out my game and making a cool game yourself!
Among the most time I've spent with a game jam game! It reminds me of 6 degrees of Kevin Bacon. I suck at trivia so I didn't beat the game, but it was fun to learn random stuff and find random links between things. I also chuckled a couple of times like when I tried to go to the homepage as a wildcard but couldn't as I'd already been there. Or when your game told me off for trying to search for the goal in the search box lol.
I'm not really sure how the game can be improved upon... Well, actually, when I went to full screen, the side-panel window was out of sight, so I had to play in windowed mode. Also, I guess a find-in-page function might be helpful? Also not sure how your game exactly determines that you've reached a goal, but the Wikipedia page for Poetry didn't award me the goal "Poem", whereas the page for "Grumman Golfstream I" did award me the goal "aircraft". I was also on my last life though, so not sure if it's an issue with that or not.
Aside from that, as simple as it is, the game feels really complete and something you could hand to non-gamers to play with as-is.
3rd attempt 😅
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Wow, so many comments on this thing. I saw it pop up on twitter and had to give it a try. Didn't realise it was a jam game! Awesome accomplishment.
This game is pretty good all around. Honestly finding it hard to fault, but if I were to nitpick, I think the dragon getting more and more surprised at the length before you killed it was a little weak and it may have been a stronger end if the dragon was a bit more confident in degrading you until proven wrong, sort of thing. Also I felt like the dragon's sfx was a little softer/weaker than it could have been? And the audio mix in general felt a little flat? As you can see, these are small nitpicks.
The sfx for the voices of the character, and the main character, were really cool/fitting. The character struggling to lift themself over the sword was perfect. The game was pretty fun. It was also cool how the same challenges could require a different approach given the length of the sword. I'm glad that the final level actually pushed the challenges to the limit. The game is super polished and the premise is pretty hilarious. Well done!
@neverautomatic sub 7:39? 😉
Bruh.
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Okay, firstly, well done on making a cohesive and complete game. The graphics also worked well, and I didn't realise that pencil scratchings could be musical - meditative, even. I particularly like the way you styled your title and menu text as well. Plus the S. Classic. Levels being part of bigger levels was a cool mind-blow too. Your game feels pretty complete and polished for 72h, so well done there.
I hate to say it but I found the fun factor to be pretty mediocre - it was my love of the genre that enticed me to see it through. Most of the times I died, my character was not visibly intersecting with a danger, which is frustrating... Definitely make hitboxes small enough to account for that (even with some leeway imo). On top of that, the level of precision required for some of those jumps felt even more precise than the Farewell chapter of Celeste. Keep in mind that you'll always be like 5x better than the average player with the practice you had during playtests (and the fact that you tweaked it to feel good to you), so you should reserve that level of precision for only the hardcorest levels. On that note, keep in mind that every challenge you throw the player should be something they are warmed up to, unless it is a conscious decision otherwise. Um, actually less of an issue but I'll also mention that moving platforms were a little annoying for not moving you relative to them. I'll also say that having the same type of challenge a couple times in a row can be repetitive and boring, not that you did much of that.
Forgive me, I've railed on about the negatives because I'm passionate about the genre. They might be smaller issues for other people, so take what I'm saying with a grain of salt and your own compass. Something you did well was that you gave some leeway when just barely making it to a platform - that's the kind of design philosophy that will make a good precision platformer.
Above all, honestly you're in a pretty good position. You have what it takes to make a complete game, which is a really hard thing to do. A little tightening on your gameplay and level design, and I see a lot of potential.
Keep up the good work.
Hey your game kinda breaks when starting a new game...
Oh... OH!
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This is such a cool game. I love it when the game breaks but it's part of the game. I literally took a screenshot, to report the bug, lol. Really cool graphics and sound, and a cool experience. Nicely polished. I love how you made a game on top of an already good looking/sounding/playing match 3 game. You get my first 5, and zero suggestions for improvement.
I got to the treasure. :> The ending was actually kinda funny, I was gonna give you some humour stars lol. Anyway, you set a pretty cool tone and the audio and visuals really aided it. The game was a little tough to control but it had a unique style which I enjoyed.
Some small improvements would have been nice, like automatically respawning after a second, and not jumping unless specifically pressed (I died once because I landed while still holding the jump button, and jumped again to my death.)
Overall a pretty solid and complete entry. Well done!
@maximbegunov You're welcome. Hey, I noticed @wooliii recommend that Space be used for grab as well as jump. Space was grab and jump when I played. Did you change your game after the 48h deadline?
If you did, please don't, it's not in the spirit of fairness or Ludum Dare. If you actually placed in the top 3 of any category, people would notice. Make a post-jam version if there are things you want to fix. And if I'm mistaken, I apologise. Keep up the good work.
@maximbegunov You've responded in just about the best possible way, thanks for doing that. People will likely play and rate the fixed version anyway, so it's better to do that than have a mysteriously updated entry that people like me might notice and wonder about. Good luck at the finals :)
Hmm, for some reason I can't play it in chrome (or edge lol). I just get a red to black gradient screen on a purple to black gradient background. Perhaps a downloadable version might help?
@kr4ft3r Oh, you're right. In that case maybe "click to gain focus" or something could help, for future reference. I just thought it wasn't loading.
I just played it. I really dig the atmosphere. The vertical words were pretty awesome too, although they were a bit hard for me to keep my focus for the whole thing (sustained effort for too long). Towards the end I let it fall without paying too much attention, to see what would come at the end. I was a little sad that she just kept falling with no change after the text ended - I wanted more!
Honestly, you set up such a mysterious mood with the girl falling and the graphics and text that the butt just felt out of place. Don't get me wrong, I like a nice butt, but in this case I think it took away from the alluring atmosphere you created.
Probably among the highest points I've awarded for mood this time around.
Keep it up.
Nice game. I got 75. :> Kinda annoyed cause it was a death I could have avoided lol. Oh well.
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I love the textures and look of the cave (reminds me of an old BASIC demo game program from the 90s), also the sound is super atmospheric. I also found myself liking the quirky character.
Also, I was put off a little by the fart noise at first, but later found it funny as the character continued down, bouncing off things. :>
I'm finding it hard to think of negatives... I suppose a bit more variety in the obstacles would have been nice, and maybe a bit slower of a difficulty curve?
Above all, pretty decent and fun. Nice work.
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I beat it. :) Pretty awesome that you were able to make a gba game - this is the first LD game I've ever played that is a GBA game. It would be nice to provide links to an emulator that you recommend for people who don't already have one.
It's pretty easy to fudge the game by sitting at the top of the screen and avoiding the fish. The later fish were too sporadic to bother trying to attack with the small attack hitbox. I also couldn't tell my score from the illegible text on the main menu (one of the characters was an "r"?).
Btw, it's cool to see a demoscener participating in LD :) Curious to see what you come up with next.
This game is hilarious! and the sound effects were top notch. I like the premise of the game, lol.
I noticed a glitch, after beating the game. When I tried to restart, the seconds timer continued, and also voodooing one person would win the game. Also, I'm not sure if intentional, but you can walk away from someone while voodooing them. Not a complaint, though; I used that to my advantage and was happy to do so. The ability to hypnotize multiple people at the same time would have been fun, but I suppose it makes sense to only work on one person at the time.
Overall pretty cool and funny entry. Nice work :>
I really liked the graphics and vibe. The colours were particularly harmonious and the animation was done pretty well too. It gave me some cave story vibes, actually. Really nice level of polish given the time limit, and I enjoyed the progression of elements introduced. Well done :)
Oh my god.
My first 5/5 for theme. This is exactly the kind of game I was hoping to see. I'm not sure I'm happy that I received it, though.
This is the grossest I've felt playing a video game. It takes skill to evoke a response like this. The graphics and sound certainly get you there. Well done.
And that fucking star wars theme at the end.
... I can't think of a way to improve the game.
@acuriosity It certainly did, lmao. You are very much welcome. I think the games that we enjoy making most turn out to be the best ones. Keep it up
I found the treasure :) I like the animation on the sharks mouths and fin of the submarine - super smooth. I also got shocked / excited when I saw the red subs.
The worst points would probably be that hitboxes were a bit weird (full box instead of inside - hard to know when you'll actually collide) and the movement could have been smoother like with use of acceleration/deceleration. Oh also, I semi expected that I'd be able to travel to a previous room (but I suppose it was good that I couldn't since the game has a linear progression and I may have gotten lost).
Above all, I dig the 1-bit aesthetic and I was impressed at the variety and length of your game, and enjoyed seeing new enemies in new contexts pop up. I also noticed that you exercised a bit of conveyance when the bombs were introduced - nice.!
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"You win." lol, classic.
Pretty interesting take on a hardcore platformer. It was nice to have a new challenge.
Rad job with with the engine. :> Also, nice work with the different areas. The graphics and music really adds to the atmosphere, feeling like a drone in those places. (The sound-font/music works very well towards that too btw.)
Tbh the physics felt a tad too slippery for me and took a while to grasp, and I felt that hitboxes on spikes could be more forgiving (Empty space in drone's lower-right corner can collide with empty space on right-wall spike's top-left corner).
Aside from that, the game feels pretty cohesive and polished. Definitely one of your better solo submissions and looking forward to more. ;) Nicely done.
This is super fun. I played it a couple of times :>
There is a little roughness around the edges, like I feel like dash should go forward if no direction is pressed, and I would have liked to be able to choose whether or not I was pulled towards enemies. Also shoot doesn't work if you hold the mouse button down too long and wall collisions are a little iffy.
Aside from these, the game plays well, sounds good, and is pretty fun and unique. Keen to see what the future holds for you! Nicely done.
This reminded me of UIN - an old game maker game. I really dig the vibe you created - super cool :) Also it was a nice touch that everything gained some colour after picking up the flower.
There could be some polish around the physics (gets stuck on walls, no accel/decel, for example), and more visual cohesion between the textboxes and the game graphics, but overall a nice little game with cool pixel art.
I reached the end. Fun game! Some of the levels were pretty hardcore, which was rad. Also I enjoyed the spinning animation when you jump.
A little more horizontal speed would have been nice. I also noticed that you can fall forever if you jump to the left of the stage.
All in all, well done. A great entry and congrats on being able to make your first whole game in 48 hours - it's a big achievement :)
I got the undergem! Really enticing gameplay, it kept me playing right till the end. I chuckled a couple times when my robot got faster and faster.
It's hard to come up with improvements.. Perhaps the game could do with a graphics makeover, and maybe some more obstacles that, perhaps, make it so that you can't just make one massive ladder all the way down, would be cool. Also I was a little sad that getting the undergem stopped any visible sign of my money progress. I collected most of the valuables from the lower layers all in one go and was really keen to see how much money i ended up with, but getting the gem is ultimately the end and stops you from seeing your money.
Really polished game with a good vibe and enticing gameplay. Well done.
Is there an exit to the second level? I tried 5 or 6 times and couldn't find it! If there is, my bad, if not, a win state is a fundamental component of (most) games that should be prioritised!
You did really well otherwise. You got quite a bit done in the 48h - variety of graphics and music / sound. A variety of obstacles. Cute story. Well done.
Got a high score of 26300 :>
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The music and sound was fitting. The graphics were pretty nice too, except that the UI didn't really match the graphics of the game. It's a pretty innovative idea that I haven't seen before. I also liked the way you choose the direction simply being a mapping of the keys. The main place this falls short is that it's not too fun or enticing me to play more, but above all you did pretty well in most other areas, which are commonly a second thought in other entries, so well done.
I beat it a couple times. :)
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It's actually pretty easy by walking diagonally for a speed boost (reminded me of speedrunning Perfect Dark N64), which was fun to figure out and exploit. I also really enjoyed the sound and general vibe of the game. Has a nice warm cozy vibe.
The main thing I didn't realise was that you had to click on the orange thing to proceed (which feels unnecessary) so I died in the first room on my first try. It also would have been nice to have a score indicator at the end, as it can be hard to know how far you got.
Overall great job though. You did a really good job of creating a feeling with the audio and visuals.
I got a high score of 249.6m :>
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I was surprised at how many times I wanted to retry this. It's a simple diving game but you did a lot right with it. I like how you have the goal of getting air and light while also avoiding stuff (simply avoiding stuff can be boring in open spaces, so drifting around corners and in between rocks to get stuff makes it fun). Also, nice job with the hitboxes - it always felt fair when I died. I also enjoyed that difficulty oscillated, as it gave a sense of breathing room after difficult sections (something I could learn from when designing levels!).
Some negatives that come to mind are that the difficulty seemed to plateau after a while? The difficulty from 100-200 felt a lot more similar than the difficulty leading up to 100... (Or maybe I was just getting used to the game?) I would have also said that the physics were too slippery at the start, but I actually found it kinda fun to drift around corners after getting used to it. Oh also, perhaps the ability to move the game along faster when approaching the bottom of the screen would be nice, but that's more of a would-be-nice and not super important. Oh also I just remembered that when using gamepad, after using the d-pad, the analogue stick didn't seem to work. I restarted the game and completely forgot about that issue until now, though.
Overall, it's a simple game that nailed the fun factor quite well. Nice work.
Took a few tries but I managed to survive past the final snake, by skipping the second snake. :> I really like the gameboy-like graphics you made, and the full suite of movement options you implemented.
I found the wall jump a little hard to pull off, and too weak when I did pull it off. Also I liked the particles, but thought it would be a little more cohesive if UI and particles were the same pixel size as the game world graphics, but I guess that comes down to taste and the way it's implemented, and can look good sometimes.
You got a lot done even though you didn't finish making a full game, though. Lots of details like the key floating / unlocking doors, battle animations, particles, screenshake etc. Nice work with the polish~
I beat it! :> Another fan of hardcore platformers?
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Pretty cool idea, and it enticed me to keep playing until the end. The main issue for me was that I really felt that the paint should stay on the level between deaths, so that there was a more of a sense of progression. Oh and I got a little stuck at the first 2-key door. I didn't realise that doors would need 2 keys by that point.
Overall, it's pretty good. Really awesome that you managed to include a boss in there as well, btw. and nice work with the music and sfx.
I haven't seen a rhythm platformer before, pretty innovative! I enjoyed the graphics and sound - simple but feels pretty polished as is. I also enjoyed that the sound gets more elements as the levels go on, and I spent some time in the you win level making a tune, which was pretty fun.
I almost got stuck on the first level and started questioning whether my goal was to get the musical note or not, so perhaps an easier first level would go a long way, maybe with a shark already placed. I also didn't know that I had to place the sharks at first (I know your LD text says so, which I noticed later). Probably the most important problem was that the rhythm/music, while being pretty cool, didn't really have any effect on gameplay. I could jump out of time freely which didn't sound as nice. This could easily have not been a rhythm game. So it would have been cool to see some timed gameplay elements that pushes the player to act in time, or some other way to tie the rhythm to the platforming.
Above all it's a pretty cool entry that I enjoyed experiencing, and you could build on this idea and take it far. Pretty unique! Nicely done.