The More You Make by TerraCottaFrog 2017-12-04T05:33:54Z
I LOVED THIS. All the game's were awesome. Some of them even had a semi-musical rhythm to them.
Foon → Ludum Dare Explorer → Users → Mark Kennedy
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 40 | The more you have, the worse it is | - - - | compo | 381 | 3.30 | 2.93 | 3.22 | 3.69 | 3.19 | 1.69 | 3.67 | 3.31 |
I LOVED THIS. All the game's were awesome. Some of them even had a semi-musical rhythm to them.
Intense, yet calming. A+ on the Audio!
3 hours? Dude. Very awesome.
I liked the ending, I was expecting something different, but my curiosity kept me going. Good work. Solid message!
Very polished and fun. Music was great a choice, and honestly, I drive like this normally.
Loved the whole experience. The bounciness of the character was awesome, as well as the music.
Really high quality stuff. Can't think of anything else to add. A+!
Just like the real thing! The game stuttered once or twice, but I can't say why. Neat concept, and *sigh* very realistic. lol. Nice work!
Very relaxed. Lovely. Your games are always so calming.
The music changing was a nice touch.
Loved the oddity of it. lol.
Minimalist Games, the soul music of indie games! Loved it, calm, yet challenging.
I think this could be better if more happened, such as the button was harder to press, or the narrator got upset.
Simple Concept, Solid Polish, Great Game.
Solid idea, was a bit overwhelming at times for a proper reaction, maybe scaling things down 50% could help.
However the polish from the intro, rules, main menu, about me, are all great. And solid truthful message, good work!
YEEEAAHHHH.jpg
I chuckled at the title, and liked the absurdity of the concept.
One Suggestion: Being able to see them punks the dirt would've been fun to see.
Overall though, good work!
Very fun. Loved the madness. Reminded of the PS2 game Burnout. I liked how the world turns slowly into a mush or cars and blocks over time. A take-down mechanic would be kind of fun. (Like a sideswipe or something)
Good work overall!
I really liked this! The level of polish was great.
I liked the usage of the overheat mechanic, and liked that is was fast paced. And the slow-motion death was an awesome contrast to the fast paced nature game. Nice touch.
I would suggest making the background different, as it moved to fast for me (maybe I am just too old) and the audio could get overwhelming at times. And the bar visibility could be improved.
However, good work on finishing a game!
I liked this a lot. It was really fun, and there's a lot of room to make this even better.
Suggestions:
Adding audio for a sense of weapon feel, as well as a way to tell your damaging enemies (sparks flying off, health bar, hit marker, etc)
I thoroughly enjoyed this.
Great pun, and solid execution of the game! Great work!
Cute, yet frantic. Loved the art and music.
And the face's they have when there in the fridge/oven are too funny.
This seems interesting, with more feedback of action, and more stats (Like what an action costs, etc) this would be a smoother experience. Congratulations on finishing your first LD game!
Great joke, yet serious and needed commentary on lootboxes and gambling. Also I laughed when it zoomed out to the dragon, that was a great part.
Holy this is great. Loved, loved, loved, the voice acting lol. "Ah my arthritis!" lol.
This is a fantastic concept. The art style and execution was awesome.
That motel experince sounds hellish. Burgers for breaskfast!
I liked this. Simple yet challenging. If the camera was pulled out a bit (25% or so) farther it would be a bit easier to see what was happening.
It would be curious to see this with some simple challenge levels, in a single player style.
Good work on finishing this!
Simple yet interesting! Solid base for expansion.
Whew. This took me around 8 minutes, but I beat it.
The polish, delivery, and concept are solid. It's too bad you had to stop the game, that's shame, it seemed interesting. I enjoyed the difficulty of it.
The movement felt a bit too slippery sometimes as making the jumps unto the platform seemed too difficult, but i could just be misinterpreting the bullet mechanic.
HTML5 worked fine on chrome.
Overall, good work!
and A+ on your page description - it's the most readable detailed I've seen yet.
@darylstreak
I understand, it's the struggle of many. Don't get discouraged though! Practice, persistence, and discipline! Being aware of the problem is half the battle in this case. Thank you so much for playing!
@gamesplusjames
Thank you so much James! I'm glad to hear that you enjoyed it! Thank you for playing!
@tay
Firstly, thank you! And I agree, I loved blind exploration! (Try this out, I love this game: https://gamejolt.com/games/bernband/34864)
I wanted to expand the game to have basic puzzles around the areas, but heh - my multiple restarts set me back a bit! (plus my 0.01% understanding of C#) so I agree.
And thanks for the advice, They may be $.99, but they sure are expensive on my morale, lol.
Thanks for playing!!
@lawzy93
Thank you! And I agree 100% - due to setbacks (discussed in the game, heh) I had to cut all the puzzle ideas I had. I wanted to expand each area with a small challenge so it wasn't so empty. Thanks for playing!
@meskaline
Agreed, sometimes it seems like trying to do a multiple things at a time, you end up doing none. I've been struggling to learn balance when comes to projects in gamedev - and this is a reflection of that struggle. Jams are great for flushing out this tendency I find.
And thank you, I'm glad you thought that it was a good use of the theme!
I appreciate you taking the time to play!
@jake-cope
Hahahah. I can't comment, Valve is paying me in CS:GO skins to keep that a secret!
And thank you so much for saying that! It means a lot. I appreciate you taking your time to play the game. Cheers!
@relsqui
Ah! Sorry, I offer my deepest level apology for the headache, sincerely.
I'm using the default unity controller, and it isn't the smoothest ride, not your fault at all. I'll refrain from using it in future projects. Thanks for the mention of that.
I'm glad you liked the note finding! And thank you for playing the game, despite the headache :(!
@theloneplant
Thanks, I did put that in as a part joke, but part truth. I figured making my error a feature. Lol.
Thanks! Yeah, it was fun making the scenes "under construction"
Thanks for playing!
@relsqui
Ok, I edited the camera, I removed the headbob, made strafing smoother, and reduced the sound of the footsteps, so it should be smoother. Sorry for the inconvenience again.
@relsqui
Fantastic to hear! I'm so glad it helped. I apologize again for the initial juddering, that was 100% my fault for using the horrible default Unity controller.
Hope the dizziness passes, and glad it made you giggle! Thanks for playing, and for giving it a second shot!!
@kromeboy
Thanks! Huh, that's a neat idea. I didn't consider that. Maybe audio logs would be interesting.
Thank you for playing.
@the-bm
Good points. I agree with the walking, replaying it made me realize it was a bit slow. Music or voice audio logs would've helped a lot, agreed.
Thanks for playing, and for the feedback!
@elzach
Thanks Man!
Glad that you felt that the flow worked. And I agree (as weird as it is to have that lacks features), I felt the lack of music and game play reflected the theme of the game.
Thanks!
The file size is a mystery to me, I assume its the combination of me using Unity for the first time in a forever, using an asset called ProBuilder (https://assetstore.unity.com/packages/tools/modeling/probuilder-advanced-3558) without optimizing the game/models/draw distance/textures/light - so I agree.
I was surprised when I saw the file size myself - and will be wary of bloated files in the future jams, I'll have to look into proper optimization. I think the Global Illumination map was around 200mb, so I failed to keep that in a realistic range. Thanks for pointing that out.
I genuinely laughed at your comment at Linux. I totally forgot! I added a Linux and Mac build. Thanks for mentioning that.
And I'll look into that, do you have any pointers/articles you could send me? Any help would be appreciated.
Thanks for playing, and for the fantastic feedback!
@sovogirl
haha! I felt that it kind've took that turn as well, glad it kept you on your toes.
Thank you for playing!
@nammflow
Yeah, it was cathartic experince. My first jam I entered was Ludum Dare 31, and became very cold within the first two hours, and just quit. It was a very upsetting experience. I started to get the same cold feet durin this one, years later, but I pushed through - and god it was truly a release.
I'm so glad I got to finish this project.
and Thank you for playing!
@poorwill
Thanks! Yeah, the undertone seemed a bit tragic to me as well as I made it.
Thank you for playing.
@jeroenwimmers
Thanks for the feedback.
Yeah, it was a productive yet strange style of self-confrontation.
That's a good point, I wanted to get things more "developed" before I "abandoned" them.
Thanks. They we're meant to be graphic tiles or code blocks - both interpretations are correct to me.
Thank you for playing, and for the solid feedback!
@toboggan
I'm glad you enjoyed the humor! And me too - checkout https://gamejolt.com/games/bernband/34864if you want to see a surreal space in a game, it's worth it, trust me.
Thanks! And thank you for playing!
@belea
Why thank you very much! I appreciate all of your kind words!
Thanks for playing!
@fiakaiera
Haha, thanks.
I aimed for a weird combination of the natural humor of failure and the added a serious psychological edge at the end. The humor at the start makes it more uncomfortable.
I actually added those "graphic settings" as a joke, but after reading what you wrote I tried it again. Good God. That was completely unintended, and I had no idea what caused that. Whoops. I smiled a lot when I found that, thanks for pointing that out. I guess - it's a feature!
Good point. It's harder to abandon a team.
That's a funny interpretation of the cones. They were meant to be like a "planned" feature, but demon circle and "planned" features are practically the same thing.
I made the path longer just to extended/visual the misery/long-slog of the "dev" character in this case. I hate horror games with jump-scares. And I agree, that would be an intresting take, development hell is a very twisted a psychological manifestation of something much deeper in most cases - anxiety and angst.
Thanks! I wanted something simplistic to represent a starter game-dev but also for the sake of actually finishing the game.
Haha! Yeah. One thing I didn't realize was that most people would assume that I was the character in the game, when I intended it to be another "dev character" if that makes sense, but I guess the connection is so obvious once people started making it. So technically it was supposed to be representative of the I have a better idea start over issue. (http://makegames.tumblr.com/post/1136623767/finishing-a-game - Number 11)
Yep! This entry does tap on the frustration I had entering Ludum Dare 31, and then failing to finish, that was forever ago, but it bothered me a lot. The "never again" burnt mindset can often cripple our attempts to stand back up, especially after a bad failure.
However the "never again" line comes from the "dev" character not me . . . entirely. I guess it's half and half. And I did make the never again blue ink as a difference between all the red ink we've seen before, suggesting (optimistically) that the dev (or me or you or the idea in general) will learn from the mistakes of starting over and said - never again! And will attempt to address their problems, and is saying never again to the bad habit of starting over or needlessly giving up.
Thank you for the most thorough feedback I've seen so far, I appreciate you writing that all out.
Thank you for playing the game. Cheers!
@jk5000
Thanks! I agree, I wanted to have things clipping through the walls, rogue models, etc - but alas - time!
I appreciate you taking the time to play, thank you.
@randomphantom
Thanks, and I appreciate your compliments. And yes that lack of music, heh, is technically a feature.
@marius
Ah, I had some issues with the unity controllers, I'll keep that in mind.
Thanks, lol! I appreciate you saying that - thank you for playing!
@dillon
Thanks man! That means a lot. Thank you for playing.
That was interesting, It's been a long time since I've played a trading game. Major shout out for using Fusion!I love that engine, as quirky as it is. Checkout ZenTacoProductions on YouTube. if you want solid fusion tutorials, he does slurp in his videos though, be forwarned.
Perfect game, good level of polish, and the screen shake was subtle but there and therefore excellent.
Very cute!
As others have said, the itch.io link is not working.
Fun concept, but I can't balance it on the head for the life of me. I just ran around and collected coins. 349!
Interesting concept. Would be curious to see this fleshed out in your original vision. Is there a way to earn gold in this one? I can't figure out how to earn any to attempt a bribe. reminds of a house of cards, but probably because your take on power and morality.
I like the silliness of this. I think it would be fun if you really spam punches and kicks to really mess them up.
Hmm. This is a good start, but maybe if it was a top-down style game, and you could avoid monsters in the forest it could be more exciting than walking back and forth.
Congratulations on finishing your first LD game! I liked the music.
Fantastic concept and execution. Tightening the controls post-jam would be interesting, as well as expanded mechanics. Excellent usage of color/font.
Great mood, game-feel, and all around atheistic. Good work!
Bravo. It was neat seeing a game about psychedelics. Loved the polish/feel/effects of it - from the music to the way the spores fell into the dirt to the noises.
Nice Work!
the atheistic was pleasing.
Good work. Random question: Did you use blueprints at all for this?
Dawww! The art style is just. OOOOOOOOO. Good Work. and I agree with @fiakaiera 100%.