Glide by Josh Riley 2013-04-29T03:37:00
I dig the graphics, except for the clouds. They feel like they are in a different style than everything else. A little wider horizontal view would be good too.
Foon → Ludum Dare Explorer → Users → McDonaldsWizard
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 29 | Beneath the Surface | Prepare For Atmospheric Exploration | compo | |||||||||||
| 2013 | 28 | You Only Get One | Follow The Leader | compo | 779 | 2.65 | 3.31 | 2.88 | 2.24 | 3.11 | 3.63 | 3.10 | 49 | ||
| 2013 | 26 | Minimalism | Keyboard | compo | 914 | 2.83 | 2.66 | 2.73 | 3.48 | 2.93 | 2.86 | 2.16 | 2.61 | 48 |
I dig the graphics, except for the clouds. They feel like they are in a different style than everything else. A little wider horizontal view would be good too.
I like it. simple yet, difficult to master. boils the risk,restrictions and act of anti-crime action down to a pretty minimal core.
Fun game. You mostly just need some more interesting level designs as the game gets going. wall jumping, falling floors & ceilings, etc. The color scheme really helps you tell where you are in the world, so its easy to know the right time to jump and switch. A lot of endless runners on the market don't even do that right.
Its a really cool experimental art maker. Exploring the key presses to understand what they do and how they interact is delightful.
I'm not sure I get having three games in one and how it fits into the theme. Collision was kind of wonky on the second game. it was pretty frustrating to get all the way to it and then lose in half a second and not know why. I figured it out after a few tries. I wish you had stuck with the first game more. It felt like it had more potential.
The level design needs some pacing work. It never seems to get any more challenging. I can also fall through the lava and not die, and then go outside the world.
I like that the improving your ability to explore more is based on how much you have explored, not based on goals or things you pick up or do.
It doesn't follow the theme at all, but that doesn't stop it from being fun. The difficulty ramps up nicely. Loved blasting that biggie size fries.
I like the two color square. I wish everything else had been like that. I think it would have looked a lot more interesting. music sounds good, fits the game really well. It would be cool if how long i pressed jump determined how high i jumped.
clever use of minimalism.
It's pretty fun and challenging to collect all the hearts. The death / explosion art feels a bit out of place, its not the same style as everything else. You could use some more level design bits in there to really spice things up, even just walls would go a long way.
I wouldn't have gotten minimalism from it just from playing it. Maybe I could say that a terrible artist just picks random crap and makes art from it?
You can make some goofy stuff with the pieces though, which is kind of entertaining.
Keyboard is just that, you press buttons on the keyboard when the highlights line up with the keys. I've keep away from external themes and metaphors, in keeping with the minimalism concept. There's a bit of truth to materials to boot; Keyboard, a game about using the keyboard.
Keyboard gets harder the longer you play. It starts off only using the WASD keys, which most of you should be familiar with. Look, they're right on your keyboard. As you get more experienced typing, er playing Keyboard, you will need to learn and use more keys. If you press the wrong keys or miss a key you were supposed to hit too many times, the game will end.
Levels are designed as a series of key sequences. Sequences are ranked by difficulty and are chosen semi-randomly based on the current difficulty.
You get fun explosions when you press the buttons at the right time. Get a long streak to see it get crazy!
Super Fun. Reminds me a bit of marble madness aesthetically. I wish it ramped up in difficulty a little sooner. I almost quit right before it got really interesting. I would have missed out.
well executed concept. I really dig how the controls feel especially as your amoeba gets smaller and it feels different.
The art here is F*ing amazing. Making a building game in 48 hours is real hard. There are so many diverse mechanics you have to make. You got real far in the allotted time. I really like dragging the follower around. Games with followers and minions are great. I think the tutorial could use some work. It disappeared before i had a chance to read most of it. Like some other people mentioned I think you need a few more building or follower mechanics before it starts to feel solid. Nice Start. If I could I would rate the art more than 5. Its pretty awesome.
the height of the magic bolt looks like you will duck under it but it hits you. that part was confusing. I didn't see any relation to the theme though.
I'm really glad i came to this game. The graphics are really tight.
Setting up those explosions is really fun and challenging. Especially when you have 20 enemies on screen at once. It gets real tough real fast. Nice job.
Its real hard but very gratifying when you actually do score. I lost 3 times in a row before figuring it out. The art for the characters is amazing, but it makes the grass stand out as being not as high quality. Controls felt very responsive and smooth. Very well done.
I like how the red line doesn't show you everything thats going to happen. It leaves the secondary part of scoring up to you to figure out for maximizing score. The effect when you destroy the blocks and they disintegrate is kick-ass.
The throw mechanic is great. I love tossing those children. Art is slick and very consistent. Overall very well done and cohesive game.
Those faces are spectacular in their creepyness. My god the trapezoid teeth with the dead black eyes. Nailed the theme with the mechanics.
It's not down anymore. I played it.
I really should. I'm a bad person. haha.
:(
Thanks for playing guys. The feedback has been really helpful so far.
I definitely wish I had added sound. When i got down to the last two hours I picked adding the crispy burnt graphic on the fire guys and more bloody gibs instead. I'm pretty sure I'm gonna add that sound though. It really needs it. I'm gonna add some more 'tools' to spread leader's love in the future.
I did a little more work on this game tonight. I'm trying to tidy up a few bugs and little bits of interaction wonkiness before i move on to new features and sound.
They aren't going into the build that's up here because I'm not sure they qualify under the bug fix rules.
-meteors block mouse input
-speech bubbles block mouse input
-dead followers block input
-fixed a null error caused by a missing graphic(it was masked in the submission by a try catch :), because quality engineering )
-on fire guys can now fall both left and right when they die
-you can't get upside down meteors. did anyone even see that? it was nuts.
-prevented some cases where you weren't supposed to pick up followers and then cause it to play wrong animations or get stuck in a loop.
Whats left that I know about
-sometimes the blood and guts gibs/particles don't stop spawning
-sometimes the followers just stop moving and don't start again, in the mean time you get them to move around again if you apply some love from leader (in the form of a meteor)
Thanks for playing!
The art feels really consistent. and I definitely like the fishbowl feature. I wish it did something more than just be a hat though. Plus you can spam E to go through open doors if they are already unlocked
I ran fine for me as well, but I did happen to install the latest version of java about 10 minutes for unrelated reasons. I really like the mechanics, but the game starts out real difficult. I kind of wish there an easy level or intro level to let you get the hang of things before it gets so hard.
I like the idea of santa having to navigate a deadly obstacle course. The game gets real hard at some place and sometimes you have to guess about where you are supposed to jump to which can be frustrating,
I can't get it to run. The game closes out immediately. Is there anything I can do to get try to get it run?
Controls are pretty good. I also like the variation in the sound effects. makes a repetetive task feel way less monotonous.
I agree. Graphics and sound are pretty good, but I struggle to see the connection with the theme.
I eventually found my way across. I just had to wait through about 10 sets of blocks, of and stand on the left side of the screen as well. The rainbow man's graphics tweak out if you are holding more than 1 key at a time, which can be amusing.
It seemed like there were a lot of features going on but not much feedback to communicate any of it to the user, which made some parts really confusing. I got real confused by the green gas that reversed my controls.
Arts pretty good. I had a hard time hitting people sometimes though. I also got stuck when I tried to go to level 4.
It was pretty fun once I figure out how to play. I honestly didn't even notice there was a ball I was controlling until about 5 deaths because the color of the ball was so similar to the background. I think it would help a lot if the ball stood out more. Once you make one mistake its pretty dang hard to recover. Its pretty unforgiving. I also wish I could see a little bit more of what was coming up so that I could avoid overcompensating the next obstacle and then not be able to recover for the one coming up after. Pretty fun overall though.
It controls pretty well, but the hardest part about taking the enemy ship down is usually just finding it. Sometimes it takes me 40 seconds or more to figure out where he is. I wish there were more levels or ships or upgrades as you kept playing.