TCHOU by Sirkovitch 2020-10-10T04:00:18Z
It took me a while to figure it out, my roommates thought I had to get the bus to run into the car but eventually we figured it out
Foon → Ludum Dare Explorer → Users → matthewrobo
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | Ball Survival | compo | 3.00 | 2.50 | 3.50 | 3.00 | 1.50 | ||||
| 2022 | 50 | Delay the inevitable | Delay the Destruction!! Danmaku Downfall | compo | 267 | 3.50 | 3.47 | 2.84 | 3.71 | 3.33 | 2.97 | ||
| 2021 | 49 | Unstable | Disconnection Bridge | compo | 338 | 3.32 | 3.43 | 3.54 | 3.67 | 3.26 | 2.90 | ||
| 2021 | 48 | Deeper and deeper | FALL GUY | compo | 231 | 3.73 | 3.77 | 3.46 | 3.14 | 3.29 | 2.70 | ||
| 2020 | 47 | Stuck in a loop | If you think about it, ain't a sling a murder loop? | compo | 90 | 3.84 | 4.15 | 3.75 | 3.41 | 3.81 | 3.46 | ||
| 2019 | 44 | Your life is currency | 👥 | Elemental Warfare | jam | 3.25 | 2.66 | 3.00 | 2.41 | 3.10 | 2.50 |
It took me a while to figure it out, my roommates thought I had to get the bus to run into the car but eventually we figured it out
This was straight up the coolest game I've played tonight. The mechanics are amazing and everything feels so deliberate. The slow melee combines with the loop in order to make good loops important for safe melee.
I also got a dude to deathloop, and that was fuckin' sick.
This can be its own game.
i'm so lost
i think i got to the credits, is that even the end
like
what just happened
cool
This game looks stunning.
I've thought about having a game where the faster you move the more shallow your jump is. It's pretty interesting to see someone actually have that same idea.
I won.
Such an interesting idea, but I wish there were more tight patterns so that making a loop would be more interesting.
I like the theme but it'd be nice if the ship spun faster the more you shot and the further in you got.
Haven't seen a maze game in a long time. Pretty cool and juicy.
This game is incredible. I figured out how to "slap" my tail in order to get loops and, yeah. Good everything. I don't know how those top scores exist, and I wish videos existed.
I had a score of around 2.4k. It would be sick if the higher the combo the more time you got, and it would be nice if there was a local leaderboard.
I managed to wipe out 89% of the dinosaurs. I thought that the patterns started a bit easy, but they were reasonably hard during the final boss. The homing bullets are a little frustrating to deal with, and more variety in bullet patterns would be nice.
I also think it would be cool to crash into dinosaurs to clear the screen.
Dude the music is tight, that second song on medium difficulty is hype.
I played the deadline version and I loved glitching out and trying to get some freeform loops.
The idea is neat. My tipsy roommate tried it and out DPS'd everything meanwhile I was too sober and tried too hard with bullet manipulation and ate shit, lol.
How do you get the Megamanning powers?
@Thooom _shhhh it's a sekrit 😉_
@bereg
hey that's great to hear, i did this after not making games for years and basically spent my all on gamefeel
it makes me super happy to hear that you liked the sounds in particular, 'cuz that was all amateur foley work, just a combination of me snapping, blowing gently into my mic (asmr anyone?), hitting my desk, punching a pillow, and whacking a can of compressed air with a chopstick, and a bit of pitch shifting for different variations
@dreamscale I spent a significant amount of time on gamefeel so hearing this means those hours were totally worth. Thanks.
@echo-gameworks same
@alessia-ip Hi from Playtest Thursday! Thanks so much for checking out my game, it means a lot to me. Palette selection was definitely a deliberate choice, inspired by the shmup _Sonic Aether_ but with red shadows instead of, y'know, shadow-colored shadows. The UI was directly inspired by vertical shmups like the Touhou Project and `H e l l s i n k e r .`. Murderloop actually has a lot of weird shmup inspiration in terms of styling so if you want to see similar design language check out Solid Aether and those other games I mentioned for sure.
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Cool concept. I couldn't beat the first level 'cuz my bucket pirate got stuck pretty frequently but the gameplay loop is fascinating. I think this could work really well in a grid based game.
I thought this game was rather pleasant. The difficulty is definitely more tuned towards those who use Illustrator often. Good thing I have at least more than one hour in Illustrator. My two bits are:
- A reverse direction button, for those times when you accidentally placed your nodes in the wrong order.
- Have lines to show which point is "closest" to the same colored node, also because I lose my nodes super often.
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gora_man what's going on wtf
I had no idea what the gush of wind did for forever but it is pretty cool
Neat core gameplay loop. I think it would be better with hotkeys and bigger collison boxes for dragging cards.
That palette selection is pretty cool.
I like the little lip on top of the ground platforms.
Visually pretty neat.
The dialogue system is actually a pretty interesting deckbuilder-kinda thing but I wish it was easier to break my marriage.
does my daughter hate me now
Nice screaming, dude!
I got up to level 11, but no further. Good game.
The idea is interesting, but man, I feel super uncomfortable with the handling of the car.
Looks cool though.
my hamster "fried chicken" died :(
i got a score of 26
https://www.youtube.com/watch?v=2aegP8j5al0
Not usually a fan of block puzzles but this game was pretty tight. I was surprised to find myself actually retrying levels to get the minimum movement count.
That being said, holy moly the Death Ray sound effect is so loud that it jumpscared the the first time I got shot.
... _aaaand_ the third time.
... _aaaaand_ the forth.
The second time I was ready though. That one was on purpose.
The character feels a bit too floaty because they have inertia, which is a bit too floaty for a game that requires bullet hell-like precision. Also, the rate of descent is a bit too fast to react to some spikes. That being said, I really like the graphics, I like how enemies can die by being spiked, and the fact that you're just a bucket with a propeller. That's funny.
@secretpocketcat Unfortunately, having inertia makes movement feel _more_ stiff, not less.
https://youtu.be/VNVzN6DagTA
Having inertia in a tightly designed bullet hell means that some dodges may become almost uncontrollable because the ship basically doesn't reflect the inputs.
Sorry for being overly critical. As a big fan of shmups there's some pretty weird misconceptions of the genre and euroshmups deciding to stick in inertia because "it's realistic" is not fun.
Why can't I put faith in myself?
It's a pretty fun game, though I think the typing part was a little overdone. I was hoping after the second one that typing sections afterwards would require fewer keystrokes as a "show" of how our hacking proficiency increased, especially since it's basically impossible to fail anyways.
@mduo13 Champion mode is a one button mode. The rules are simple, and I think that it is more fun for people to figure out the facing logic for themselves.
If I figure out how to spoiler tag things or have great demand otherwise, I will keep the facing logic for Champion unexplained for the time being, as an exercise for the player.
That being said, the facing of the player is always visible on the sprite itself, based on its arm/nub thing.
Thanks for playing though, that's a pretty good score for Frog Mode.
@the-neon-shark Hahah, yeah, I tried recording new sound effects but I couldn't really find anything good. The sounds are of me hitting pillows and stuff, which is a very natural sound for the very digital look of the game. And yes, the horizontal bounce blocks not bouncing is a bug, and I haven't really figured out how to resolve it yet. I'd probably have to refactor a bunch of spaghetti code to figure it out.
@adam-gould @ciaranw @natpat @the-neon-shark @bipmo-bopmo @prodigalson @duck-reaction In fact, the game's post-compo update 1a versions and beyond have had a charge indicator implemented. It's relatively subtle, but it's there and I think it fits the visuals of the game. Try it, and maybe give me your thoughts? I'd like to think my implementation was pretty unique and interesting.
@klaus-peter @zubspace @natpat @udo @mduo13 @mahalis Thank you very much for posting your scores. You're all beautiful.
Wait, this is definitely an interesting basis for a game. I already had fun screwing around with the warping mechanics and the digging pathways.
Don't be hard on yourself because it's unfinished, be happy that you have an incredibly strong basis for a game.
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Holy moly this game is brutal.
To the cats.
And to me.
It's also incredible to look at.
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Didn't score too great, but man, this game is _chunky_. It's crazy you managed to get the gamefeel so solid in only 48 hours.
While I normally don't like having that much inertia in shooty games, the dash gives such a good amount of speed control that it stops mattering and starts being an actual gameplay mechanic.
It's interesting to see a rail shooter in this day and age.
Here's my score. I got a few penalties for blank firing before I knew what was going on.
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Although I noticed the "secret mechanic", I didn't actually think too much about how it could be used.
Interesting concept but drilling manually takes a really long amount of time. If drilling could be faster or if there was a indicator to show ores from further away that would be cool, like revealing all adjacent ores.
Extremely clean look. Nice job.
Probably the most atmospheric game I've played this time.
Though I will say it started becoming annoyingly difficult to see things with my monitor the deeper I went, and not in a "this is probably intentional" manner.
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Somehow I got to the point where the RNG just kept giving me the same walls over and over.
Pretty game.
There's a safespot in the main pattern that I think you should know about.
https://youtu.be/8NlamsLgYfY
Using WASD is a pretty interesting control scheme for a PC shmup.
Really neat idea, but I really wish that when you fired while standing still you would shoot your bucket hat in the direction you last travelled.
Neat game. I think having the background have such high contrast though was a little bit distracting as the acceleration piled up. A lower-contrast background might have looked less jarring.
Also, I think the direction should be a little bit faster and the camera should be a bit more zoomed out because some droplets seemed impossible to pick up.
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This game is absolutely the best and most thematic game in the short amount of time I've been reviewing games already. Great job, but I am so thankful that it ended where it did because I think any more would have exploded my brain.
This can absolutely be a full game of its own for people smarter than me.
That was pretty fun! It was kind of weird that you had a non-gridlocked player for a grid-based game, but it made movement a challenge in terms of making sure I didn't hit corners and it really made your train look unstable when you fell off, so that was neat.
Graphically really cool, too cool for its own good.
Sorry, once I got the MacGuffin I actually felt woozy and nauseous. I think it's very Zelda (or what I think Zelda is like anyways) with a palette of sokoban (or is it the other way around?)
But, again, yeah, I can't stand how sick I felt after more than a minute of post-MacGuffin. Maybe that's some instability right there though, so, good job.
I'm an UNFRGH, and I basically got jumpscared by the giant doggo suddenly appearing on my screen. Nevertheless, it's interesting to see someone try to make a game out of an online quiz. This could definitely go somewhere.
I like shmups a lot, but I think this one just had an incredibly slow movement speed for such a narrow shot type and fast enemy bullets, like putting bullet hell player movement in an old school shmup. It was a bit frustrating, and I couldn't get to the parts where the instability showed up.
Incredible music and art though, as usual for a Sukeban Games game.
I jumped into my own bomb out of curiosity and I don't think the camera stopped shaking and it hurt my eyes a bit.
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An interesting game. I felt like I wasn't doing much because I don't think I ever saw a mail die, but that's probably because I'm just very tired. Despite that, I made it this far.
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Lord almighty, once your gun overheats you're basically dead because you have to wait for the gun to reset back to zero before you can shoot again and that's rough.
The lack of feedback when getting hit is also rough, but damn it's pretty fun after you get hit because dealing with the recoil pattern is pretty fun. Maybe you should start with at least one "hit"'s worth of shakiness by default?
@escapade The point was to be a bit confusing.
Also, over an extremely long period of time that I need to change, the game speeds up to the point where you need to use multiple fingers/keys to keep pace.
@zimny11 That was something I thought about but I had an extremely busy weekend. If I gave myself the full 48 hours that would have probably been in, actually. Top row to move up, bottom row to move down, and home row for horizontal movement.
@masterkrepta Can you send a screenshot?
I got to the end, and wow, that was actually a much neater experience than I thought I'd be getting.
I actually kind of want more stupid finger-breaking action, I'm not gonna lie, but I also think that where it ended was pretty interesting.
For a second even _I_ thought I was losing it when it just started getting harder.
The only thing I really have to say is that the clicking might be an accessibility issue (RSI and everything). It'd be neat if I could also hit any button on the keyboard or use the scroll wheel instead of clicking to grow in the base game, but the one-buttonness does help that final section stand out.
Here's the obligatory scoreposting:
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I started with a Z shape and got destroyed.
Got a pod racer the second time. That made more sense.
Your compose is like, super legit btw. Good track.
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Okay. That was interesting. I actually kind of liked it, in the way that you hate something because it's kicking your ass but it's still kinda sick despite.
It takes the #1 lesson in shmups (no inertia) and turns it into its main thing. You've basically strapped a gun and a jetpack onto a pendulum and turned it into Hellsinker-lite.
Enemies appearing from more angles could make this _really_ unique, where you have to use the aim to your advantage.
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That was super cool. I just wish it was easier to home onto tables and maybe a table indicator (much like a hit indicator) after a groundslam so that it would be easier to find and chain dash -> groundslam combos.
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It's actually shocking me how responsive the controls were. There was basically no noticeable latency and I had some fun, even if I didn't play long. I think it'd be neat if there was a "snake" mode though, where you'd have to avoid your tail, and if the tightest turn radius was tighter.
After I figured out that the strat is to just rush down the boss it was pretty easy, but I still had fun.
Movement is king.
Good first LD entry, and doing a compo first is pretty wild. Nice job.
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I wish the keys were more responsive (e.g. being able to buffer or queue keys up). I think I could have literally gone on forever if I wanted. It feels like the speed the keys fall at is determined by whether or not I'm pressing keys, but as long as I'm pressing (even slowly) I don't think I could have died.
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I'm surprised you actually managed to get the WARNING FOREVER system down in 48 hours, it really felt like the boss was adapting to cover up my weaknesses.
The gamefeel is excellent. I think the only thing I think is sorely missing is displaying the time as a bar somewhere in the HUD as well, to make it easier to visually gauge how much time I have left, and a way to regain just a _little bit_ of time besides having to kill the boss, so that you can feel like you're "delaying" your destruction for just a few more seconds even if you would have otherwise lost the DPS race.
Yeah, making a single tower is really the dominant strategy, but outside of that having it so that comboing blocks nets you extra blocks is actually pretty cool and I could see the demon messing with you by forcibly changing the blocks so that you combo yourself to death by mistake.
A faster game pace would also be nice, and I think if I could just hold down the mouse to place blocks that would be pretty fun, as it ended up being me mashing to make megablocks so I could have enough to build a tower.
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Moving around actually feels pretty sick, but I felt like I didn't really have a frame of reference for where I was going because the ground was completely untextured and sometimes the boss would teleport.
Still, there's some good gamefeel, and it kind of drove in the inevitability when I for a second actually thought "wait, where's his healthbar?" and remembered what the theme was.
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I was pretty confused, not gonna lie.
But I really like the theming and that fever-dream sense of confusion!
Or maybe that's just because I've had about three hours of sleep.
It's really polished and the way you tackled the prompt was very novel!
@jonah-srg Hey, thanks! The way the bomb works is that each bullet that gets bombed increases both your rank and your time, so a good bomb might leave you with more time than you started with, even if it initially costs more than dying.
@dandala88 @cerno-b Hahah, yeah, I had a friend play it after the submission period ended and I got to see my game (and my heart) break before my very eyes.
@cerno-b I'm glad you at least enjoyed the base mechanics before you managed to find out the cheese though. Also, yeah, the keyboard language thing is my bad. I'm very used to arrow keys + shift Z X being the default (and often only) keybindings for basically every PC shmup ever made that I did neglect other regions. Whoops.
@bloodbane The bullets shoot down and _fall up_.
Your crazy idea is totally intentional.
@glimmer Sorry about that! I'll do that next time.
Since it's a button that doesn't really ever need to be released (you still have to press it because pressing buttons feels good), you could always go with the good ol' coin trick where you stack like 50 coins on your Z key so that it essentially autofires.
@mordsven Hahah, yeah, I only had enough time to get playtesters after the event was over and sadly did not catch that when I was playing it myself.
Still, I'd like to think the game is actually pretty exciting before finding out that strategy, I remember feeling like fighting for every second on the clock using bombs and graze when I was playtesting it.
@trizalio If you think you move too quickly, try holding shift, it'll slow you down.
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I think that's the most terrifying tutorial page ever, still pretty cool.
I see a lot of comments asking for a slower ramp to the weapon system, but I honestly found myself not really getting all the weapons. My first run I only got blue, and my second run I didn't see any green, could have been just me missing pickups but things got more fun when I got lava for the second run.
@zimny11 Maybe a pity system could work, where if you get too much of one crystal you have a higher chance of getting the others?
Okay, honestly kind of fun. The telegraphing on the attacks was very clear, until it wasn't and became pure madness as the inevitability set in.
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I guess I got a C?
Neat, I like the BPM it ends on. I do wish I could have a preview of what I'd jump to without pressing the A/D keys.
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A simple implementation means enough time to do polish, and man for such a tiny bullet that gun goes meaty.
I just wish the melee was a big bigger, for a while I was wondering where the hitbox was until I realized it was actually that small.
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I think the theme of the game really works well with the theme of the jam, and it was pretty fun.
Sadly I had a few bugs where sometimes space would only flatten points instead of picking them up, and also the boost never ran out even after the timer did (though that worked in my favor so I'm not complaining).
I liked the concept but everything felt a bit floaty.
It's cool to have the idea be turned on its head and you want to accelerate the inevitable.
I was playing the beginning of the game totally wrong, but once I understood what was the goal it was pretty interesting (which shows that I really should, y'know, try reading).
Unfortunately I died just 20-so seconds short of winning and I did not have enough mana for time warp.
I also wish the combat animations were faster, though I do appreciate the screen shake.
I like these entries that turn the prompt on its head.
I think having inertia in a shoot-em-up styled game is always a bit wonky, since you feel like you don't really have control over movement.
That being said, your first game was a compo entry? That's a herculean task.
Good job.
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Really cool idea, I also tried to make a massive wall to divert the flow but eventually a bit got through. I do think some of the lava travels too fast though, so I didn't really feel like I was "delaying" the lava when some sparks just hurtled at full force towards the town.
Does it take multiple embers to destroy the town or just one?
Got a score of 1223.
I think the graphics were a bit unclear but it's always a massive undertaking to make your own engine, especially in 48 hours. Your first compo game was a lot more ambitious than my first.
Good job.
I actually kind of liked this?? Somehow??
There's the absurdity, but also like, wow, having different colors is actually just a nice touch?
There's something about it that makes you go "man, I could stop at any time but I want to see the next color."
But then I eventually stopped at around 600M and that's when it started falling, _falling so fast it clipped through the ground_.
_I got to see every color, and it kept falling and eventually I witnessed god._
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So that was cool.
Really cool game, I think the biggest issue is that the collision boxes for the delay pickups and the bomb pickup was way too narrow so I felt like I had to be more precise than the physics felt.
Maybe not colliding with the bomb at all would have also been interesting unless you wanted some sick kaizo Mario-style item hops in the future.
Highlighting which door is the shortest route to the engine would have been really helpful, and the jump feels floaty. That being said, I really liked the search for cans and how you could push away enemies with the physics objects/held cans instead of a traditional "oh you HAVE to run" system or a more explicit way of disabling them.
I wish you could also grab boxes so you could stop enemy robots even without gas cans.
Sadly, I instantly died when two enemies were sitting right on top of the other side of a door. Maybe giving doors a safe radius would have also been cool?