Forerunner by atomic_swerve 2014-08-22T16:35:00
Nice!
Foon → Ludum Dare Explorer → Users → Martoon
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| 🥉 | 2010 | 19 | Discovery | Disco?Very! | compo | Humor | 4.14 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 30 | Connected Worlds | Ludum Dare Metaverse | compo | 10 | ||||||||||||
| 2012 | 23 | Tiny World | Tiny Whirled Piece | compo | 204 | 3.37 | 3.16 | 4.32 | 3.32 | 3.05 | 3.06 | 3.15 | 28 | ||||
| 2011 | 21 | Escape | Anthony's Psyche: Escape | compo | 149 | 3.19 | 2.35 | 3.70 | 3.63 | 2.00 | 3.30 | 1.21 | 3.00 | 4 | |||
| 2010 | 19 | Discovery | Disco?Very! | compo | 31 | 3.58 | 3.74 | 3.29 | 3.62 | 3.39 | 3.71 | 4.14 | 2.72 | 9 | |||
| 2010 | 18 | Enemies as Weapons | Ennameez | compo | 74 | 2.95 | 2.85 | 3.70 | 3.60 | 2.50 | 2.30 | 2.50 | 4.00 | 15 |
Martoon leaves an average of 8.3 feedback comments each event.
Nice!
Holy shit, this game is pretty! I absolutely love the shader effects.
Really charming! I love the take on the theme.
Nice! One of the more playable, complete game entries that I've played. I love the OMG/s gauge.
First of all, I love your team's name!
The concept and art are very cute. The art and sound are all well done. The layout of the levels felt like a real game. Like others have said, you really need to implement acceleration and gravity in the jumping physics.
Getting a bad link trying to download.
Simple, straightforward concept done well. Soundscape was nice and fit the visuals. Too bad you didn't have time to finish title/ending screens and score, etc.
Surprising complex emergent strategy (balancing money-earning turrets in the middle with safety turrets near the edges). Soundscape was great, and the retro graphics served their purpose well. Great original concept.
Unfortunately, there was a bit too much luck involved, and the depth of the strategy broke down pretty quickly as you played. Considering the time you have to tune and balance in this competition, though, not bad.
I'd definitely like to see this idea expanded on a bit, and designed/balanced some more. Nice work!
Very cool experimental game. Took me a while to figure some things out, but I got the hang of it after a bit. Only downside seemed to be the amount of luck involved with the random level given, but that's part of what makes it interesting on replay.
Pretty fun little shmuppy thing. Solid gameplay, nice clean visuals. The small window meant there was lots of opportunity to click outside it, but that didn't seem to be an issue since I keep the mouse button held down all the time. My only complaint is that the enemy shots moved so fast that avoiding them often felt like more luck than skill.
I really like the way this looks, sounds and feels. There was wasn't really any gameplay, though, and the tie-in to the theme was a bit of a stretch (but that's balanced by kudos for doing something original and different with the theme, which is always something I like to see).
Considering you had to switch to a completely unfamiliar platform partway through, though, this was some nice work, and playing it did feel good. I'd just like to see it expanded into a little more of a game.
I really like this! The real time line of sight stuff is fantastic, and it was fun just watching that as I moved around. The graphics are clean, simple, and attractive. Games where you only fire in the direction you're moving are always a little tough for me. It was made manageable by the slowness of the enemy bullets for a while, but then it got to be a little too much with rooms full of enemies right behind tight corners. That rather punishing difficulty ramp further in, combined with the fact that there was really nothing new to see by continuing, meant I didn't finish the game. But I really enjoyed the time that I played.
Fun little game! Like others said, my aging eyes, while appreciating the charm of the "Tiny Mansion", could have used a 2x zoom option. All the puzzles played well and made sense, the writing was entertaining, and I thought the length was about right for an LD entry (both for the developer, and for people who are trying to play it alongside a whole lot of other games). Great first entry!
This is my favorite LD 21 entry so far. I'd don't know if I'd say it's THE best recursive fish pinball game I've played (unlike James Paige), but it definitely ranks in the top three.
I had a hard time making myself click past the intro screen to start playing. Once I did, I thought the concept was brilliant. I really hope you work on this a bit more to make the actual gameplay controls a little more playable (maybe have the player control the fish instead of the ball, having to simultaneously avoid the other fish and rotate to get the ball out?).
I could see this game catching on as an internet meme.
Maybe this is just an issue with the web player, but I had a difficult time playing this because of the way the mouse worked. Moving the mouse to look around would move my cursor outside the game window. If I then clicked (to activate a sphere in the crosshairs), the game lost focus, and I'd have to click back in the game window again. Having to constantly do this really spoiled the immersion factor for me. Other than that, it was a cool, atmospheric experience.
Love the visual and audio aesthetic of this! (And the name ;)
Yup, can't play with the account suspended. And as matthias_zarzecki mentioned, you're not allowed to use any external art, music, etc. for the compo.
If you get your download working again, I'll check it out later but play with the sound off so I can legitimately rate it.
Never got more than a few meters, over several attempts. I really couldn't figure out a technique for avoiding the drones. They saw me even when in a trench, and they moved so much faster than me that getting out of the way when they were heading toward where I was wasn't an option. I think I'd like it at "girlfriend difficulty" better. ;)
Other than not being able effectively play it, though, I think it has a nice ambiance and look to it. It is creepy hearing the drones coming, and makes me feel paranoid like a good stealth game should.
Adorable graphics (5 stars for that)! Gameplay was a little confusing at first. Wasn't clear right away when battles started (because it didn't show the attack happening). Still not clear on what returning to the park does. Kept getting my two animals on top of each other, when I was trying to select the other animal. This should have at least spawned another animal. ;)
Overall, has a lot of potential, and I think your use of the theme is really cute.
That's really slick (and you definitely have a screenshot advantage ;) ). I was hoping it was procedurally generated, though, and would keep zooming indefinitely. Very pretty.
Beautifully done. Unfortunately, I'm not getting any sound for some reason, which is sad because I listened to the soundtrack and that's some really nice atmospheric music.
I loves me some chunky voxels! Please tell me you're going to do more with this beautiful rendering tech.
I'm not sure I want to know what "florlicking" is, though.
Looks like a decent first effort, but the hoops required to run it did put me off.
Pointless, but strangely compelling. Would be nice if first-time discoveries made a different sound (since that's what it's all about). Overall, not bad.
I love this game! Pity more people haven't rated it. I'm guessing the initial requirement of having to install love2d put people off, before you had the Windows binary.
The sonar effect is really nice. Just wish you'd had time to do more with the sound.
Nicely done! Very ambitious project.
One tiny bug: When I die, hitting Enter doesn't restart. I have to kill the app and run again.
Very original! I like this. Like others said, I'd get rid of flashing all the solutions at the beginning. I think it's better if you're just discovering them. I also think it'd be better to not pulse the progress bar. Sometimes I'd glance down and think I'd made no progress, when it just happened to be black at that instant.
Nice! I like this interpretation of the theme. The visuals are well done, and I love the music.
Am I missing something? I start out falling, land on the sea floor, and there's what appears to be a cave or door. Pressing down in front of the door does nothing, and Z and X do nothing. All I can do is run and swim, while some fish follow me.
Can't really rate this one, because I don't know what it is I'm supposed to do.
Brilliant! Love the interpretation of the theme. Nicely done.
My only minor niggle is that I personally found the sound the walls made to be a little bit too intense and grating (for a sound that you're hearing that often). Would have been nice if it were a little more mellow and understated.
I like this! The control scheme is novel and really interesting, and fun to master (IMO). Not revolutionary in its interpretation of the theme, but technically fits it with the invisible platforms. Nice minimalistic graphics. Audio is great.
My only complaint is that I'd like it much better if it were two keys instead of two mouse buttons. It's a two button game (and a fun one), but having the buttons on the mouse doesn't add anything other than making you click on the player before each level.
For pure fun value, this is my favorite of the games I've rated so far.
Good potential. Fun little explore-and-mine game. Like others, I had the weapon sound looping bug.
I see a lot of potential here. I really like the sonar mechanism. Personally, I don't think having a lot of action (shooting, etc.) would benefit the game. The ambient, meditative hunting feeling works for the game.
It would help the perception of the sonar a lot if there were an initial "ping" immediately when you hit the key. Then the other pings would sound more like echoes (and it would be easier to estimate the delay).
Ah, so THERE'S the other Disco?Very! Nice work!
I love blood-puking lolcat. Gameplay kind of lost me, though. Took me a while to figure out that the zombies started smiling when puked on (making the cause-effect more obvious there somehow would be nice), especially because the collision detection there seemed a bit wonky. Nice surrealism here, though. And good blogging.
To me, this looks like 20% of a really polished, nice game. Unfortunately, the other 80% is completely absent.
Yeah, the throw worked for me the first time I ran it, but then never worked again. It's kind of hard to rate a game I can't really play. Cute graphics, though.
Simple, fun, gotta love two-button controls.
I liked this one. Bit too hard for me, though. Played several times, and always got 11 or 12 out of 13 scanned, and didn't survive.
The watercolor visuals are gorgeous, and the ambient music really works with it. The enemies giving you weapons you don't want was a cool twist.
Crashes when launching. I have .Net Framework 4.0, so not sure what the problem is. Didn't vote since I can't run it.
I got no sound. I assumed there was none, until I saw Spooner's comments.
My big crate room experience was very frustrating. It basically went like this:
Enter room. Try a few times to jump past the first turret, which was exceptionally tricky since I could only jump very high. After a couple tries, game locks up. Takes a long time to kill via task manager. Start game, go through intro and first convo with HAL, hit page up.
Repeat.
Finally get to crate in middle. Convo with HAL. Start to go left, get hit by turret. A few more attempts to get to crate again, lock up. Kill task, intro, etc.
Repeat. Repeat. Repeat. REPEAT! Freakin' REPEAT!
I couldn't take it anymore, so gave up.
Overall, though, cute game with a lot of personality. Wish I could have heard the sound. And wish I could have seen the endings! :P
Cute concept, and looks like it had potential!
I didn't have a problem with moving through walls, since the gameplay hinged on that. It's just how the game worked. But it seemed to bother other people, and I can see how it's unexpected, so it'd be good to have it "make sense" in the setting and visuals somehow. What would be ideal is to have certain materials the player can pass through but enemies can't, certain materials enemies can but the player can't, and even certain ones just fire or just ice can, etc. Could provide a lot of puzzle depth in different levels.
Overall, I really liked this game. I think it has a lot of potential. It could definitely use a lot more levels. At first, I thought the collision handling was glitchy and that enemies were getting snagged against walls and stuck in open space, but then realized it's because they stop moving when I'm too far away.
An occasional screenshot and post on the blog during the compo would have been good for your Community score.
Great entry. I hope you develop it further, and I look forward to more entries from you in future LDs.
Swing yer partner round and round...
Really bizarre, and I love it. I see a lot of potential for expanding it.
Wow, nice work! My favorite of the games I've tried so far. Music is WAY too loud and grating, though, and I died a lot when enemies spawned too close (seems pretty much impossible to avoid them). Other than that, brilliant, beautiful game. And looks like both issues have been addressed in the fixed version (but voting on original).
Looks like the start of something good. I like the weighty feel of the of beam. If you spent as much time on your game as you did on preparing awesome food, you'd have a AAA title. ;)
This was a lot of fun! Sorry you didn't make it in time for the compo. I would have given this some good scores.
A few years ago, I was lead programmer on a mini-golf construction set game at the studio where I worked. When I was just playing around getting the dynamics engine working (I was using ODE at that time), I had a big ball I could roll around a world filled with assorted shapes. It was fun just rolling it around, and I was thinking it would be nice to make a game out of that that wasn't another Super Monkey Ball. I never came up with an interesting enough concept. I think what you've got going here really works. I like it.
@Redbone: exe is in binx86Release
Love that it has achievements... er, I mean goals. It would be nice if there were some kind of sound effect and/or visual feedback when running into enemies, to show that they're damaging you.
LD30 — Connected Worlds (3)
Our World by loren 2014-08-25T20:39:00
Nice work! The procedural map generation is quite good.
Rubber Slimes by JangoBrick 2014-08-24T23:10:00
Clever idea, and executed well. Considering the difficulty, though, it'd be useful to have a quick "restart the level" key, instead of having to click a button each time.
TEST by CrazyDud00 2014-08-23T16:58:00
I like it. Very minimalist-chic. I found the end game to be a little anticlimactic, though.