Whack a Mole by Tero Pulkkinen 2020-10-05T07:02:28Z
I liked the particle explosions too! Wish I could reach those speedy vertical moles a little easier, and maybe have them disappear once we can't reach them? All around cool idea though.
Foon → Ludum Dare Explorer → Users → Matt Swieboda
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Traffic | jam | 775 | 2.88 | 2.91 | 3.42 | 4.16 | 2.80 | 2.38 | 2.47 | 2.94 |
| 2025 | 58 | Collector | 👥 | space rocks | jam | 515 | 3.34 | 2.86 | 3.10 | 3.68 | 3.63 | 2.94 | 2.70 | 3.02 |
| 2024 | 56 | Tiny Creatures | 👥 | Monster Maze | jam | 975 | 2.96 | 2.78 | 2.90 | 3.40 | 2.82 | 2.69 | 2.42 | 3.19 |
| 2024 | 55 | Summoning | 👥 | Summon Spree | jam | 1168 | 2.77 | 2.87 | 3.00 | 3.18 | 2.57 | 2.72 | 2.82 | 2.71 |
| 2023 | 54 | Limited Space | 👥 | Plots LLC | jam | 572 | 3.56 | 3.79 | 3.56 | 3.71 | 3.29 | 3.50 | 2.96 | 3.46 |
| 2023 | 53 | Delivery | 👥 | Drone Drop! | jam | 3.22 | 3.05 | 3.33 | 4.22 | 3.33 | 3.00 | 2.64 | 2.92 | |
| 2022 | 51 | Every 10 seconds | 👥 | phase | jam | 1119 | 2.88 | 3.08 | 2.76 | 3.00 | 2.98 | 2.80 | 2.56 | 2.78 |
| 2022 | 50 | Delay the inevitable | 👥 | swarm | jam | 1159 | 3.11 | 3.07 | 2.42 | 3.29 | 2.81 | 2.50 | 1.94 | 2.55 |
| 2021 | 48 | Deeper and deeper | escape | jam | 1743 | 2.85 | 2.48 | 2.43 | 3.63 | 3.01 | 2.46 | 2.43 | 2.87 | |
| 2020 | 47 | Stuck in a loop | looper | jam | 2.64 | 1.92 | 1.96 | 2.53 | 2.50 | 2.50 | 1.83 | 2.25 |
I liked the particle explosions too! Wish I could reach those speedy vertical moles a little easier, and maybe have them disappear once we can't reach them? All around cool idea though.
stunning. I love the idea, very smooth and well polished. I agree with DMac genius way of denoting the trajectory with gradients.
Pretty awesome. So many things to interact with, was not expecting everything to be such a danger!
It was pretty fun, and light hearted. Classic catchy music haha. I went through the floor the first time by a crushing weight, but couldn't reproduce it again. Hard to see where I'm going, but I imagine that's the point. Good job, pretty entertaining after a few play throughs!
I gave it a try, great work! Like the sounds, and confetti when you score!
Great work on the scenery, and it looks pretty sweet with that boat fan movement. I have a similar gripe with the controls, wish they were tighter to control the steering more, but that could be easily tweak-able and fixed. I also think it makes it more interesting and more of a challenge having the camera stay where it is, makes it more unique.
dude this is awesome! Great graphics, good gameplay. I love the eyes laughing when you die :D
I think the jumping could be tweaked as it seems too quick, and sometimes I can jump off sides of walls, but overall amazing job!
Very cool, I eventually got through it all once I read that the red crabs can safely be eaten. The eye patch duck is hilarious, and like the crabs and castle art too, plus the music of course all makes it really fun :) The platforming mechanics could use some work, sometimes I was able to jump from side walls. But really great, and complete entry, good job!
Really like the super cool text typing and emphasis animations, as well as the sound along with the typing. It was funny, and the story was well thought out. I didn't get too far in the game, but I can tell you put a lot of work and polish into it!
wow, how unique is this, love it! great artwork and music!
I always wanted to try a first person platformer, cool idea. Like the music, and the footsteps. After the first level I was worried it would get boring, but you made the levels much more interesting than I expected! Good job
wow, like the graphics and concept. Very hard to move all the runes without having the torch go out. I'm sure I could get it after a few tries. I couldn't find any campfires to light, or if I did, wasn't sure how. overall awesome job!
For those that don't know (took me a search), to run a Java JAR in Windows command prompt:
``` Watery Crave>java -jar ld48.jar ```
might help to add instructions at the top!
overall really nice game, very smooth, good graphics, music and sounds. The level design was challenging, and intriguing! Nice work
wow, this game was very satisfying, great polish. Very nice choice of audio and music, adds to the game so much.
I wish you could move a little vertically, not the whole screen, but a little would be nice. However I played on desktop, so I could see the tilt controls make more sense for phones and only moving horizontally.
Anyways, nice job!
Minor, easy to add, and I know you put it in the description, but I'd put a "E to continue" etc, on the bottom of the intro text, so the user knows how to proceed.
I like the controls, and the graphics and audio are pretty good!
It'd be nice to have a more active bow animation, and maybe an actual arrow that maybe you can pick back up.
Good job!
this game is seriously addicting, and it got challenging, love it!
I caught my self saying "Hmm, interesting" with the audio haha!
really cool, nice job! I wish the brush/scraper was a bit larger, but maybe that would be too fast then.
music and mood is terrific! Finding the secrets were oddly challenging in a good way.
This is a cool unique idea! Making your bank balance as obvious as the credit cards would be nice, initially I didn't realize I was getting paid every week, maybe an animation of $$$ falling onto the bank balance value text would help. Nice work!
This is awesome! I like the idea, the controls are pretty solid. The intro graphic explaining the controls was very helpful, figured it out right away. Mood is creepy, reminds me of Dante's Inferno kind of feeling. Sounds and music are spot on. I like the "save" point of the carabiner. I feel like you should be able to die somehow, but I dunno, I'm torn the checkpoints are pretty cool.
Maybe I didn't get that far but having enemies on the walls would be challenging and fun, and maybe you could knock them off the wall or something?
yes the level was definitely not finished... at all :) sorry to lead you all to your infinite deaths!
admittedly I worked on the wall jump 10x more than the actual level. I've learned for next time to make sure to finish out a full level layout!
Hey everyone, I really appreciate all the feedback. I've been working on updates since Wed, I will add new post-LD builds in a bit (as to not skew anyones ratings for the LD entry).
Updates done so far: - background image, improvements to tile sprites - foreground layers (water, but more to come like quicksand, mud, etc) - level editor (test/save/load) to motivate myself to make complete levels instead of a messy/broken playground! - camera shake after falling too far down - falling spikes via gravity (aside from the main slowly creeping spikes at the top) - disables going outside the world (sorry speed runners, but great tactic!) - more (and *hopefully* higher quality) sound effects - lots of code refactoring to make updates easier, with level management, keyboard + gamepad input organization/detection, tiles and layers, blah blah blah coding stuff
Noted on the controls @sorlok @coolp I'll continue tweaking and improving them along the way.
Aside from aforementioned comments of needing controls improvements, and the obvious failures I had in level design, and falling off left/right/bottom, were there any other improvements anyone saw that I hadn't thought of, or maybe accidentally was ignorant to?
As I'm still developing the game, feel free to chime in any ideas you'd want, and I can add them. I have a pretty big enhancement WIP/brainstorm list, and would love more ideas too! And if you're interested stay tuned for post-LD builds in a few days or so.
k back to coding! :computer:
**Note: I decided to update the releases. If you're rating this LD entry, please use either the**
``` LD-ENTRY-escape-win.zip LD-ENTRY-escape-mac.zip ```
or play the embedded HTML5 version on the itch page.
Thanks!
I like the infinity style of it. I was kind of confused on what I was looking at, but the gameplay is pretty solid.
I really love how you have 2 layered audio tracks, and mute the higher /lead when underground, while the background/rhythm still plays. Really cool idea and effect. Darn, just reading the comment above, hmm, guess it could just be one track and applying a low-pass filter dynamically too. Anyways, it's great.
Having the size and palette options are pretty sweet too.
I did have some troubles in the 2nd level, but I honestly didn't play it too much, or wasn't trying very hard. But I only really knew where to try next, from my last death. As I really couldn't see which order of rocks to dig/jump through to get to the end. @the-neon-shark explained how to improve that a bit better. Maybe a preview cutscene that scrolls through the map fairly quick whenever you start the level, or die (and can be skipped) would help, without having to zoom the camera out.
Such a unique idea when I saw it I wanted to try it out right away! Controls take a little to get used to but I'm sure you'll tweak and improve it. Really great job all of you, looks, feels, and sounds amazing! :smile:
looks really cool, but after installing the OpenAL for audio, the audio worked on the loading screen, but then I got an
``` Arithmetic overflow error ```
and continuing turned the screen black.
Game looks really cool and intricate though!
Wow, this is awesome! Nice graphics, and sounds, really looks like you're at a screen terminal with the shading and curvature.
Great work. Really cool that you basically implemented a *nix filesystem, with a few of the simple commands!
I really like the grappling idea, but it's frustrating to have to point the mouse near a grapping point, while still moving and jumping with the keyboard.
I'd suggest making a grapple key like E or SHIFT, CTRL, etc. And just have it target the nearest grapping point to the character. Or if the idea is to choose where to grapple to, maybe making a selection icon/border around the grapple you're selecting and TAB, or SHIFT+TAB etc to shuffle through the selections.
Great fun concept, cool music (although music is a bit too loud). Nice work!
awesome atmosphere with the graphics, music, sound effects.
I really had fun playing it! Loved the jokes and quips in the teleport rooms. One thing to note though, is going into a teleport room takes you to a new random room, not the same one, I don't think that was intended.
I think the delay could be decreased slightly from being able to fire your weapon, and maybe the jump height could be slightly increased, to maybe two blocks instead of one? Just a few tweak suggestions.
great game, nice work!
love the idea, it's really satisfying to pick up the trash, with the sounds.
very hard to get off the boat when you land on it, I found it was easier to land on the boat to drop trash, than to fly over and drop it, b/c I usually missed. I suppose that's part of the challenge though, could be improved though. Great work overall, I liked it!
I agree the shift + space combo isn't comfortable to pull-off. The concept is pretty cool though!
Nice graphics and sound. Really like the animation when you enable the light!
I understand why you have left/right as opposite as it's the direction of the thruster, but if that's the case you should also do that for the down thruster as S instead of W. Should be consistent. It'd be great if the light had a keyboard shortcut too. Also, I *think* SPACE quit the game, probably should move that to ESC. All minor tweaks that would be very easy.
I like the enemy spikes, and could imagine more complex enemies, and obstacles to avoid.
Great job overall!
I really liked this. Like most everyone else, I got stumped on #2, but after cheating with your guides, I went through. Grault was also very difficult, but I can see it now in hindsight :). All the other ones were definitely doable and still challenging. I really liked the concept. And the mini-games inside of the game. The boss was pretty awesome once I realized I had to pick up the weapons.
Great work! Could definitely see computer sounds being a fun enhancement.
really not sure what I was supposed to be doing, I went into one of those boxes, and it moved up, or maybe I moved it? Then pressing enter popped me out, was it an elevator? I get you wanted us to explore and figure it out, but indicators or what keys do actions would have helped.
Graphic style is pretty cool, good job. I was a fan of the sounds and music. Intro was very well done.
That's how I felt, I think the collision box could be only his feet for the walls, maybe his whole body for the enemies. Pretty good level design, it was interesting enough for the simple play style. Great work!
wow, this was pretty slick. I love the character, and graphics are pretty good. The whole feel is bright and nice. Sound and music are pretty good.
I feel like the level is too snakey, and mazey. I suppose that's because you're going for more of a race. But what happens if I finish last and get all the gems? I think you might need to add a time component for the race, or drop the race and do a first to X gems, with a larger square room instead of the raceway.
Cool, I like the graphic style. And dashing was pretty slick, I liked seeing the dash lines on the screen. One thing is the auto-fire pickup should last longer, unless it was a bug, but sometimes I picked it up, didn't use it yet, and it went away. Maybe only a timer vs use thing? Anyways, good work on the AI enemies, and the variety of enemies in further waves! Excellent overall!
Apologies on the horrible game over popup, we didn't make time to improve it, as well as add a start menu, etc.
Thanks for the feedback on the weapon zoom, bullet tracers, and different AI. We were thinking about those things, and wish we had time to add them. The 2nd AI was going to be an engineer to fix the walls, or repair the supply depot. We initially went with a laser, but I struggled implementing the visuals for that, so we'd need some more time for a bullet tracer probably, although I'd think it couldn't be too difficult. I would agree it's much needed as it's hard to tell if you hit an alien, unless it's up close via blood & sound.
gun shot sound has been reduced, as a post-submission bug fix release.
cool idea, and very nice graphics and sound effects. I couldn't figure out how to use the radar or missile turrets though. But just shields was still fun, good work!
wow that was fun! I couldn't figure out at first if I was supposed to shoot the health/food, as it said "Broken" but then didn't have the skills to not shoot them. 2nd time around, I realized they come forward, and boom, was killin' it with the machine gun and extra lives. Nice work, great, awesome music, sound effects and graphics! And game play was pretty seamless.
Haha the comments by the characters and story were hilarious. Great work on the graphics and music was really great too. Turning could be tweaked a bit, but overall wasn't horrible, and that could always be improved later. The guide arrow was pretty great. I will say I was confused how to buy time at the shop, and realized I had to be on a delivery. But overall cool ideas and pretty fun!
well, done, when trying to create a story the Sultan was catching on, impressive. Cool idea
Cool idea. Wasn't sure how to use the upgrades, or if I did use them, what they did. But I will say I had more of a blast collecting the treasures and pickups then I thought I would. Great art style, and overall feel.
I really liked the lead up story. Game was fun, although it seemed fairly endless once I got the hang of it, which I guess was the point, to stall for humanity. Somehow making it more difficult would make it more fun. Also I noticed the shuttlecock seemed to be mostly upside down, the pointed end wasn't coming down when it was travelling on the downward trajectory, so that could be improved. Cool game though, nice job.
looks super cool, and there's a lot to do. Very impressed by the AI bots. However it was a bit clunky to move around, and I found myself getting snagged by corners and jumping on things, but overall amazing work. Really great assets and ideas! Awesome that it had so much stuff to interact with!
nice game! I liked the solar flare/shockwave, especially with the area behind the asteroids narrowing and fluctuating a bit. on a small note, I think the score needs to be reset on game over, but overall really cool!
I've been able to last longer once I realized I could crouch, which also covers the watch timer, muffling the sound a bit. Well done, I was definitely spooked out of my chair the first few times!
edit: guess I read the instructions too quick, it was all there :)
this was so smooth and really great gameplay, the stuff to get to was just far enough to make it possible, and have a few fun retries to get there. amazing job!
agreed with the bodies in the way complaint, but I'm sure that could be added, some "X" button to remove them, if they were blocking something, etc
i really liked this, i played it over and over haha, nice work! great idea with the demon powerups too!
looks really nice, I couldn't get the ingredients in time, it was really tough! especially with all the red/green distraction crystals. I think maybe the timer should be increased, but maybe that was the 10 sec part? Overall I liked the feel of it, music, sounds and graphics.
my high score so far `1675`
image.png
:D
there are definitely some bugs, and things we intended to fix such as - not always spawning 2 more carriers when one dies) - carrier can float over asteroids and through star bases - bumping is hard to avoid, can cause unknown damage - show player health, or enemy health percentages/indicators
but fairly playable so far. Let us know what we could have improved, given the time restraints.
we also fully intended on a starry, galaxy background, with a nebula, but I didn't have time to throw those in there unfortunately
bg.pngnebula.png
Thanks @coolgunxdd any specific bugs that were particularly bothersome?
totally agreed joysticks would be great! If I continue with it, I'll shoot for that
@gamejmunk I probably should have kicked off linux builds, sorry about that. maybe if I get some time tonight
@raphiell those are blockade ships that will auto fire enemies, if they make it to the 3rd base, as a last ditch defense. (Try having your first 2 star bases get destroyed)
@macaroni-dev yes, sorry about that! It's a simple .exe I compiled in C# that calls a script using `system("phase.o")` and because of that it probably gets flagged as a virus, since it's so generic and broad. For now it was the only way I knew to make it an `.exe` run the compiled crystal program. Alternatively I could have had a batch file (`.bat`) that ran it instead. Next time around, I'll find a way to make an exe more friendly to windows anti-virus stuff.
Apologies for that, you'd have to allow it to run, or disable anti-virus.
great artwork, and nice complete game. I did feel it was a bit too easy, and the waves didn't really get any harder, but that's something easy to tweak, like increasing the enemy damage, or amount of enemies, or not having as many potions available in the in-between waves.
wow this was a blast ;)
i guess in retrospect, solving the puzzles helps keep the candles on? regardless the game looks really polished, smooth controls, and excellent gfx, sfx, music, well done
pretty cool concept! I gathered every 10 seconds part, was each individual "second" enemy, and there were 10 each round? cool way to interpret the theme. definitely got a lot harder when the second hand was introduced. nice unique entry
interesting with all the different scenes, and deepness, i felt like i was trapped, but then i wasn't, cool way to tell a story
wow, this is a great idea, well executed!
oh man this is giving me serious Age of Empires II: Age of Kings vibes, I love it!
wow, this was a great game, cool take on the *.io games like slither as you mentioned, cool you implemented multiplayer in such a short time. Maybe it's easier with roblox? either way it's polished and controls and movement are fluid, nice work
wait, what was the food? i thought i was getting a higher score by just surviving. I noticed the stars and enemies/other players, but not food
wow, I really liked this, found myself playing it for a while. Great menus, hover over context info, visual feedback/sounds on attack/defense sequences, cool battle log. overall really polished, excellent work!
cool idea, really fun, great graphics, sounds, and music!
I got `043`!
I will say I didn't have to do much rotating, but with more complex and bigger pieces, I could see how that would be required.
Overall good job on the game!
score.png
like the homage to Keep Talking Nobody Explodes with the wires, was cool how you hinted the solution. Could not figure out how to make the arrow keys on the computer work, I tried my actual keyboard arrow keys, WASD, and tapping the mouse on the grid, and on the graphical computer arrows, no luck. Interesting idea, needs some more visual feedback on what gets highlighted from mouse moves for interacting with things.
this made me a little dizzy after a while, perhaps because my brain isn't cat-like? haha anyways, cool concept on the theme! Goal was a little hard to spot at first, maybe a slight visual indicator on where it is always could help. well done though, timer should be simple to add later, nice job!
it's pretty difficult early on... thanks for your patience!
darn yeah thanks @walaber, we should have added icons for the meters. We were thinking about it! We probably got too used to the colors while testing that we forgot others wouldn't know what they meant, whoops!
@nusan thanks, I should have added controller support, would have been pretty simple to do, but it got lost in the shuffle of everything else
And definitely agreed with the "one way to go about it", that's good feedback. I think we were pretty limited with experimenting with different styles just because of time. If it weren't a jam game, we'd probably mess with the levels increasing/decreasing, have other objectives, have different map types with different constraints, etc so it would be less one perfect way etc.
and, yeah, we dropped the ball on forgetting to add icons to the level bars. It was something we were supposed to do, we should have prioritized it.
Same with onboarding / intro text for the jam, but we relied on the Ludum Dare description unfortunately like most jam games, due to time. Our idea too was we wanted the player to experiment, and figure out the combinations on their own, and what they need to do to avoid from dying. That's hard in a jam game when players rate so many games so they might not experiment/retry ours even for this. I was happy to see though in the comments that more than a few did, and we very much appreciated that! Thanks!
Definitely @ruben-rosenmeyer agreed thanks, and apologies you had to flip back and forth! Ideally we'd have dedicated time to put the info in the game. But we did want a kind of exploratory sense with the recipes too. Maybe after you discover one, it will be available in a recipe info screen somewhere.
it's like angry birds in space, to get the water! pretty cool idea, especially with the gravity from the planets
wow great work with this! would be interesting to have to reload, although that would make it way more challenging. Sound effects when you get hurt would be helpful. Overall really fun, great graphics, and gameplay!
cool concept, somewhat similar idea our game had with resources, and limited space to put things that produce resources. Very cool artwork!
I'm sure you're aware, but the units get stuck between the buildings, maybe it might be easier to remove collisions for units and buildings, potentially making them transparent. Also it was hard to tell which unit was selected, if you had more time, a visual indicator above/below the unit could help
Looks really cool, great work on the tutorial section. I think if you had enough time to implement killing the bats, it would be a pretty great! Stellar first submission, good job!
(or maybe I'm not using the sword correctly, do you have to be super close?)
anyways great work, love the art work!
Looks really cool, unfortunately I can't read it, is it Russian maybe? Artwork looks really good, and audio seems very high quality, good job!
I also saw an error while loading, but was able to click through on most of the scenes.
thanks @maximpes
wow, this was really cool once i got used to the expand and collapse functionality! Great job, very fun!
cool that you made it in a custom rust engine, props to the true coders out there! I've done things in a custom [crystal](https://ldjam.com/events/ludum-dare/54/risto-goes-around-the-world) framework wrapping around SFML in the past, this time I went for Godot 4
wow, so good, so polished, great sounds. great enemy pathing, awesome graphics, awesome sound, music. Truly unique gameplay with the spray paint, and how it can block specific enemies. definitely one of the top entertaining polished completed game I've completed so far!
I wish I had some helpful suggestions, I thought sometimes it's hard to remember the combination pattern once you see it, because you're running away from enemies. But I think that's part of the challenge, and sometimes I even ran back to remember it. Also later, I would tag it on the ground in spray paint so I wouldn't have to go all the way back haha. Kind of like it that way.
wow, awesome style, graphics and music and sound fx!
I had trouble trying to dash with WASD combined with E, maybe SHIFT would be better, but not sure. I'm sure on controller it's great.
Really cool with the homing shots, automatically shooting at enemies so focusing on doing the platform jumping is easier.
i really like this style, and honestly the combo arrows to do the task made it a bit more fun
just letting you know the link to https://matelou.itch.io/kiss-marry-kill is broken. excited to try it on windows tho!
yes, thanks @creeper-nade because we decided to do multiple games, we took less time with graphics. Something to learn for the next game jam, I think in this one, multiple games was much too big a scope and thus quality was sacrificed across the board.
Thanks everyone for playing!
thanks @ohfiddlediddle yeah, "How to play" is always a nice to have, we should get better adding that in as we go, instead of leaving it out, or rushing it in afterwards.
Thanks for the suggestion on repetitive sound effects! I've tried to avoid it by randomizing the pitch a little so it doesn't sound exactly the same, but a pool of 4 SFX would make that even better, appreciate the tip!
this game is awesome, really great work on making something automated so interesting and fun!
wow this was really fun, loved trying to figure out the combinations, great work overall!
looks really cool from the screenshots!
Unfortunately when I play via the zipfile, I see the purple spell book and press PLAY, and then it goes black, but the music still plays, seems to be a bug, maybe you can fix and reupload?
really love the color scheme, and even the font face used for the itch.io site too!
flying is so dope, simple but so much more fun. As everyone else is saying, the artwork is truly incredible, great work!
I couldn't exactly tell what was going on with the summoning battle, but I presume when the monster was flashing red they were being attacked. Health bar and maybe an attack animation would be nice, I'm sure you intended more but ran out of time. Also when flying or walking I ended up bumping into collision boxes that were too big, like for the dragon, etc. Just some tweaking making them smaller and more accurate would go a far away.
Overall amazing work, don't know how you got all that really high quality artwork done in such a short time!
cool idea reminds me a little of Age of Empires but only with monks, I like the idea of converting the faith of the house, and needing to sacrifice pilgrims to use the cards. Overall great work, very polished, didn't really have any problems with sending the pilgrims anywhere, thanks to the bounciness you added. nice job!
cool pretty similar to our Minion Battle minigame, I'm sure we both got inspiration from the greats AoK, StarCraft, DOTA, LoL etc. but fits in with the theme pretty good! I like your unit movement a bit better than mine :) good job!
i'm not sure if i'm doing something wrong, but clicking the runes doesn't seem to do anything?
looks really good, nice work! I do have a suggestion to switch with TAB or some key instead of needing to press the exact number 1-5 etc to switch the summoned monster
4GB? dang wish it was smaller idk if i really want to wait on that download, but the YouTube preview looks really polished
had trouble running your game after unzipping and opening the EXE. Window Dialog (Not Responding) is the title on the taskbar, but it never opens.
wow, it just took like 2min but it finally loaded, so nvm i guess
wow the animations are so polished, watching the minions fight was awesome, and great sfx, music and voice overs. really really polished. one thing would be nice tho is a better indication of which units are selected. it was hard to tell and i felt i was constantly trying to reselect units. but overall really great!
lots of cool ideas here, i'm sure it was hard to get it all done, plus trying to get it balanced in 72 hours, props to you! I agree with firuti more giblets at the start, or suggesting us to try the "Become Giblets" button or naming it Collapse/Explode/Convert to Giblets, would have helped
whoa, loved the random generation in this, and kind of flow it has. I originally thought I needed to hit space bar, but once I realized I should hold it down I got the hang of it. super cool idea!
@shakedimus good improvement, thanks!
really nice, i like the graphics, and the mini game was really well done. unfortunately when i finished the mini game it wouldn't go away, might be a bug, or maybe i got it stuck some other way. but overall nice game!
one thing we would have loved to do was pathing for the monsters, so yes, without that you can trap them fairly easily. We were trying to balance the speed of the enemies and player for that sake. Pathing would indeed be something I would like to try next time!
@bearcage thanks, yeah that's good feedback, would have liked to do something like that with either pathfinding, or jittering/back off etc.
The Mac zipped `.app` didn't work for you? I hadn't tested on a Mac without crystal installed, but it should instal the SFML libs. I will do some testing on this before next jam to make sure the Mac app works without any installation/compiling. Thanks for the info!
@davidsheadgames thanks, yeah it was fun doing the fog of war/visiblity aspect. It's not really fog of war like in RTS's since you could see the enemies in the fog, so it was purely for visual effect, but that's what i based it off of.
wow this is really cool, i was messing with the settings and cross breeding to see the effects. one thing i noticed is that the carnivores are dying a lot from bigger herbivores, I feel like they should survive a little bit more. Amazing simulation, I could tell you poured a ton of work into this, great job! A much deserved nap is in order :)
cool, i think that would be a good update @itskdog i'll have to check it out
pretty cool, i had fun with different configurations and trying to connect the villages. after playing for a bit though, i was thinking of instead of placing mountains, water etc, you should have them revealed when you put down a lumber camp, or a road (instead of an empty field), but overall the game you've made is very clean, great graphics, and really calming. Great work!
exactly!
was pretty great, but i couldn't figure out what L1 and R1 were on a standard Xbox controller, so I couldn't dodge or block. but that's a pretty minor thing to sort out later. great graphics, and good gameplay with the fight and all the animations!
wow this was so much fun, really loved the feel for it. I wish there was a windows/mac download as the web version seemed to slow up at > 75 fea, but maybe that was jst me. definitely tried it a few times. The visuals were great, and the music throughout, seemed very polished, and a very full level with paths to unlock, etc. just awesome!
what great sound fx, love the little guys!
at first I didn't realize I had to summon guys, but once I figured it out, it was great!
I imagine I'm searching for the portal you mentioned, but since it sounds like it didn't make it, I guess I'm just trying to defeat the evil souls and survive? Regardless, amazing work, awesome art work and sounds, as well as programming the AI for the enemies and little minions!
I was very content :) your team did an amazing job!
yay for HaxeFlixel and Haxe, i gave that and heaps a try a bit ago!
nice work! was really easy to select units. one thing it was a little less obvious the flowers (and main plant) could switch the unit types. Maybe an icon of the axe, or rock pick, or berry, by that flower or main plant could have helped me to understand quicker. Path finding was great! Those big pesky blobs were eating so many of my friends! Ha maybe having an attack friend would be good addition
really liked the swing mechanic, and the limbs moving around were really well done, and great audio to polish it off!
i tried Brave (built on chrome) and firefox, wasn't working for me on that either :(
got this from the JS dev console if that helps:
``` DarkFuelWebBuild.loader.js:1 [libil2cpp] ERROR: Could not open Il2CppData/Metadata/global-metadata.dat DarkFuelWebBuild.framework.js.br:9 RuntimeInitializeOnLoadManagerInitializer: Failed reading 'RuntimeInitializeOnLoads.json' DarkFuelWebBuild.framework.js.br:9 RuntimeInitializeOnLoadManagerInitializer: Failed reading 'ScriptingAssemblies.json' DarkFuelWebBuild.framework.js.br:9 [Physics::Module] Initialized fallback backend.
DarkFuelWebBuild.framework.js.br:9 [Physics::Module] Id: 0xdecafbad
DarkFuelWebBuild.framework.js.br:9 No GlobalGameManagers file was found at , quitting player!
DarkFuelWebBuild.framework.js.br:9 ```
oh, i think it's this: ``` Uncaught (in promise) SecurityError: Failed to read the 'caches' property from 'Window': Cache storage is disabled because the context is sandboxed and lacks the 'allow-same-origin' flag. at m.UnityCache.E.connect (DarkFuelWebBuild.loader.js:1:12307) at new E (DarkFuelWebBuild.loader.js:1:6052) at m.UnityCache.E.getInstance (DarkFuelWebBuild.loader.js:1:10960) at m.cachedFetch (DarkFuelWebBuild.loader.js:1:15022) at D (DarkFuelWebBuild.loader.js:1:21101) at DarkFuelWebBuild.loader.js:1:26369 ```
@rascarcapackdev thanks the itch.io works well for me!
@cahard that is weird, sorry that is happening for you. We didn't test with 2 monitors, so unsure what's happening. However it's just default Godot fully maximized window (with title bar removed) so I'm not sure why that is happening. sorry :/
@electric-sun thanks for letting us know about the bug. I've seen that when you get launched from the dock, but then get too close to the dock. I tried placing the dock launch target further, but it's possible it didn't fully fix the issue. if it happens not related to the dock, not sure hadn't seen it, but if we make more enhancements, it's good to be aware of it to fix it, thank you!
nope, no template, the font we used was a Google Font i found, and all 3D models were created from scratch
mouse sensitivity is pretty high, other than that game looks and feels great. and i like the concept haha!
it's pretty fun, but i think the claw should open up a bit more before it tries to close in on a ball. but overall a really cute and cool idea! and nice graphics and sound!
this game was really great. i thought it would get boring, but it was phenomenal! and different powerups really changed the game, plus the double jump. and it wasn't too easy either, perfect level of challenge. good graphics, great sound. well done, well done.
@alexclay I feel you, me and my friend that does the jam with me usually feel the same about our brainstorms. Your's is so great though! Also it reminds me a lot of like a more flushed out, full featured Mario Party mini game (and I love those!)
this game was really great. however i couldn't beat it because the enemy had taken over the last whole region, and any saboteurs were all removed every turn no matter what i tried. besides that end-game edge case, what a fun game. and awesome use of the theme! Everything was so involved and detailed, great music, sound, style and theme. i really liked it!
couldn't figure out where to take the empty scroll, to get the ink, but man the dialog animations were fantastic, a cool world you created with all this, very good styling and theme to it all!
wow, this platformer was pretty interesting, and tougher than i imagined, great work!
wow, surprisingly addicting! that super fast yellow/red really messed me up, i had to skip it to win
@beats yes, that would help, cuz i knew when it was coming on restart. to be honest though, if i didn't know, and it was true random, that specific segment is a tiny bit too fast.
@jacobloon yes key bindings options or defaults for the intersections is a great suggestion and easy win, agreed, should have added that. thanks!
agreed, possibly new levels, or dynamically adding/moving roads/police/hospital simulating like construction would make it more of a full game, right now it's kind of in a demo / prototype state :)
@exofrenon darn, i had planned to use the "ding" sound for clicking the traffic lights, i must have forgotten to do that. noted, and that would definitely help! I know I definitely wanted to do that for any buttons, but again, kind of ran out of time.
definitely agreed the ambulance and police cars are hard to spot! the only indication is the siren when they spawn, and they are hard to see when zoomed out. larger flashing lights on top might help, but maybe a transparent red/blue circle glow below them might help. arrow pointing via a HUD is something I thought of, blue/red, but didn't get around to it. the combo of all those would probably help a lot
thanks for the helpful suggestions!
@500 i'm surprised there weren't more traffic "signal" games like this actually! glad it's somewhat unique, although again, I thought there would be a lot of them
(edit: i have found a few traffic signal games, but still thought there would be a bit more)
@podrez sorry about the siren sound volume!! I didn't have time to tweak the volume, I really should have before I triggered it via code, my fault!
@purrseus haha, thank you! Catastrophes will also happen naturally. Cars (not just ambulance or cops) will run red lights when they get impatient.
There's definitely a bug tho where sometimes the intersection gets jammed up without cars actually crashing into a wreck you can remove. That's the major bug "catastrophe" I didn't have time to fix haha (if you see that there's no way to fix it but restarting)
Also since I mentioned bugs. Not all of the ambulance/cops get to their target destination. Some paths are impossible without U-turns. But sometimes if it's too many intersections or I'm not quite sure why but they might exit the map instead of going to the hospital/police station.
So you're not hallucinating if you see that :smile:. It works mostly, or "good enough" but the pathing is indeed wrong. Hard to get perfect in 3 days
@madbarron wow, I'm definitely gonna try your Lights of the Living Dead later, it looks freaking awesome! Probably was a lot simpler with just one intersection. I made my life hell with pathfinding that doesn't always work. thanks for playing mine, and great feedback and suggestions, thank you!
couldn't figure out how to get the special ore to get to level 2, but i saw it in my unlock tree. kept me addictively trying to level my gear up. nice work!
wow. first, love a terminal game. great work! sounds are refreshing and cool. and i like how you can have 3 other terminals to the side showing info
one, thing, and maybe i'm not familar with zachtronics games, but i found:
``` signal 255 signal 1 signal 101 ```
to enter a data into memory exhausting. couldn't it just be `signal 255 1 101` so `signal [address] [memory] [data]` or something? as this was confusing since the other signals had 2 args like `signal 085 1` for IMG
really cool tho, I'll be honest i was stumped with the memory 3 part signal commands, until I read the comment solving the puzzle. still really cool tho!
visuals and models are all really nice looking! great audio, and feedback for the player breathing/running, i like the spooky vibe and the interference is cool. i keep getting like swallowed up by an invisible monster, is that the signal or the interference, it's hard to tell. pretty interesting though.
the basketball scene was pretty funny. i was like psyched to do a mini game. i guess i won didn't i?
same, wouldn't load for me on chromium browser (Brave) on MacOS and Windows. bummer, I don't entirely feel like downloading Firefox just to play. Maybe next time export also a Windows executable, as web export is sometimes prone to issues. Looked really cool though, was excited to try it out! From the screenshots, looks dope, great work!
cool, very relaxing, but challenging too! i definitely like the unique listen for sounds, watch for icons to hide mechanic. i did like collecting the acorns, but they don't seem to have any purpose, maybe a health bar should decrease, or it's a high score at the end (if it was I didn't notice when i got to my tree home). overall great feel, graphics and style, nice job!