Picker Pocketer by Entity2D 2012-12-20T21:01:00
The plaza is a little sparse; it could use some Henry Moore bronzes, to be scrapped for bonus points.
Foon → Ludum Dare Explorer → Users → mase
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥉 | 2014 | 30 | Connected Worlds | Lullaby | jam | Mood | 4.52 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 40 | The more you have, the worse it is | Muldulamulom | jam | 151 | 3.88 | 3.43 | 3.47 | 2.64 | 4.75 | 3.50 | 3.50 | 4.21 | ||
| 2016 | 35 | Shapeshift | VA DA | jam | 402 | 3.38 | 3.33 | 3.63 | 3.04 | 3.75 | 3.71 | 3.57 | 3.64 | 41 | |
| 2015 | 33 | You are the Monster | Fishbowl | jam | 250 | 3.55 | 3.17 | 3.45 | 3.71 | 4.33 | 3.59 | 3.31 | 4.07 | 79 | |
| 2015 | 32 | An Unconventional Weapon | Melter | jam | 484 | 3.26 | 2.73 | 3.35 | 3.40 | 4.16 | 3.14 | 2.47 | 3.76 | 71 | |
| 2014 | 31 | Entire Game on One Screen | Mossnaso | jam | 207 | 3.60 | 3.09 | 3.51 | 4.54 | 3.51 | 2.97 | 3.89 | 69 | ||
| 2014 | 30 | Connected Worlds | Lullaby | jam | 20 | 4.16 | 3.81 | 4.30 | 4.00 | 4.60 | 3.86 | 3.97 | 4.52 | 62 | |
| 2014 | 29 | Beneath the Surface | Beachcomber | jam | 31 | 4.02 | 3.48 | 3.98 | 4.10 | 4.54 | 3.73 | 3.45 | 4.44 | 75 | |
| 2013 | 28 | You Only Get One | Weird Egg & Crushing Finger | jam | 74 | 3.65 | 3.31 | 3.45 | 2.47 | 4.34 | 3.19 | 3.12 | 3.88 | 56 | |
| 2013 | 27 | 10 Seconds | Almost Fluid Plantain | jam | 515 | 2.58 | 2.77 | 3.10 | 1.36 | 2.71 | 3.52 | 3.50 | 3.04 | 55 | |
| 2013 | 26 | Minimalism | Somsnosa | jam | 40 | 3.84 | 3.05 | 3.05 | 2.81 | 4.60 | 3.88 | 3.24 | 4.15 | 61 | |
| 2012 | 25 | You are the Villain | ASMOSNOS | jam | 87 | 3.39 | 2.74 | 3.08 | 2.91 | 4.29 | 3.08 | 3.12 | 3.79 | 100 |
The plaza is a little sparse; it could use some Henry Moore bronzes, to be scrapped for bonus points.
One of my favorites out of a 100 or so. Really cohesive graphics. It was interesting that the player character had a distinct personality.
I was a little disappointed that there were no animations for the "Ninja Kill Strike." Nice environments though.
Maybe reduce the enemies' sight but make them walk around. Add some poison rice and throwing stars for the authentic ninja experience.
Took me a while to realize that holding space builds up his jumping height. It's a little uncomfortable not jumping instantly for this kind of game.
Cool intro and music.
Nice work on the hands & console. I've thought about that sort of display/interface so it's inspiring to see it done.
Great pacing, graphics, everything. The attention to detail, such as the variety in the cubicles, is nice.
I like the idea of a Terry Cavanagh game remade without goals 'cause I'm bad at tricky platformers.
Loved the voice balloons.
I tried clicking on newspapers, expecting them to offer some clue.
Really fun concept, effective graphics. I wish the level scrolled infinitely. I was compelled to play it about 15 times, and eventually achieved an impressive high score of 2.
Shame it's unfinished. In my opinion the music should sound more electronic and have less bass, to complement the minimal visual style.
Cute graphics; it would be nice if Boris wasn't just a blob though.
Maybe the Occupy protesters should stay still and expand, or convert other people, rather than bounce all over the place. Nice voice-over. Graphics leave something to be desired.
I think this needs a Wii-U version.
@Rex Peppers: I posted the source you asked for; my sincere apologies if there are any random curse words in it. Haha.
The scene transition event I used for the world map is exactly what is pictured in Part 3 of this tutorial:
http://www.stencyl.com/help/viewArticle/166/
There is a problem though: if the actor enters the region, then exits, then enters again before the screen fades out, two actors will spawn in the next screen. So either reduce the fade out time, or, if you want it to be foolproof you could use this technique:
http://www.thestencylblog.com/2012/06/16/stencyl-events-do-please/
I uploaded an arrow key version.
@iandioch To rapidly create the art, I photographed modeling clay against a makeshift greenscreen, then used Photoshop to resize the photos and conform them to a 7 color palette. The only time consuming part was drawing 1-pixel black outlines around things, and occasional hand-drawn details like the blue statue's chair.
I enjoyed swatting away enemies and using the dash to move around. I could've used a radar or something. . . I lost 100 seconds backtracking to find a purple orb in the third level, and as a result lost almost instantly when I reached the boss. I realize that radar would lessen the searching/exploration aspect of the game, but maybe some kind of balance could be reached, like if after 20 seconds an arrow points to the nearest orb.
I dig the hand-drawn look on the textures. Makes me want to do some 3D work.
daaaaaah! got him down to 26. The controls felt good. Kong looked like a giant mutant panda.
The little obituaries were a nice touch
How eagerly they rush to their doom.
The flames were a nice touch.
LS-Man needs power pellets.
Cute music... game was a little short.
I was confused when I got the "make their hunt a little more difficult" screen even after they were all dead; I finally managed to get the second ending after trying everything. . . the game was really intuitive up until that. I loved discovering new traps in each of my 4 playthroughs.
The graphics were wonderfully intricate during gameplay, but the 8x8 characters don't look very good enlarged (like on the title screen). I think a little animation of them marching to the mansion or something would be cool, under the title.
Would make a great touchscreen game.
The first time I played, I got the keycard before the flashlight, and the flashlight didn't appear in my inventory; so I figured I was stuck and reloaded the page. At that point the direction keys didn't work for some reason, so I couldn't get into the sewer.
The radar is a nice touch.
They never seemed to use the left ladder, so just standing over the right one and dropping barrels created an impregnable defense...
Nice to see an OS X only game though.
I thought the randomness and lack of strategy made this really funny and fresh.
The music seemed kind of upbeat, as if it was for a game about opening restaurants in cities, instead of conquering them.
-The volume could use some balancing. "herd. WATER! herd. WATER!"
-Nice smartypants interpretation of the theme. I agree that "You are the villain" seemed pretty badly timed.
I enjoyed this, and the new levels are a big improvement. The sprite animations are good, but the scenery could use some work; nothing about it really says "airship" to me. I want windows, and moving machinery, maybe some roulette tables. Also, there was never a threat during hacking, so the timer seemed pointless.
It's confusing that the swordsmen carry spears when standing still. Otherwise really nice graphics.
I wanted a Churchill-Mothra or something to show up as a last boss.
The park clearly has an infestation. Boris is just doing some necessary wildlife management.
Thanks for porting it. Maybe a brief gory cutscene for the butchering would be a good foil for the pokemon atmosphere. Would be nice if you could get items from the butchering, such as snacks for your critters.
I liked the talking tree and silent rock; I missed them in the later fields.
The bit that is finished has a nice atmosphere; could look pretty cool if you implement the graphic effects you mention on your site.
Nice simple palette. Charming voice-over.
I got up to 159, would've been higher but the Manipulacion didn't work for me when I pushed 4, despite a full green bar.
I think the range is too wide on the scissors. I'd like more precision.
Still quite fun though.
Some simple two-frame walking animations would really dress this up. I appreciated the sort of faux Philip Glass music. I couldn't win the game because of the graphics bug.
The sound became pretty hellish when there were >10 dudes on the screen.
Nice variety of hurled projectiles.
Cute ending text; would've been nice to see the events described as a cutscene, even a brief one.
A few platforms and projectiles would make this more interesting, and give jumping a purpose.
That was hot.
Nice voice-overs. I felt a rush of hope when Brian said "hrmm interesting."
Beautifully drawn. I was reminded of the opening credits from "Enter the Void."
Had fun playing this with a drawing tablet for input.
I couldn't finish it... It was like sitting through art school video critiques again ... or that really tedious Chris Marker movie (not the time travel one). Also I believe that Dogme 95 is a set of guidelines for making a terrible movie... hmmm... plus Dogme stuff is supposed to be in color... and the non-diegetic voice-over seems like a big no-no as well. Kudos on bringing some obscenity to the competition though... I just played through your Mitt game which also really raised the bar in that regard.
Nicely drawn. I appreciated the multiple endings. I was reminded of the ancient indie game "A Day at Work."
Charming concept and graphical style. Some obstacles like cars could be nice...
Arrgh I dropped a box in a wall! So sad.
Nice coherent level design though.
Would've been nice to somehow get revenge on that rocket hillbilly guy in the end.
I'd love to see this develop into a space golf epic.
Cute graphics. I was slain by a floating eyeball.
I enjoyed the goofy physics in the 3D section.
Nice banter. Tragically nobody was online when I played but it was still pretty fun.
Nice twist on the endless runner formula.
Very stylish... nicely drawn explosion.
...This guy doesn't know how to use the stove??
I got lost after dealing with the charger...
I enjoyed when those blue things said something like "j-d-d-d-d eye-ball"
I'm a perfectionist so I had to retry about 20 times. Very fun.
I... don't actually know what a git repository is... so the allegory's nuances were sort of lost on me. Cute graphics though.
My initial plan was to loosely mimic some of Melt Banana's 10 second noise-rock songs, such as the first song in this video:
http://www.youtube.com/watch?v=oUYiOYEajeQ
I had some ideas for forcing 10-second songs, but ultimately I just set the background to change every 10 seconds.
there... isn't actually a boss fight. ( ._.)
I can't seem to to drag the items.
Took a while to figure out how to find the crystals.
Very cool apocalypse effect.
very charming 3D models.
I'd like to have more things to pee on. The plant was nice. Maybe... peeing in people's food. Or on people (with unique dialogues so players can really get into the lore of this game world). Good work.
The foot tapping animation is a nice detail... though it sort of highlights the tedium of waiting for the time jump to trigger.
Great looking environment... and a quintessential Ludum Dare ending! :P
The robots looked great.
I notice I can re-shoot if I've missed and the bullet is still on-screen.
Nice comically ridiculous physics in this.
Charming graphics. Somewhat unfortunate that the ending was rushed… I was amused by the placeholder "I'm using it" text on the extra objects though.
The difficulty was somewhat uneven due to the apparent randomization. After a few unsuccessful attempts I was able to win by just holding right.
Still very fun and an amusing use of the theme.
Nice animation. Inspiring.
It would be nice if players could smash in a more expressive way, and not just along the y-axis.
I studied that GIF but I can only do 1 flip. Very amusing use of the theme and this character.
Interesting graphics. . . but I'm not sure what to do.
It was fun finding different abilities, and the level was pretty coherently designed. I found both stars. :D
The colors are somewhat too green...
This game taught me the word "Gashapon."
Nice work on the voices. Very amusing setting.
Nice drawings. I don't like fast clicking though… (worried about wearing out my mouse). I'd prefer a keyboard press.
@WiseGamer Yeah, the dancing was the "moderately special thing." I've changed the description to avoid confusion. . .
I found that some blocks could be clicked on twice, and removed without matching them. I finished the first level and much of the second this way before even realizing that I could match them.
Pretty coherent visually, but needs more dynamic gameplay.
Pretty cool… I kept panicking and firing before it was necessary though… and then didn't feel like doing it all again. Many nice details.
I'd prefer to hold a key down to fire.
Good. Really nice environment. The story/gameplay was pretty basic but at least it was complete. I liked jumping around. . . would've been nice to climb or fly.
Impressive number of levels. Very good. I would've liked to see more of the expanding sludge from the final level.
Nice hybrid music/destruction gameplay. A bit loud.
I also made a game about crushing things with a giant finger, so it was nice to see a different take on that.
I lost as I was shooting at the final safehouse. . . this was somwhat frustrating.
Still a fun game. . . stylish graphics.
Pleasantly trashy.
It seemed strange that there was no way to renew the licenses, so you can never rebuild units.
I enjoyed the models and the "ka-chung" attack sound.
Very cool and inspiring style. I didn't find the secret bottle after several attempts though (just a lot of apparently non-secret bottles).
Interesting method of delivering text content. Platforming segments often seemed unfair (those boulders!) but still within acceptable limits of playability.
Some of the questions/answers seemed maybe a bit preachy. . .
The mouse sensitivity resets when I climb down. Also, I find it physically taxing to click for every slash. . . I'd prefer to hold the button down.
Otherwise quite badass.
Bizarre but cohesive.
This is very amusing. The dynamic audience reactions are great. I wish that there were even more synthesizer options.
Also the desktop and loading icons are a nice touch.
Very nice visual style... great sound effects too.
Pretty amusing... couldn't figure out the last two though... not sure how to use the beehive.
Also the "reset" button is too close to the other controls.
Nice animations.
Got to level 6. Game was pretty fun and very coherent but a little dry... it would be nice to get some visual feedback from the various investigation options.
I like the idea & the art has potential but could be better.
The transformation sequence looks cool in your main screenshot but I didn't notice it much in the game... maybe it plays too quickly or something.
I think some corpses could really dress up the graphics... instead of destroyed enemies just blinking out of existence.
Also, the most effective tactic seemed to be moving from the top to the bottom and back repeatedly while holding down z the entire time... which didn't require a lot of finesse or focus.
It was fun going from one material to another though the drill often felt too slow. The graphics were simple but effective.
Nice minimap as well.
I'm kind of amazed that 4 other games used the same gag interpretation of the theme. Pretty clever anyway.
Endearing audio & voice work. Gameplay is perhaps a bit basic.
Nice sprites. I found the gameplay fairly intuitive and enjoyable. The game looks pretty polished but it's short so a few more details would be nice, such as more visual feedback for hits on the worm.
I "only killed 39 heroes." This was a bit repetitive but the idea is great. It would be nice if there was some variation in the invaders' movements. Nice sounds.
@tenpn: I wanted to differentiate the walking and digging parts... and make the digging parts feel more visceral. I mean, there was some logic behind the control scheme. Though I would normally find inconsistent controls to be a pain... and I'd understand if anyone felt that way about this game.
@everybody: Thanks y'all. <3
Very nice scenario.
My hunt & peck technique was maxed out on the second fight... the third is too much for me.
A little hard to steer with a keyboard but still fun.
I enjoyed the dialogue especially. Appealingly cute and droll.
I was confused by the apparent indestructibility of the sandy looking blocks... (They thwarted my attempt to dig back up to the surface).
I found three crystals and enjoyed the changing textures as I descended. The limited energy also added some tension to the digging.
Vixle looks interesting as well.
The visuals are thrilling but I didn't feel like I had a lot of control. It seemed like there was no way to avoid the fireballs. Usually when I got flipped, I'd be flipped again immediately after righting myself, which felt unfair... some temporary invincibility would be nice.
Maybe some random events or something would help... or a visual representation of the mine growing... or something. It's a bit dry as is. Very nice banjo-playing though.
I wish I could skip the intro obstacles (the ones that require no input to pass).
The ending looks very cool.
Looks great... charming little village. Quite difficult as well.
It was cool that the boss had multiple stages... nice graphics as well. The sound effects were monotonous though.
I was able to just hold the watering can down on the lettuce to grow it rapidly. Of course I felt obligated to exploit this cheese tactic and won after 2 waves...
I like the quirky scenario but the gameplay felt like work.
It's really hard because of the single life... I got to the hall of statues before giving up... I had restarted many times. The square format also makes it difficult to see incoming threats. Frustrating.
The scenario is very amusing though, especially the toilet smashing. I also liked that there was some branching in the level design, and a nice variety of scenery.
The time limit is really annoying because it's hard to get back to the altar...
It's also not immediately clear where the rings are. After wandering around aimlessly a couple times I deduced from the map that they're in the corners.
Uhhh It's also not clear enough that the lava is traversable via the floating rocks. Maybe if they were more closely spaced.
That said... the graphics and scenario are pretty appealing and it was fun getting new powers. I got 3 out of 4 rings... (couldn't figure out the lava area in time...) after restarting twice.
Appealing models and scenario. Gameplay was a little basic. Also, I was hoping that I'd end up in some special secret place when I rode the gear... alas.
The game-over condition seems strange because there's not a lot of indication that the player has hit the bottom.
Art & sound are interesting & unusual. Nice little details such as the sails filling with wind.
Some visual cue for locating diving spots might be nice.
I'd prefer keyboard controls.
The troll is too muppet-like but otherwise nice work on the visual style.
I like the instrumentation on the music and I'm amused that you created it in Warioware... but it does get a bit annoying.
Graphics are good but I had to ragequit.
Very amusing... nice progression and ending.
I lost some crucial robots by accidentally switching between asteroids though. Clicking on the ground sometimes switches to a different asteroid; maybe some of the buttons from the asteroid select screen remain active.
Otherwise quite good.
I loved pushing people over.
This was good enough to be replayed a few times. After several failures I wondered if this was an unwinnable game but eventually I figured it out and "kind of won." yay!
The changeable thoughts are cool and it felt good when I found something clever, and frustrating when I clicked past something.
I liked the mechanics but I thought the fairly mundane scenario was a little overly dramatized, particularly the darkening screen which seemed like a cliche way of representing despair.
Interesting work.
Towards the end I built up a little wall of not-quite-dead people in front of the barrel who blocked anyone from getting in.
The 8-directional sprite animation looks great. Combat needs some work... I think the attack direction corresponds to the arrow key presses rather than where the mouse cursor is. I mean, it'd be better if the attack and movement directions were separate.
I'd like more health or regenerating health. Also the dark vignette makes it hard to see incoming enemies.
Very appealing graphics... I like the variety of creatures and the ground rotation effect is nice. I was ambivalent about the music; I liked the quirky theme that plays when you peek underground but some of the other music and sound struck me as too retro for this graphical style.
It was zoomed in a little on Chrome; some of the interface was partially cut off.
It's nice how the jump sound complements the music.
The music change is amusing.. Also I thought "Feed a cat to the ATM" was a pretty evil but also kind of creative goal.
Lovely background art. Gameplay feels kind of odd... I didn't understand why the bar dropped so quickly sometimes, or what the bubbles were for. Also... maybe there's not enough interaction between the background and the submarine... it feels kind of disconnected. I wish the cool ancient monsters were more visible somehow; maybe they could be highlighted more clearly when the player is destroyed.
I won after a few tries. It's a little fast paced for something with such nice visuals.
This is great. Very creative level design & mechanics.
Very nice. I love the Space Harrier style.
Thanks for allowing infinite continues... I was too lazy to plug in a gamepad so I died a lot.
Impressive amount of content for 48 hours (!), especially the unique boss fights.
I wandered around for a while... the varied landscapes outside each window are great.
Eventually I became frustrated enough to draw a map and escaped. I then climbed the plateau (because it was there) and, tiring of that, found the edge of the world.
It might be nice if there were more moveable objects; so that the player could use them to indicate which door is correct.
I got through it without using the walkthrough... mostly. I kept trying to access a nonexistent "firefight" program instead of the diary, at that part in the story.
I think the music was computer generated... It's effective but a little bit impersonal.
The completeness of the story and execution is really nice. The "sidekick" cliche is used to great effect as well. Good stuff.
The gameplay is appealing but it could use some variety after a couple of minutes. Some penalties for reckless grabbing might make it more contemplative and challenging. I do like the apparent lack of a time limit however.
The drawings are charming and very nicely integrated.
The puzzle designs are very pleasant. The "accident" was amusing.
It's too hard for me... I was not raised on the difficult Spectrum games. Starting over at the beginning each time I die is too hardcore.
Bullets from the cyan elemental's level can kill the green elemental just as it's stage begins; i.e, the bullets appear to continue their path after a stage transition.
Your art is appealing as usual. I love the big portraits this time, though I think the stages themselves could use more embellishment.
In the post-LD version I couldn't jump over the second cannon in the ice level.
It's an attractive prototype and the controls are interesting, though there's not a lot of motivation for players to build things.
The models are nice in a sort of "German style board game" way but I wouldn't mind more detail.
The mechanics are pleasant and the quality and amount of level design is excellent.
On the other hand, It's too simplistic in it's treatment of this issue for me; I think bipolar is more complex than just switching between a good happy mood and a bad angry mood. I also thought the piano music was a bit pat, though the way the music shifts pitch is cool. It all reminded me too much of other flash platformer games about mental disorders. The presence of certain other cliche flash game elements (the numbered level select screen for example) also reinforced my feeling that I'd seen this sort of thing before.
That said, I did find myself jumping over the other characters when I was in "angry mode" so that I wouldn't smack them. So I did empathize a bit with the situation. Especially when confronted with the cute cat sprite.
Thanks for these comments.
@mrexcessive: I believe that's just a quirk of hosting things on Google Sites. It should play in the browser when you click the download link, with no actual download required. I've tried this in Chrome, Safari, & Firefox.
@jerombd My speakers play everything about 8x louder than they should so I tend to set the audio too low. Someday I will probably fix this.
Very attractive and cohesive graphics. The droll humor is great as well.
The pitch terminal is confusing because of its red-herring display; I expected it to act like the other terminal... it took me a couple attempts before I realized how simple it was.
Also... the targeting laser shifts off of the planet if the player leaves the control room.
*rather, the laser appears to shift. It's just a visual issue...
Very funny; love the sound effects. The smushed font is also amusing.
This was very fun. I played a few times... the first time I didn't read the instructions so I just "built" a giant, unfinished ark and everybody died.
My second attempt was kept tense by the constant threat of brain-slugs and 6 accidental plasma-conduit deaths in a row (someone should put a sign on those things!) but I eventually made it.
I am curious about the effects & benefits of brain slugs... maybe a faster build rate?
At the end I had so many crewmembers that I think I couldn't see the entire list. I thought I'd cured everyone but the next turn they all had brain slugs. (I guess they have benefits though! So maybe it is for the best :D)
It's great that the various characters are all drawn and not just text. The characters are introduced very effectively, despite the game's short duration.
Bronson is one bad dude.
I saw the various endings and had no technical problems.
I dig the surreal 3D models.
It is confusing when the controls switch from mouse to arrow keys... it didn't immediately register with me as a "platforming" level.
I enjoyed this, but it's pretty bare-bones in terms of gameplay... maybe a playable version of the marbles game described or something could've added more immersion.
The character drawings are magnificent.
The sound effects are too electronic. I don't think they fit the setting.
The models are very nice though and I like the magic mailbox idea.
The art and writing are excellent. The creatures are very appealing.
It's an amusing concept... I fell out of the second level though and had to reload the page.
I usually stick to affirmative monosyllables when I’m conversing in person so I found this to be a pretty realistic game, in terms of interactivity.
I wish there were some interactive thingies… even just peripheral toys or something that I could fiddle with while listening would increase my engagement. I think I need more tabs!
I dig the title screen. The sounds are also very satisfying.
Different level designs (beyond just changing the enemy positions) might be nice.
It has a very cohesive style.
I get a black screen after I complete the second level... not sure if this is a bug or the end.
The setting is appealing but needs more detail.
I had trouble with the controls... I'd've preferred if one key press moved the fox one space.
The graphics would be much livelier if the fox had a walking animation. Also the stack of reset cubes looks garish against the game's otherwise dark palette.
Par excellence. The music is great.
I played through ~10 levels, and It seems to have no ending, so there was no closure for my noodle experience. This is OK... but it might be nice to have some kind of progression. Possibly. Maybe I am expecting too much plot from a noodle tutorial.
I eventually managed to reach the yellow cube.
The first red cube was the hardest for me to reach, because I had to go through some areas I couldn't see, and I didn't know if I was making progress with each attempt or not.
It took me a while to figure out that the stairs/ladders are climbable.
It's an interesting prototype but there's too much trial & error in the gameplay. More art would also be good... a more humanoid sprite could add a lot of personality and make the camera orientations clearer when the player falls through/across them.
Also the whale initially seems like it should act as another asteroid; maybe its color could also be changed to differentiate it.
It's too difficult to position the aliens in the center of the screen, where the gravity shifts. I managed to get pretty close by killing off the useless short aliens and keeping only the tall ones. When I quit the asteroids weren't a problem... but I couldn't prevent my aliens from spinning around and kicking the tower apart.
Also I notice that the aliens survive after destroying an asteroid if the mouse button remains depressed during the maneuver.
I love art land.
Your flippant designs are refreshing.
The backgrounds are nice but they strobe rapidly on my monitor, I think because of the pattern dithering. Still nice though. I like the details on the space platforms as well.
I got past the third boulder...
I had a lot of fun reading and typing stupid stuff!
As usual I skimmed over the instructions and didn't quite grasp the gameplay until I had filled half the board with useless tiles.
My top score is a humble 490.
Its fun & the setting & sound effects are very pleasant.
It might be nice if there was some feedback at the end on what sort of island I'd created (like... if I'd created an island with lots of volcanos or something. idk.). The intro is pretty long so I wish that there was some story at the end in order to tie things together.
I think my browser froze after the snowman embed attempt, during the subsequent freakout. I guess it was appropriate.
Very clever usage of the theme, & nice glitchy effects.
Like others, I ignored many of the written thoughts because I was too busy clicking buttons.
I love how the sound effects become more varied and whimsical as the game progresses.
I enjoyed getting to know the blobs.
I felt a little bad about crushing Pedro; I suppose he was kind of asking for it, but I wondered if there was a better way.
You've balanced the difficulty very well while introducing enough new elements to keep things fresh. Nice.
I almost gave up at the last level but somehow my brain adapted.
The drawings are very funny. I enjoyed this.
It's not quite as luscious looking as your previous entry... maybe if the heads had bodies or something to form a background it would look more complete.
It might also be better if the text had more of a purpose.
The "undermine attack" is nice. Cool faux-3D effect in the cutscene as well.
Unfortunate that it's unfinished... but looks good so far.
Interesting narrative idea.
The control scheme was a good approximation of attempting to use two controllers. I wonder what other games could be adapted to this sort of 1.5 player game style... though pong's simplicity is effective here.
@ETHproductions: Good idea.
@Pankoman: Secret technique.
@Crosstales: The sound is a bit grating... even after listening to it for many hours I still find it annoying... but I really like the randomization. I was thinking of old games with annoying but weirdly compelling sound effects like Batman for the ZX Spectrum.
Going from the dancing parts to the "RPG" world map was a nice novelty.
The dialogue was amusing as well.
I vanquished the snowman.
Really interesting use of the theme but it's too hard for me.
I scored 11300.
I appreciate the Joust homage but some things bug me. I was often killed by enemies on the platform above me, i.e. they killed me through the platform.
The mix of pixel art at various resolutions against the the blurred background doesn't look unified.
The teleport is interesting but seems buggy... the enemies sometimes rapidly zip around unexpectedly when I use it. When it does work it seems totally OP because there's no apparent limit on it's use... but then sometimes it results in instant death as an enemy zips across the stage, through platforms, to my position.
The graphics are charming and expressive. Nice color palette as well.
I think I reached a dead end... ah I see you didn't have time.
Great use of the theme. Graphics are charming as well.
The body-swapping can be repeated too quickly. Maybe if it only worked on weakened enemies it would be balanced... though if the game is supposed to make me feel like an unstoppable screen of death it succeeded. Good job.
There are a lot of levels, which is nice, but the challenge isn't increased quickly enough. There aren't a lot of new obstacles introduced along the way. The animal heads could've been more adversarial, but they just act like more red buttons to press.
It works smoothly though & I enjoyed seeing the new levels form.
The background is OK but maybe some parallax effect would be nice... it might give the game more of of an expansive "quest" feeling while remaining on one screen.
I dig the graphics and music, but I don't understand the codebook... thought about it for like 10 minutes... still nothing.
The graphics are very lovely but the interaction is bland. I wish there was something to break up the monotony of collecting the souls, either more story revealed or more mechanics added. The only motive for collection is to fill the soul quota.
The parallax effect and animation on the background are excellent, but maybe the colors and drawing could be made edgier. It's a bit stock fantasy, though very pleasant looking and well done.
It's not very challenging; I wish there was a goal other than destroying as many evil snowmen as possible... maybe you've addressed this already in the post-jam version.
I had to flip myself, just because you said it could be done.
Nice voice work.
The treeman seems invincible... I hit that thing dozens of times and still it did not fall. Is there any way to win? Maybe it just requires a huge number of hits?
I then tried leading the tree over the fire but nothing happened...
The combat requires too much kiting. I wish the axe could hit multiple snowmen. At one point all of the snowmen in the stage had clumped up around the treeman to form a meatshield. Snowmeatshield.
Nice work on the multiplayer aspect though. The art is also cohesive.
Needs more luscious animation... more frames.
Gameplay is fun and engaging; the difficulty seems to scale nicely as well. I got 4300.
The audio is too harsh.
Sometimes the arrows reversed direction... one bounced between the two side towers several times.
It's very nicely chaotic.
I think the walls could spawn faster; it didn't feel like a dungeon, but a square room.
The area outside of the dungeon, on the left and right, glitched out on me... looked like typical jumbled glitchy stuff. I didn't notice it for a while because of all the explosions. This was on Firefox.
Sometimes it seemed like the bosses weren't getting hit unless I released the mouse button and started firing again.
Finally, I'd prefer more distinct powerup icons; it's hard to remember what the letters mean.
The character's movement is too fast for me; I was unable to make any precise movements, even with a controller.
I like the level switching on death though.
The graphics are charming; the character selection is especially appealing.
The gameplay is too basic... needs more complex patterns. Written jokes might be nice as well; lots of opportunities for amusing "failed" punchlines here.
Excellent music-video game. The connection between the song & the visuals is great... it would be interesting if any song could be loaded into it.
I forfeited at level 22; those lower left platforms are evil. Generally levels with a lower starting position were much harder.
The limited flight is fun.
The graphics are cohesive but not very exciting or expressive. The resolution seems maybe too high for the gameboy style.
I like the weird animal statues out front... I'm not sure if they are lions or elephants.
The rooms look nice. I wish the dialogue was more connected/interactive.
Sadly, I was vired for faffing.
For a while I thought the zombies were no match for my drawing tablet. I was finally overcome in the last seconds of day 7 by those sneaky ones on the edge of the screen.
That was hella rad. Nice job, geezers.
It's a bit repetitive; needs more Wagner and less Glass. Some coloratura would be nice as well.
I played until level 11... now I see in the comments that level 12 is the boss. Alas.
The zoom is a clever way of handling the theme. The, uh, calibration bit at the beginning was nice as well.
Charming concept. Graphics are rather plain but do a good job of communicating the gameplay.
I won on my first try. Maybe an additional challenge could be added to make the game more dynamic.
The rising/falling effect is very smooth & nice.
The game is not very challenging but it's a good prototype; it needs some additional element like enemies or something.
Walking seems too fast. The speed of the characters animation doesn't match the movement speed.
Obviously the game looks excellent. Nice variety of props. The shadows look great.
Lili's walking animation could benefit from some directional variants; it looks a little too basic against the polished background.
It's too easy; I found that the best strategy was to just camp out in a corner. Some way of forcing the player to move is needed. The demons just keep peeking into the room until they die.
Very inspiring and varied.
The way the weapon types combine is especially entertaining.
The platforming is a pretty bland but using the magnifier is very interesting and unusual. Excellent maze game... could just use something to make the jumping bits more engaging. Perhaps some little props or decorations in the zoomed in view would make it look more lovely as well.
Floating islands are always nice. Very nostalgic. Good low-res art & sound.
The ending seemed abrupt... I wonder if there is a "good" ending..
I often accidentally triggered speeches repeatedly, as I pushed the button to skip/end the text.
It's linear... I mean, maybe I didn't want to be that kid's friend but it was the only way to advance.
The poo-ing animation is spot on.
The difficulty seems nicely balanced. I scored 8350.
Could use some further twist to differentiate it from a certain existing game.
btw It seems that the poos disappear on their own after a little while but can still kill the player... after they are invisible.
The graphics are basic but appealing. The ice undulation is a nice effect as well.
This is excellent. I loved the variety of surprising weapons & enemies. The way things are presented via treasure chests and inventory screens is droll.
The color choices are a little sadistic but OK for this short game. I dig the Spectrum style.
The writing is very amusing.
The camera focusing on the treasure as it flies was a nice way to show its location.
I thought there was an orb in the lake but I guess it was just my torso.
Very amusing scenario.
I wish the minor arguments were more appropriate; it's a little bit immersion-breaking to see Kierkegaard saying "That's what she said!"
It seems that the jump triggers after space is released; it should perhaps trigger when space is pressed.
Capturing the star in a bubble broke the game for me (no more bubbles could be created, lines could be drawn infinitely). In a different case, I think I drew a new bubble on the white cube as I exited a bubble... this permanently removed the cube, even after pressing R to reload.
The environment is wonderful. I love the all the superfluous detail.
The detective work does get boring after the first arrest; I found everything except the secret passage before then.
I arrested Mr. Big... I suppose that's the end?
Great work.
Nice difficulty. I almost gave up just before the victory screen.
This game is nicely polished & coherent. The graphics are pleasant.
But I think the gameplay could be adjusted a bit to be more fun.
The controls seem overly complex.
I could never seem to press Z+X simultaneously; I instead pressed Z slightly before X. It would’ve been simpler/better to just use the Z key for throwing I think. This kind of arcade game’s challenge shouldn’t come from its controls.
Also, picking up multiple dinosaurs and throwing them one at a time is confusing.
More visual cues about how soon the dinosaurs are going to wake up after being thrown would be good.
I made it to level 9. The game-over is punishing; it’s not interesting to play through the easy levels again and again. Consider at least giving extra lives for collecting bonus items. (maybe that already happens… if so, consider lowering the threshold).
Perhaps the ice build-up takes too long & is too button-mashy. Also, the ice-projectile could be more visually exciting.
The connection between the tree-house and the library setting is not clear.
Pardon me for complaining so much. Very nice work!
...I'm too lazy to install the extra package.
The color palette looks very attractive though.
It's satisfying to destroy the humans' structures, but there's not very much difficulty. Maybe if the plants grew faster and timing was required it would feel more gamey.
Also, the matryoshka doll knights are. . . an interesting choice.
Thanks for the feedbacks.
In retrospect the controls are perhaps more of an abomination than I'd like. I played the levels maybe 100 times during development so I stopped noticing the jankiness. I knew the game would be more accessible with a fixed projectile trajectory, but I wanted to try something more adventurous. I also tried to implement a shot-trajectory dotted line, but the math was too hard.
Consider watching the video if you are curious about the content but find the gameplay too unbearable.
I think Graham's speed should've been the default for all characters. It felt closest to Hotline's speed.
It wish the hugs had a shorter range. It didn't feel like hugging.
Very nice quantity of environments and playable characters.
Enemies could be more varied. The game's difficulty was too static as well.
63000
I*
I think this needs separate controls for the light. It is not very useful if it can only be pointed in front.
The visual effect is very cool though.
It's possible to skip the "throwing" part via coordinated jumping.
The environment is very pleasant looking. Consider putting the background scenery (hills, mountains) on a separately scrolling layer to create a parallax effect.
I don't care for the character sprites... they look too South Park-ish. Their proportions are odd relative to the houses and doors.
Extremely unpleasant and abrasive.
Just interesting enough to taunt players with the sudden anticlimax.
Nice intro movie.
I was about to give up and then I accidentally figured out that the crayons can form bridges.
The background elements which spin with the walk buttons are interesting.
Sprites look polished but expressive.
Good work.
Minor Bug: The game doesn't fully reset if the page is reloaded and a new game is started. The door to the first skull (crayons) remains open for example. I only noticed because after playing I read the comments and wanted to make a pig explode with crayons.
Maybe the pig should fall asleep instead... I felt sad when it disappeared.
Hitting enemies with blocks doesn't feel satisfying enough; maybe if they exploded or something instead of just sliding off the stage it would be cooler.
I didn't have enough patience to get everyone out of freedom city. There's a lot of randomness in the movement of the clouds and angels, and the gun feels imprecise. So the controls are not very enjoyable.
I like the gameplay concept though.
The collage graphics are strange and appealing.
Good work.
The gameplay is impressively lengthy & consistent.
I like the cluttered low res graphics.
The plot twist & ending was clear about halfway through the game. The character seemed a bit dense to not notice the pattern.
It might've been more effective to just imply the stabbing at the end; it was obvious that it was going to happen that way.
Good work.
The environment is very appealing. Nice color.
The polish is just on a whole 'nother level. The monologues are charming as well. Amazing work.
Very clever scenario. Great timing as well; I love the close-ups.
A couple times the game crashed after I played for a while.
Nice color palette & sound effects.
Since you've abandoned the JRPG battle format for the dialogue, consider implementing a different gameplay type in its place. Dialogue doesn't have to mean "no gameplay."
If the "wall-running" is intentional, more visual feedback would be good (like, visible legs or even just footprints on the wall). Right now it feels a little floaty, like noclip mode.
I almost completed the debug level... got a bit careless at the end! The level designs are pretty good, though I'm not a fan of the textureless appearance.
The shotgun seems redundant, because it is only reliable at ranges where the auto-kill is a better option.
This is an interesting and fun way... [Damage +4] of presenting dialogue in a game. [+4] It's a shame there's only one level! [x1]
The 3D models are nice... [+2] it's too bad [+8] you didn't bother animating them! [x5]
I also notice... [+12] that there is no proper game over screen [x2].
Nice color choices.
The environments are pleasant; nice details & color palette. I'm amused by the stacked trees.
I greatly enjoyed the views from the palace.
The option to restart from various points is good, but the "beginning" button is confusing & possibly buggy. It seemed to send me to the location closest to the ending I'd just triggered, rather than the beginning of the game.
Very tasteful subject matter.
Good prototype... would be amazing with better models.
My high score is 5057.
The graphics are detailed & attractive but sometimes unclear. I.e., it's difficult to distinguish hazards from the background. I also didn't understand why some terrain could be destroyed and some couldn't.
Bug:
I think sometimes held keys and ammo are lost on respawn, but they don't reappear in the level. So locked doors become problematic. Other times the held keys and ammo are kept on respawn.
The game defeated me. I became stuck without keys.
My logic puzzle skills are too atrophied for this game.
I managed to win once using the bomb but sadly I failed to lure anyone into the cat trap. Very amusing scenario.
The character designs are cute.
It is strange that the suitors face you and not glasses-girl when presenting their notes.
The facial expressions are very cute.
The gradient background is bland... maybe the game could be cropped or zoomed in on the tower more.
Weapons 2,3, & 4 feel too similar.
The fade-outs are too slow. The intro text is revealed too slowly as well.
Also, the narrative seems a bit muddled. Why are the braid ropes set up if the princess doesn’t want suitors? Is she trying to lure them there so she can destroy them? Did her stepmother put the braids there? We may never know.
Nice work.
Good sculptures.
Cool Chozo statue.
It might be nice if the upgrades changed the sword visually and physically.
The character is appealingly bizarre, but lawn trimming is monotonous after a while.
Very cathartic scenario.
The boss seems difficult... I think I understand the strategy now but I don't feel like going through the whole game to try him again.
The gameplay is very interesting and challenging.
It is a bit frustrating that gunners can kill players even if they are themselves killed simultaneously. They seem to follow different rules than the other enemies in this regard.
My top score was 32. I think I saw the crystal once but failed to destroy it.
Very lovely low-res graphics & animation. The city is detailed and fun to explore but the game retains an arcade feeling because of the set paths. It's a nice mix.
The text popups are funny & varied enough that I didn't find them repetitive.
Initially I thought I had to put hearts on every space... like pacman. It became more interesting when I figured out how to convert people.
More challenge could be added as the number of converts increases. Maybe a greater military presence or something.
At one point I respawned right next to a white-shirt and was insta-converted. Which sucked.
The ending was a bit lame! Otherwise great job.
I think i scored 25. It's nice that there's no game over if a level is failed.
I found it difficult to make the triple jumps with enough momentum... so I failed to complete the mission.
The colorful textures are very pleasant though.
The graphics are very charming.
You've done the hard engine-building part... it just needs like 4 encounters or so and a couple endings based on the monster's stats. And maybe some legs on the jumping sprite. So close. Alas.
Building a monster is an appealing idea. And parallax scrolling is always good. As for the overall gameplay... well... I think you've summed it up in your description.
Got 7582... it's pretty hard, even with a tablet.
Sometimes the monsters seem reluctant to eat their food; I had more success when I dragged them over it.
The graphics are cute.
Good level design. Cute sprites.
It was kind of frustrating when I chose the wrong combo or messed up the first minigame and knew that I was doomed & had to just... fail as quickly as possible so that I could try again. I wish there'd been some kind of comeback mechanism or a way to do bonus damage.
Also more opportunities to avoid battles (via alternate paths or timing... etc.) might've been nice.
I like the concept though and the graphics are very pleasant and appropriate.
Impressive amount of content and polish as well.
I like the concept and the drawings are charming. But, speaking to the monsters seemed too automatic. A more interactive language system might’ve been interesting.
The art/animation works really well with the game mechanic.
It seems too easy; I only lost when I decided to do so.
Nice cohesive art style.
Catchy title.
Great voice acting & pacing.
So, when is the LN coming out?
The graphics are very clean and pleasant.
Needs more JSDF.
Nice parallax backgrounds.
I died on the last spike in the game ( >.<) So that was fun.
Hmm except for the archers, the enemies seem too passive.
Nice quantity of levels. The variable explosion power is interesting as well.
The scenario is a bit thin. I mean, we've got pigs in soon to be destroyed houses, but I'm not seeing much indication of the wolf.
Clever title.
Nice destruction effects.
Good quantity of levels. The interactive title screen is also a nice touch.
I enjoyed finding weird areas like the room of toilets and the, um, lawn flamingo graveyard.
Very amusing graphics.
The gameplay could use more complexity.
As others have noted, the water surface tension is nice.
Good sound effects as well.
There's not a lot of stuff to do. An ending other than drowning, starving, or dehydrating blob friend might be pleasant.
Mutation is always fun, and the graphics are charming.
However the combat feels imprecise and difficult. I wish that the player had some brief invincibility after being hit; otherwise the entire health bar can be depleted in seconds.
Also, the game seems to freeze if two phials are collected at the same time.
The rhymes are fun. The graphics are pretty coherent… though maybe the font and UI elements should have chunkier pixels to match the rest of the art.
I thought the ending was a bit pat.
Checkpoints would be nice...
Wait... I managed to finish it.
Charming intro. I wish that style continued into the rest of the game.
As others have noted, the scheduling becomes confusing when the bus skips stops.
Also, making only one change to the route seems too simple.
I love the idea though.
The vehicle's size and handling make it seem like an RC truck.
I wish there was some monster-truck-arena stuff like ramps and destructible trailers.
The scenario and character designs are cute.
The game's progression is not ideal; it's a bit boring to replay 4 times to see the different endings. It's not a huge problem because the game is short... but maybe you can find a more clever structure.
The audio is weird, which is good, but your voice-work could use practice.
Also the WOOT WOOT part is very loud relative to the other sounds.
Very unique and droll scenario. I loved the messages like "shared the veg. has a big taste."
The slight randomization is nice as well.
Great work.
Very cute scenario.
The graphics are nice and colorful... interesting sprites too.
The game involved a little too much bumping into locked doors... it gets monotonous. Though it makes sense in the hotel setting I suppose.
Seems very complete for a 48 hour game. Good job.
Some better graphics for the kids would’ve been nice… the background looks great though.
It’s frustrating when one of the capsule-kids falls out, and then when the bus rolls over it the physics go insane and all of the other capsules launch out at 500mph as well.
Also my bus always seems to politely stop before reaching the tracks… just before the train arrives.
It took three tries (damned Purple Things!!) but I managed to defeat you.
It was pretty easy once I learned to never use the Mage's skills.
The ending was perhaps less impactful because I'm using OS X... but it's the thought that counts.
The charming costumes really make this stand out from other entries.
Nice work.
s-suki desu!
also:
Very cohesive graphical style. The slight animation on everything looks great.
The colorful voxel graphics are attractive. Really nice animated menus as well.
I failed on the level in which the brain attacks alone. I didn't have the patience for it.
I crushed 34. It's surprisingly satisfying, though the first 10 boxes become tedious after a couple tries. Pretty good sound effects too. This game made me feel like an assembly line component.
Using a monochrome background was a smart way to make up for your professed lack of artistic skills. However, the contrast between the boxes and the background is too low; the dark blue boxes on a black background are especially troublesome in this regard.
The limited palette & shaders look great.
I "eated" 85 people; I suspect the rest flew out of the level... can't say I blame them. :P
The graphics are basic but the monochrome is stylish.
I always find the juxtaposition of serious text with classic platforming to be dissonant. That can be interesting, though games that follow this format can seem crass or bathetic sometimes... maybe when the dissonance is not acknowledged. I think your game's lack of a certain kind of polish works in its favor in this regard.
Also the level design was pretty fun.
Very cute dinosaurs.
Amazing chest ahead.
The sound effects are very amusing.
There are too many adventurers... maybe more like 20 would be best, with a steeper difficulty curve. I enjoyed working out different strategies for the crowded rooms.
Beautiful graphics.
It might be nice if it was possible to win...
As others have noted, the bars seem to stealthily fall by a certain extra amount each season... it was a bit of an anticlimax to see the game end abruptly due to this. I didn't feel like I had enough control over the game. However, it probably would've become too repetitive if it lasted much longer.
Overall very impressive for a 3 day project.
The scenario is amusing.
I got to 5171 points but I guess my true love didn't spawn and my love power depleted.
The gameplay is too simple, relative to the length of the game. It's not interesting to battle the same class of ship twice.
It seems unfinished; there's a setting but no plot, the time & score are not tallied at the end of the game. The foundation is good but it needs more stuff.
Nice color palette though.
Nice title.
I survived 10 days… bit of a difficulty spike there :D
It was fun seeing the human settlement become more elaborate.
I enjoyed the audio; the ambient background music was complimented nicely by the abrasive sound effects.
The controls/collisions could use a bit of tuning.
The fords could be clearer as well… maybe some little rocks would make them more readable.
Amusing scenario.
The final score ranks (i.e. "Dreaded Deathbringer" etc.) are a nice touch.
(Sorry to be a wet towel, but..)
While these issues are important, portraying exploitation as a giant white devil with bling seems like a gross oversimplification.
Also:
The low-poly models are nice, but the lack of animation makes them look unfinished.
The voice acting is perfect.
For some reason it runs at like 5 fps on my virtual machine. So... I can't rate it. But I just want to say that your graphics look very cohesive & pleasant.
Uhh nevermind I got it working.
Anyway. The graphics remain very pleasant.
I found the battles a bit tedious; I wish the arrows corresponded to the music.
Fortunately I was able to use my special powers to change the monsters' HP values in the editor. :D
The writing is droll and amusing.
Good work.
Nicely mysterious scenario. I enjoyed deciphering the gameplay.
I filled up about half of the map with little towers. But by the time I was ready to build a condo the input lag had become too great to navigate the menu.
Very mysterious.
It held my interest for its duration.
Nice idea. I can imagine this sort of thing (i.e., a tiny person climbing on images and stabbing) as some kind of droll website interface.
The scenario is intriguing, and it's interesting how things seem to occur randomly.
The graphics are nicely drawn but the animation often seems placeholder-ish. For example when the woman slips and her sprite is just rotated 90 degrees while she continues walking.
whoa whoa whoa, I make it to the destination with 47 years to spare and suddenly I'm "the monster" ? I should've jettisoned more of these ingrates!
Um, anyway. Very amusing concept for a game. I wish it was more dynamic or challenging though...; it's not very interesting to just keep a meter filled.
It’s cute, but…
I believe it would be better if the proportions of the faces were more varied.
It might also be nice if the user could alter the shapes by stretching or resizing.
The faces could also be adjusted to convey different emotions, by angling or bending the shapes.
Nice work though.
I did all that stuff... just to get expelled!? :O
I spent way too long in a chapter because I skipped the mission text... a quest log would be nice.
The monster cards are a nice idea but it would be cooler if they granted flashier abilities; just affecting stats is boring.
The 2D drawings are great. The 3D stuff looks nice and clean but... maybe the environments are too large so I became fatigued after a few minutes.
The verbose log are amusing, though the unique events are exhausted quickly.
I wish the game was more fleshed out, no pun intended. It makes little difference what kind of monster is constructed. I restarted and attempted to make a humanoid, high charisma creature instead of a writhing mass of mismatched limbs... but things played out the same either way).
As others have noted, the monster spawning is a bit confusing and can feel unresponsive. And, maybe the boss should be faster or have more HP.
Nice work though.
Special technique: Fly above Arthur's attack range, hit him when he jumps.
Nicely balanced difficulty. I was challenged but not frustrated.
Graphics are cohesive but rather minimal...; I require more doodads.
Very coherent graphics. Nice variety of unique enemies.
It's innovative, but the level designs are basic; except for the final level I didn't need to move very thoughtfully.
I dig the "in engine" title & end screens.
It's possible to transform into a bird, fly offscreen over the cyclist, and end up on the bottom lane or below. It's reversible but... I was troubled momentarily.
The robot birds are a menace.
Nice parallax.
Good difficulty balance. I reached level 5.
The roller-coaster camera is very exciting. I dig the campy "Excellent Skills" messages as well.
I wonder if there is a third ending... maybe something more optimistic. :D
A better looking background for the "battle" scenes might be nice as well; the drab grey look was a bit of a letdown after the luscious briefing screen.
The crossbow is hard to aim; a reticle would be nice. For combat, it seems like transforming is always the better option.
The penalties for transforming are kind of vague and not an effective deterrent.
I enjoyed the relative vastness of the environment. Though, the need to defend the box discourages exploration.
The ragdoll physics produce some delightful break dances.
The drawings are charming, but the lack of color makes it difficult to identify the incoming animals & their strengths...; I presume that some are more effective vs others, but it was hard to tell. I did notice the difference in the animals' mobility, which was a nice touch.
Also there seemed to be unwinnable scenarios in which the opponent would send out winged enemies, and I'd be birdless.
I tried to shepherd some blighted invaders into the circle but they didn't seem interested. :(
More variety in the scenery would be good... it needs some rocks and streams to break up the intense green-ness. The animations and textures are nice though.
The isometric graphics are charming, but... as you likely know, the gameplay is cryptic. I managed to turn a few creatures into buildings, and the others quickly expired. I'm not sure if there is more.
I appreciate the droll scenario.
It's pretty thought provoking... I couldn't stop myself from giving "outside the box" answers though so I got the boot. :D
Also, the speech sound is cute.
It's nice that the score is measured in trillions.
Nice use of the default monkey... indeed a formidable super power.
A faster reload would be nice; I think it is unnecessary to wait through the messages after a game over.
I scored 14.
The changing parallax background is a good idea. Nice vibrant palette as well.
Thanks for the generous number of checkpoints... I guess I've become a casual in my advanced years. I raged a little but managed to complete the game.
I notice the speedup/slowdown expires after a certain amount of time, like 10 seconds or so.
The audio synchronization seemed less coherent in the slowed down version... though I'm not great at rhythm games so that could be part of the, um, issue.
Yep.
Nice ambient sound. Creepy urban zone.
Death is a bit of an anti-climax; some animation would be nice, or camera stuff like turning to face the killer. Some stabby sounds could help a lot as well.
I wish there was some task beyond avoiding randomly moving enemies. Like, if the player could disable the robots (and maybe lose if they hit a non-robot)... or something. Yep.
The jumping is fun. And I love the stoic faces on the shapes.
I had to rage quit on level 2 though... the part around ~1:00 in your video with the platform moving over lava. Argh.
Good work, but, I think the interesting gameplay would be better on its own. The psychology stuff seemed superfluous.
The simple parallax effect works nicely with the flat paintings.
Cool transform animation.
Also the weird little "erase" head is a nice touch.
Fight the power.
Nice cohesive & detailed art style. The completeness & stability of the game is impressive as well.
Took 5 or 6 tries but I disabled the ray. What a refreshingly antisocial scenario. The unusual graphical style was exciting as well. If it was all up to me, this would be in the top 10.
I enjoyed rolling my truck around this little town. I presume there is no ending? I played for 3 in-game days. It seemed most efficient to deliver the 2 or 3 heaviest packages. Maybe a combo multiplier could help incentivize delivery of the smaller packages.
I found this game pretty amusing and relatable. It was fun to devise the most efficient work schedule, and the text was humorous. I got the "You Ran Out of Time!" ending even with 100% game completion... I presume a win message was not implemented. The Kenney assets are put to good use... but... technically... you're supposed to disable the graphics voting if you use pre-existing art assets. The animations are very nice though. I was especially surprised and amused by the karoshi animation. Good job.
The individual art assets are cool but I find the sprite/mesh mixture uncohesive. Maybe an orthographic camera or some 'toon shaders could bring it together. Platforming was indeed difficult. My approach to acceleration in Unity is to add a lot of force and then instantly clamp the velocity to something slower. That way, the character can instantly accelerate to a set speed. It can make movement more predictable.
Very classic scenario. Good job. The title screen art is lovely. The in-game graphics could use more scenery & doodads... maybe some larger stuff like buildings. It's very difficult to catch up if the pack gets a little ahead of you, because they eat all the power ups. The game would benefit from an upgrade shop screen, to incentivize the murders.
This was surprisingly evocative. Good job.
Cute character designs & environment.
I spent a little while just looking at the detailed backdrop. Very amusing.
I feel that there could've been greater integration of the attacks into the music, to make Jazzchan seem more like a musician. At least, the volume of the attacks' sound effects could be raised relative to the bgm.
Anyway, good job.
This was a nice demonstration of the possibilities of the Unity UI system. I feel inspired to use more sliders and buttons in my projects now. The writing was also amusing.
Very interesting system. It works well as a proof-of-concept, but the scenario was a bit too familiar. The amount of challenge was also well tuned. Good job.
Thanks for the feedback; I've clarified the instructions somewhat and I'll try a Windows playtest tomorrow. The items seem to be working normally, though I found a different gamebreaking error (the carpet produced an inescapable entombment) which is now fixed.
I've added a Web HTML5 version.
@instantnoedel Ah, I'm very glad someone finished the game! Sorry about the anti-climax ending; I was working until the deadline and didn't even have time to add a color-cycling effect at the end. So yeah, it just cuts directly to the title. orz
@ahintoflime It's mostly clay... uhh candidly I'm trying not to talk specifically about the technique until I've made some lucre from all the time spent working this stuff out. Sorry!
@dcolgan My graphics are very flattered.
Regarding the physics, My platformer physics have much room for improvement... though this game is likely doomed to sloppy collisions because the character sprites are not designed for precise movement. At least the wall sticking can be fixed. Wall sticking is my nemesis.
@moski Thanks. As for the theme... as the player collects more items, additional groups of enemies are added to the level. I admit it's not the most riveting interpretation. After an unfortunate string of "minimal" themes for Ludum Dare (Minimalism, 10 seconds, You Only Get One) I kind of just started ignoring them, even though LD40's was better than usual. P.S. I know all about post gamejam hangover.
@king-kujito The art was made during the jam; this is my 4th platformer for LD in this approximate style so I was able to be pretty efficient this time. (Also. Wall sticking always gets me. Actually, it's because of that acceleration technique I was promoting on your entry page! I use a boxcast to check if the player is against the wall so I can disable movement in that direction, but this time there's a gap between the character's wall-detection and ground-detection. It just needs to be tweaked a bit but I didn't find the right configuration in time.)
@eric-lathrop Alas there is no ending screen. I only had ~20 minutes left and decided to do the title screen instead. Thanks for completing the game! I didn't know if anyone would play through.
Thanks for the feedback. I added a video walkthrough so future players won't get stuck on that spike as much.
The game could use checkpoints or a casual mode; I was unable to reach the end. Aside from the difficulty, it was enjoyable. The art & music are also very convincing.
The setting felt nicely alien and I enjoyed the character designs. I would've liked some attack power-ups; as I progressed, the game became harder but also monotonous. The difficulty is increased mostly by increasing the quantity of enemies so it becomes a chore to clear them all out one headbutt at a time.
The writing was amusing; I cherished digressions like "In the mountains at high altitude, that's where I see myself in 5 years". Nice work.
Screen Shot 2017-12-07 at 8.00.46 PM.png Nice tree making game. I enjoyed making odd trees. Can't think of last line.
The tiny sprite animations are unusually fluid and characterful. Great work. The F2 screen is also very amusing. I saw it frequently.
The system is interesting & unusual but the scenario is mundane, the graphics utilitarian. Still, good job.
I was eaten on lvl 4, while trying to scout ahead and clear out all the acorns. :sob: The level design & difficulty seemed good. The ambient noises were also pleasant.
The map is nicely detailed, but exploration is hampered by the slow turning speed. Some of the ramps are also impossible to drive onto (the one in the sci-fi themed area, for example). Also, I wanted more cryptic names for the car tricks. Overall, I enjoyed my time with THHSS:GP.
The gameplay feels nicely tuned & intuitive. The graphics looks clean and fairly pleasant but I wish the dog was animated. My score was 272.
I suppose you know this already, but It is indeed confusing that incorrect entries don't cancel automatically. By the time I realized what had happened it was too late and now poor Chuckles is dead. The juggling animation was fluid and satisfying though. Good job.
I reached level 5, where I was cruelly slain by a wasp and a tribble. It would be nice if the items granted more interesting effects, like knockback, poison, etc. Randomizing the item stats could also make collection more enticing.
This is good. The controls are intuitive and allow for a lot of precision. The graphics are not especially attractive, but they are very readable, and the limited animation is effective. The final stage felt appropriately epic as I blasted off with a screenful of enemies & bullets chasing after me. Excellent work.
The difficulty was too hardcore for me... on my second try I made it a little past the second candy. I find this style of wall-jumping unintuitive... maybe if the wall-slide was slower I could wrap my brain around it better.
I dig the kirby-esque graphics and setting though, and it was fun seeing the environments and even dialogues change. Good job.
The difficulty progression & quantity of enemies feels good. The attacks seem too basic, though it's nice that there are multiple characters. I enjoyed growing my ketchup mountain. Good job. Screen Shot 2017-12-09 at 8.07.15 PM.png
Screen Shot 2017-12-06 at 11.47.55 AM.png The lightning is too frustrating. Its hitbox extends beyond the sprite, and it can appear immediately when the player enters the other world so that there is no time to dodge. On the positive side, the characters' run cycles are nicely animated.
Reflecting stuff was fun & I enjoyed accumulating upgrades. Hmm where's that smoke coming from anyway? gril2.gif :thinking:
I haven't played minesweeper in over a decade so I was a little baffled at first. I had no understanding of what the flags were for. So on my third try I cheesed my way to victory by marching the soldier into mines and then immediately healing him. That got me within 3 tiles of the exit and the miner was able to eat the last 2 mines. I may have had a bit of luck here. After that I read a couple of Wikipedia entries and the rules gradually sank in. I made a couple of more serious attempts, dropping flags everywhere, making deductions. Of course these ended in failure. But it was fun. Anyway, I really dig this entry! I always hated the blandness of original minesweeper's graphics, so the addition of some scenery and characters really improves it. I can imagine this with an even larger cast of characters, with maybe a subset selectable for each playthrough. Good stuff.
The blood explosions are nice. The dual wielding is great but as there are no further upgrades the game gets a bit monotonous. Also, I experienced a bug in which my guns' direction gradually changed and no longer fired at the mouse position. drift.png
The graphics & audio are nice. I wanted more complex gameplay; few new features are added as the levels progress. I felt that the safest strategy was to check the totem before every kill; this involved a lot of backtracking... maybe that sort of cheesy strategy could be discouraged.
I got to around 113 but was just spamming spacebar for the last 30 seconds. The gameplay could use some additional wrinkle... some sort of "risk/reward" with the beer collection. Like, score multipliers as beer companies begin to sponsor the parkour guy. I... found the music quite grating. I cannot abide midi horns.
It's strange that the guy gains weight even if he burns more than he eats. The gameplay feels pleasant but maybe needs more "risk and reward". Like an additional item or a combo multiplier. The minimalism is also kind of nice though.
I couldn't figure out how to get past the stairs, as they required momentum, which sent my :hamburger: flying. I tried to pick up the :hamburger: like in your GIF but even after trying to make a little handle with the top bun it was too difficult. :sob: Screen Shot 2017-12-08 at 8.59.33 PM.png An unmet civilization has completed the Mausoleum of Burgercarnassus.
I brought 1 guy to the choppa but then concluded that it was easier to just dispose of the rest. Perhaps if some reward (like more weapons or health) was periodically dispensed for saving Nicks I would've felt more concerned about their fate.
The purple laser is hard to see against the green & brown environment; a brighter color would've been better. Though maybe it needs to be purple for lore reasons.
The voice was very amusing.