Tiny Hack/ by Ace 2012-04-24T17:32:00
Could never get the Linux tar working.
Foon → Ludum Dare Explorer → Users → MarekkPie
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 45 | Start with nothing | DEFENSELESS | compo | 3.50 | 3.66 | 2.83 | 2.83 | 3.41 | 3.58 | |||||
| 2017 | 40 | The more you have, the worse it is | Soup's On! | compo | 317 | 3.42 | 3.40 | 3.56 | 2.72 | 3.14 | 3.14 | 2.97 | |||
| 2017 | 39 | Running out of Power | Indie Power-Up Supply Co. | compo | 394 | 3.21 | 3.15 | 3.57 | 3.57 | 3.31 | 2.36 | 3.16 | 2.50 | ||
| 2016 | 36 | Ancient Technology | Trireme | compo | |||||||||||
| 2015 | 34 | Two Button Controls / Growing | Harvest | compo | 648 | 3.05 | 3.10 | 2.38 | 2.90 | 2.76 | 2.40 | 2.13 | 2.44 | 42 | |
| 2015 | 33 | You are the Monster | Masyu | compo | 872 | 2.53 | 2.60 | 2.21 | 2.77 | 2.45 | 51 | ||||
| 2014 | 30 | Connected Worlds | A Galaxy United | compo | 1079 | 2.57 | 2.73 | 2.76 | 2.88 | 2.33 | 1.88 | 2.26 | 2.62 | 62 | |
| 2013 | 28 | You Only Get One | Patch | compo | 676 | 2.79 | 2.32 | 3.26 | 2.83 | 2.79 | 37 | ||||
| 2013 | 27 | 10 Seconds | T-X | compo | 1100 | 2.35 | 2.18 | 2.31 | 2.63 | 2.13 | 24 | ||||
| 2012 | 25 | You are the Villain | Plunder! | jam | 239 | 2.71 | 2.74 | 2.64 | 2.91 | 2.43 | 2.17 | 2.30 | 45 | ||
| 2012 | 23 | Tiny World | Supernova | compo | 401 | 3.03 | 3.03 | 3.03 | 3.05 | 2.34 | 1.00 | 1.30 | 2.43 | 70 |
Could never get the Linux tar working.
Get a fatal error on start; I think its my comp more than your game though.
Fantastic game. Took me a while to understand what was happening, but once you do, the game opens up.
Does exactly what it sets out to do.
Thanks; there are clearly a few things that could use some polish (the art and the black text backgrounds being the most obvious), but I think I'm going to leave this as it is. Wasn't a big fan of the theme, but told myself I was going to participate, so I just made something.
No...there's totally a difficulty bug. I have it decreasing arthimetically, so, eventually, the spawn delay goes negative and BOOM you're dead.
I also noticed about the upgrade cost just an hour or so ago. Didn't mean for upgrades to increase in value, so I didn't add attempt to update it. My bad. That's what 48 hrs does to ya.
@Thotep: Agreed on the first count. The way that I attach planets to orbits is by having three circle masks stacked on top of each other, with the largest on the bottom and the smallest on the top (think Tower of Hanoi). When you click on the masks, the topmost mask will be the orbit to which you attach the planet. However, this means that you have to click inside the orbit, which makes things a bit weird when moving your mouse from the left side of the screen to the orbits. Also, the planet buttons often feel unresponsive. The upgrade button is the worst, since the cost shown doesn't reflect the actual cost. You could be smashing left-click wondering why it doesn't pull an upgrade, when you clearly have "enough" resources, according to the text.
I specifically remember monkeying with that stuff within the last 15 minutes before submission, so I may have accidentally borked the update cost text during that time.
I really liked it. Not much more than click and hope, but the concept is all there.
The idea is clearly there; but there's little execution. Seems like you spent a lot of time getting the nice 3D effect and ran out of time on the actual gameplay.
Fun, but pretty hard.
I think the computer I am using sucks to hard to play this.
Even following the Linux readme I cannot get it to run.
It's a bit tough, and you have to dig into the readme before you have any idea what is going on, but it's still an enjoyable experience.
I liked the game, but a lot of it is explained in static text; people don't usually pay attention to that kind of stuff in a platformer. Maybe add some new boots to the player to indicate that he or she earns double jump.
Great game. Would have gotten higher scores if the graphics weren't so muddled together. It is hard to differentiate the pieces from the background.
One of the best on here. Controls very well; simple to pick up and understand. Can't really praise it enough.
Absolutely fantastic game. Would have preferred mouse controls over keys, especially from that specific isometric perspective.
Great little game. Controls were a bit wonky, and it eventually got a a point where there weren't enough color-changing pellets to even stand a chance (don't know whether that was intentional or not).
I like the idea...the game just didn't catch me for whatever reason.
Was really fun; nice incorporation of the time limit into the ending. One of my favorites so far.
Couldn't get the Linux version to even recognize the downloaded file as a ZIP file, much less extract it.
Not a platformer! Fun little mechanic, but its hard to actually understand what is going on. I don't even know why I lost on a level.
Just wanted to let you know that a frame from you game was feature on the most recent (May 2) Extra Credits (http://penny-arcade.com/patv/episode/args-part-1); it's near the end, and it isn't really about your game, but I wanted to make sure someone told you.
Great atmosphere and sound. It would have been cool if you could do things to defend yourself against the other fish, like lead the even bigger fish to them or make them get caught in the net.
I really, really enjoyed it. Loved the fact that you never actually die, but just go to a level you haven't finished yet. One of the best on here.
Nice little Tempest/Asteroids mash-up. There are a few glitches, such as the asteroids buggying out when you hit CTRL. Also, the game hung up after I got infinite energy and spammed fire.
Nice runner game. The jump is a bit annoying.
Was fun. Would have enjoyed mouse based shooting a bit more (or gamepad base doubly more).
Yeah, it's a bit tough; the sounds are fairly annoying as well.
Fabulous game. Didn't know what to expect, and was pleasantly surprised.
While it might be good, making people sign up for an account is probably not the way to go.
The user interface keeps this game from getting more than a minute of play.
This game keeps itself from being great by forcing the player to follow a specific path. A little more freedom and it would have been awesome.
Great game. Loved the whole idea. Small issues that I noticed: your beam doesn't destroy parts of the world directly in front of you, so you can get hung up on an insignificant piece of world.
Haven't played many so far, but this is great. You start to see what is actually happening a few screens is, but the ideas of levels being inside cracks in the wood is pretty cool. Great job.
Maybe it's my screen size; but I can't get all of the screen to appear.
Alright, played on a bigger monitor. Great game. A little tough the first play through, but once you realize what to do isn't not too hard.
I really enjoyed this game. It does however take far to long to increase your size the first time through. Not to mention you are moving extremely slow. But the game concept really comes through, and I liked it overall.
I jumped, and then my character immediately disappeared.
Thanks guys for all the responses.
Again, sorry about the bugs. I think I have a big issue of trying to make something "unique" and "expansive", and end up getting bogged down in implementing too many features. It leaves me with too little time to play-test and, often, too little time to actually implement what I hoped for anyway.
I've also been coming at these competitions nearly totally from scratch. I usually start out with absolutely nothing, then throw together some libraries and try and glue them together. That usually takes about a third to half of my total time, which is far more than I think it should.
Thanks for all the plays and comments. This time around has definitely made me rethink how I should approach these events.
On my netbook I was having some issues moving around the playing field. I would randomly get stuck in a particular spot, even while holding down an arrow.
Too big of a screen for my little netbook. I'll have to give it a try on my desktop to see what's up.
Excellent atmosphere. Probably should throw a age warning or something at the front, just so people know what they are in for.
Is this a game? I click on bank heist ninja style and just get a loop of an animation.
Unique idea. Maybe I need to try it on a different computer, but the matrons spun around extremely fast, so I could only beat the first level.
Extremely clever and competent puzzle platformer.
Controls well, but not really much to the game.
Great little Mario Bros. like.
Great job!
Love the art style; too bad there not much to the game.
Fairly enjoyable for something made in such a short time period. Not much strategy to it, but guess it was going for something a bit more twitchy.
Excellent, excellent game. Must have played Mark of the Ninja recently.
@headchant: I was still coding pretty late into Sunday, so I didn't have much time to play test the levels. I figured I worked on the different enemy types for a while, so as long as I at least show them all off that's fine by me. Guess that's the programmer in me rather than the designer.
@josefnpat: Physics library is bump by kikito; just a simple AABB library. The steering AI was hand spun, but its not hard to find some simple pseudo code for the algorithms.
Button library is Quickie by vrld. To me, it's the easiest and fastest of the UI libraries out there for LOVE.
@leafo: Pretty much the same answer I gave for headchant.
Wow, what a mind break you go through when the second key is introduced. Might want to consider adding a level where the two keys move at the same speed first in order to introduce it.
Also, you can rename the 'Source' download to 10seconds_src.love, and people with the LOVE engine can download it and play it directly.
Very nice tone and mood.
You can also advertise this for Mac/Linux if you change the name of the Source.zip file to .love (.love files are just zip files that can be run by people who have the LOVE engine downloaded)
I would release a windowed version, as running it on my dual monitor setup screwed up my display settings (LOVE doesn't seem to handle that situation very well).
Nice little game. The player sped along like a demon, so it was a little hard to control. Also, you can use 'require' statements in LOVE to load in other modules. It's the more idiomatic way to do "includes" in Lua.
I can't seem to "slap" a student.
@zconnelly13: Thanks for the kind words. I've been meaning to try some mobile development; next time Ludum Dare does one of those "Earn a dollar" challenges I might take you up on the offer.
@rnlf: Sorry about your frustrations. It's based off the Carpentry game from Puzzle Pirates (http://yppedia.puzzlepirates.com/Carpentry). The blue tiles are to show were you overlapped a patch on an already filled tile.
@WhoaConstrictor: Thanks for the compliment. I'm going to take the cop out and say that's part of the theme :)
@WojWorks: Thanks for playing. I really enjoy a good puzzle game as well.
@@Micle2000 (o_O): Thanks!
@josefnpat: I considered it, but I was still making the finishing touches on the game with about an hour left.
@enosshenk: Thanks. I'm not sure what you mean by "couldn't win". If you overlap, that just affects your end game screen (i.e., score).
An amazing technical achievement, but at this point not much of a game.
Simple and fun.
Interesting concept. I get some massive slow down the later the game goes. I'm guessing you don't clean up the bullets efficiently enough.
Aesthetically, the game is fantastic, but it's way too difficult.
Don't think I've ever seen something like this before.
A nice, thought provoking interactive narrative.
Where'd you get the bread!? :)
Very well thought out. It can be hard to design a level to make sure all upgrades are viable.
What a dorky game ;)
Silly, stupid fun. The enemies are a bit too relentless in their pursuit.
Amazing you were able to get all those games out in time! Some of them, however, are almost entirely luck based (the rings and the wind), while others seemed almost impossible (the zombies).
@Alaxe: The idea is actually The Lost Vikings (http://en.wikipedia.org/wiki/Lost_Vikings).
@Capitals: You mind describing the bugs? I'm allowed to do bug fixes post submission.
@Robot Souls Games (and most other people with bug issues): There was a bug having to deal with the game not changing the required characters to who was currently on screen. I've uploaded a fix.
@steve: I'll take a look at that tonight.
@pansapiens: Most of the collision bugs I've found ended up relating to the lifts. Is that were you ran into the problem?
Nice blend of two different genres. It can be a bit difficult to catch up to the ball sometimes.
Neat idea! I remember playing a similar game with breakout and tetris. A bit difficult to play; your eyes have to be constantly looking at the other half of the screen. Might have been easier if the paddle and ship have the same movement keys.
Was about to turn it off. Just an otter Mario clone, then BAM!
The second tutorial level was fun and challenging. Unfortunate that everything after that is randomly generated.
Nice idea, and implementation. Unfortunate that things got in the way of finishing it off.
Fantastic little platformer. Reminds me of some of the levels from VVVVVV.
Fun little runner. Could have been a bit more challenging up front.
WE WILL FIND YOU!
Very enjoyable puzzle game. Some of the levels can be frustrating, as it is hard to see what the problem was.
Super fun. AI is a cheater at the end.
Reminds me of Solar 2. Really liked the parallax stars.
Had a blast playing with you on stream!
Interesting take on connected worlds. Wish there were more ways to interact with the planets, and/or more a better explanation of what it means to have different skill levels.
Amazing atmosphere. Would love to see this idea developed more!
YOU LIED!
Fun, fast paced, really good for what seems like only a short amount of time.
A nice attempt. A bit lacking, and the controls were awkward to navigate with.
Love the idea of 3D, space tower defense, but as other have said, it doesn't look like there is a way to win unless you cheat. You earn money too slowly compared to the onslaught on UFOs.
Puzzle games! Simple, fun, challenging. A total package.
A unique commentary on the lizardman menace in upper class society.
I thought it was quite fun. Audio was fantastic. Platforming felt great. Level 2 was a bit long.
Clever game. Took me a bit to realize how to move items from one compilation to another.
Interesting idea. Hard to see the effect of the turning until it is too late.
Really took the theme to heart. However, the tutorial has so much text and the controls are found at the beginning that by the time I reached the part where I play, I completely forgot what I was supposed to do.
Love card games. A bit fast paced, and it doesn't seem to respond at times; I select a card to place, then it loops back to not having a card selected.
It was fun for a bit to massively murder those other stickmen, but unless I'm mistaken, there isn't really much here besides that.
I am the Sunborn!
Fun take on a Sokobon game. Some levels were a bit confusing, especially when you dealt with moving boxes on ice.
Super, SUPER interesting game. I had no idea if I was doing good or bad, though. Is the object to eventually make all planets link? Or am I just supposed to have them linked for as long as possible? It was super hard to figure out how to get equilibrium.
Pretty good for what is there. ALL HAIL THE HUFNAF!
Nice little platformer. The collisions with the other tiles are a bit funky.
Yee-haw!
It's like you know me! :(
But seriously, an interesting take on the theme. Would like to have seen more interaction.
Might be my computer, but I am unable to get this to play.
As an avid Geometry Wars: Retro Evolved player, this makes me feel funny in the loins area.
Take that, Master! #worthit
@inurashii: They need to update the main rules page, then. http://ludumdare.com/compo/rules/ doesn't specify the requirement of the theme. Either that or have it as one of the checkboxes for entering a game in the compo. I had a good 9 hours left when I submitted and had plenty of time to "fit my game to the theme;" I could have easily been able to do so, but didn't see the need since everything I had seen (for the 6+ compos I have entered) didn't have it explicitly stated.
Absolutely gorgeous, but like you said so yourself, not much of a game.
Interesting...
It runs on Linux, however it buttons are off a bit. Had to hold my mouse above the button and wait for it to wiggle before I could select it.
Fantastic game. You don't see many stealth games that really pull it off during a Ludum Dare, but this is definitely one of them.
Couldn't run on Linux:
Exception in thread "main" java.lang.NoClassDefFoundError: javafx/embed/swing/JFXPanel
at TnT.ld.ld33.LD33.start(LD33.java:104)
at TnT.ld.ld33.LD33.main(LD33.java:99)
Caused by: java.lang.ClassNotFoundException: javafx.embed.swing.JFXPanel
at java.net.URLClassLoader$1.run(URLClassLoader.java:366)
at java.net.URLClassLoader$1.run(URLClassLoader.java:355)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:354)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:308)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
... 2 more
Tons of fun. Get wrecked, Indy!
That mouth breath was creepy. Was kind of hard to steer people into the pit.
Very well made! I'm just confused as to what to do. The only thing I could really figure out was moving the chair and powering the lamp.
Error when using the Linux version: ./operation_cookie_monster: error while loading shared libraries: libXinerama.so.1: cannot open shared object file: No such file or directory
Error when running the Linux version: ./Blinky_LINUX_v1.0.x86: error while loading shared libraries: libXrandr.so.2: cannot open shared object file: No such file or directory
Feels like it needs just a tiny bit more.
Failed on Linux:
Set current directory to /home/mkosler/Downloads/VeggieDefenseLinux
Found path: /home/mkosler/Downloads/VeggieDefenseLinux/VeggieDefenseLinux.x86
Unable to load mono library from /home/mkosler/Downloads/VeggieDefenseLinux/VeggieDefenseLinux_Data/Mono (x86)
Failed to load mono
Capitalism, the realest monster :) Things happen a bit too fast. I tried to decrease wages and increase hours, but I would lose WAY more money than I ever made from strikes.
Cannot run the game on Linux
Nice concept. I had to guess on a few of the questions.
Exception in thread "main" java.lang.UnsupportedClassVersionError: gameenginebase/Main : Unsupported major.minor version 52.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:800)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:449)
at java.net.URLClassLoader.access$100(URLClassLoader.java:71)
at java.net.URLClassLoader$1.run(URLClassLoader.java:361)
at java.net.URLClassLoader$1.run(URLClassLoader.java:355)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:354)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:308)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
at sun.launcher.LauncherHelper.checkAndLoadMain(LauncherHelper.java:482)
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You can kind of cheese the game by knocking people over. If you are getting overwhelmed on one side, just knock someone over and it'll cause a huge pileup.
Could not extract the Linux zip file
That is really disorienting. I also couldn't seem to fire after I ALT-TABed to see the controls here.
I am getting the same stuck at loading error. Wondering if nanna_dashwood even played it :)
Fantastic fun. There is an issue with the movement, however; if I move diagonally and then release one of the keys I still move diagonally. Otherwise, great.
Agar.io feel to me. I had thought the game had just frozen after the text had come through.
The camera was a bit disorienting, and I found a way to leave the level, and as soon as I did, the game froze. What I did play was fun, though.
Felt like I was a bit on ice. Loved the unicycle.
Super short, but still fun. It was hard to advance the text after selecting an option.
Moody, well written. Simply brilliant. Only complaint is that it was so maze like. I felt I might have gone out of order as well.
Recount! Oculent clearly greased some bloody palms! Fartolotocus had plenty of votes in South Nastylands, but those hanging flesh chads!
Fantastic mood. Also loved the way you showed damage. Could have been nice to have an arrow showing where the boss is on all sides of the screen rather than just the bottom.
Fun little game. I kept dying when it looked like I was hitting an innocent.
What a twist!
Fun, but I agree with the others. Might have been better if you gave some lookahead. Most rhythm games I've plays have give the player indication of what is to come, so they can both perform the action that's required immediately, and mentally prepare for the next action. Think the "note highway" in Guitar Hero/Rock Band.
On Windows 10, it asked me to download something before I played it. I hit no and was still able to play.
Breaks the fundamental runs of snake :(
Interesting concept. Wish things moved a bit faster. Also, don't really understand what I'm supposed to do when the "enemy" mold shows up. You reach the limit of what you can cover it with when there is a sliver of mold left.
Super unwieldy with the jumping mechanic. Needs to remember which direction you are running when you jump, or at a way to pick which direction you go while holding both keys. Most of the time you just jump straight up and down.
Fantastic entry. Felt really smooth and responsive. I did run into a minor bug where a spear thrower ended up spawning offscreen but never moving forward.
I wanted to finish, but kept getting side tracked Kappa
Extremely pleasant to play. The music was the highlight.
Beautiful
@LoneSpelunker: thanks for the detailed feedback! Other than random tinkering, this was my first heavy use of PICO-8.
* Agreed. The arrows (and buttons) are glyphs that the PICO developer added in to represent PICO-8's "controller," but there's a lot of confusion about it (especially that (X)=keyboard Z). As far as pixel art, it wasn't until less than two hours to go that I knew there were more than 64 potential sprites! Would have been so much prettier if I knew I had more sprite space!
* The concept is based off a game called "Cook, Serve, Delicious," where you are a chef taking orders from customers. I didn't want the player to have to make decisions; I just wanted twitchy action. There's probably room to make that connect to it being ship "orders" visually.
* You're right, that's what the dots are showing. White=not complete, yellow=currently working on, green=completed.
Idea is fun and well executed. Echoing what others have said about the lack of an interesting background effect. Would have also liked keyboard control since playing on a notebook is tedious.
Incredibly well done. Took the concept and blew it out of the water. Only real complaint is the controls not mapping well with Mario platforming controls, specifically how he would hitch after landing.
Hey fellow Trireme gamedev! Felt really directionless; didn't really know where the ship was. I would imagine that these thieves would remember where they parked last :)
Agree with the others about a lack of sound/music being unfortunate. Also, I'm playing on a rather bare bones notebook, so the game REALLY chugged when the hundreds of soldiers (hoplites? :)) spawned.
Love the idea; execution is a bit lacking. Two things about Scribblenauts: you have a very large dictionary of words to use, and you aren't necessarily rushed in choosing what to do. So you end up with time to solve a problem creatively, rather than just needed to solve the problem in any way or die.
Super adorable! Mad-libs, the video game!
BEST DOG NA!
The spoon was the friends we met along the way.
Incredibly weird game.
Like the music and choice to have only red. Couple of weird glitches I noticed:
* Text staying visible after death;
* Repeated prompts;
* Old man could talk from beyond the grave oOoOoOo
* Blood particles when I reentered the dog room after dying.
That old man had it coming anyway.
Well...
That was...
Hold me...
Super interesting meta game. Would have loved to hear what crazy sfx/music that could compliment the game!
I'M THE BEES KNEES!
Beautiful art, great music, great design.
Amazing artwork and overall execution. The controls are a bit tough for a mousepad. Could have done without the gamergate reference, though. :(
Fantastic work! Would have been nice to have real words to type rather than gibberish. I'm pretty much just a step above hunt-and-peck, so I can see a word and move my fingers accordingly, but knowing where individual letters are is a bit tougher.
Great idea! Loved the silly music. Would definitely like to see more items.
Super difficult! Loved playing it on stream!
Nice game! Felt a little slow moving around. Loved the track, though. Had fun playing on stream!
Nice music generator! Had fun playing it on stream!
Excellent game! Great aesthetic. Has a real Runescape feel. Loved the horse animation. Had fun playing it on stream!
Nice little game. Had an issue with dual monitors :( Had fun playing on stream!
Great concept and execution. Only quarrel was the water texture missing. Had fun playing on stream!
My clicking fingers aren't what they used to be. Had fun playing it on stream!
Good fun, but a little difficult. You sometimes feel like you need to just die and memorize from there because your energy level is super low (even when taking the best path).
Had a lot of trouble trying to move the box next to the red laser after the tutorial. Couldn't really do it without dying.
Very well made, but I think this suffers a bit from the procedural generation. I ran into spots too often where there was actually no way to avoid getting hit (giant pole creature + flying fish, etc.).
Very well done
Great work!
Amazingly well done. Great art, camera movement, well placed checkpoints.
Incredibly executed idea
Don't know whether it was itch.io's wrapping of the game or what but I'd often lose grip of things I wanted to drag while playing. I imagine this wasn't an issue running locally inside PICO-8
It's a very well made, very polished game, but the visuals were so busy. It felt like you'd taken every little PICO-8 visual trick you've developed over the years and jammed it in here. It was really had to tell what was happening. Text flying around, screen shakes, visual flares. It was too much.
Super fun. Feel like it ramps up in difficulty a little too quickly, though. It was totally manageable and then suddenly it was an unbroken line.
Super cool concept.
Always love a good tetris game. Main things I might take away is:
* Make the play space less busy. The white background grid clashed too heavily with the foreground blocks; * There doesn't seem to be much penalty for preventing the blocks from clearing, other than just getting tired of holding down SPACE ;)
Good work! Controls were solid and the UI is descriptive. If you add some more polish and improve the actual fishing, this could be a solid game.
@jupiter-hadley Thanks!
@cptalbertwesker thanks for the comment. ur suggestion at the end was what I initially attempted, but I couldn't find a good enough balance between how much it would affect the others without it being nearly impossible to complete. so i just went with the decay route rather than tinker for too long and not have time to finish the actual game.
Cool concept and well executed. Kind of felt like it was better to get keyboard fans than mouse fans because all keyboard fans with the same key would clear at once when you hit the correct key, while mouse fans only had that happen in the actual notifications overlapped.
Neat concept. Controls felt unresponsive (at least on HTML5 version), which is rough when you need to be very meticulous with creating your configuration. It felt like the polling was timed with the movement.
Top 10 game for me. You can kind of cheat by just rhythmically tapping the right hand keys. I'm sure if you had time to flesh the game out you could fix that. Still awesome job.
Top 10 for me, for sure.
Excellently done! Very cool idea.
Felt really confusing. Couldn't tell if I was actually close enough to the world objects or not, so ended up just spamming 'I' all the time