Lunar Frenzy by Fireblend 2012-12-28T08:28:00
Nice moon-moussche
Foon → Ludum Dare Explorer → Users → Mezzomatto
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 28 | You Only Get One | Resistance Runner | jam | 236 | 3.15 | 2.77 | 2.32 | 2.65 | 4.19 | 2.26 | 1.56 | 3.60 | 49 | |
| 2012 | 25 | You are the Villain | Trade Persuasion | compo | 219 | 3.26 | 3.22 | 2.43 | 2.94 | 3.22 | 2.54 | 2.74 | 2.88 | 57 |
Nice moon-moussche
Cool idea for a game. I was happy with it and engaged but perhaps a quick tutorial or even a "tip" for maximising starvations would more quickly engage newbies. A tad more visualisation would be good too but this was wholly adequate for a 48hr game. Well done.
I liked it. I took two castles. Second one required created a spasm with my hand in order to press the space bar fast enough. Everything you need for the start of a nice game is here. A quick, cartoony version of a marauding army simulation.
Nice look. Works well on my adroid.
Nice. With further development , added challenges, levels, upgrades and the like, ir could be a great full game. Perfect for my android! Nice look and feel.
Excellent. Very cool idea and nice gameplay balancing which choices to make.
V cute. Nice style and concepts.
Nice.
Just fantastic! Slightly tricky controls at parts but certainly more than impressive for LD. Really well balanced mechanics and very fun. I blew up the damn moon! I love the quirk of a terrorist cell being a factory style program. One of the best I've played this LD.
Alright idea. Could do with more complex safe codes and perhaps a record of numbers tried (see the board game Mastermind). Took a while to work out how the hostage killing thing worked.
Nice tower-defense adaptation.
Very nice. Giving the names to the reindeer is the perfect touch.
Nicely executed!
Nicely put together, great gameplay ideas and excellently gloomy villain. I'd love to see this expanded.
Nice start. Bit easy and sometimes unclear what is happening in combat (multiple attackers). Otherwise quite cool.
Thanks Dusty! I feel all warm and fuzzy now, though maybe that's just sleep deprivation. :P
Shucks guys! Thanks so much for the comments. And special thanks to Cake&Code for the constructive criticism. I know exactly what you're saying with the repetitiveness, I ran out of emotional energy and just left the shield and carrier spawns in one place hoping that the game wasn't long enough for it to be bothersome. Means a lot to get such commentary from a stranger!
Ah crap. Well what do I do now?
Can't get it to work currently on the mac i'm using. Sorry. :(
Hilarious! I was cacking myself before I even started. DAMNIT MUM STOP GIVING THE KIDS CANDY! I enjoyed watching them literally 'bouncing off the walls'.
Great idea!
Made me smile.
Nicely executed. Were it slightly easier to select the ghosts you could have put in the pill that makes LS man dangerous too. Perfect look and feel and idle movements of unselected ghosts is great.
Pretty darn cool. I, too, was fumbling with controls and died many times quickly. With a bit more work on making it possible to set up stronger defences this game would be a winner. I imagine it already took a fair bit of work though. Well done.
Nice. A well considered construction.
Well that was awesome.
Nice. I wanted to control them more fully, but I guess that's part of the challenge. Really enjoyed myself, though!
Most fun I've had with the LD! Not the most innovative 'coding' wise, but a superb all-rounder. The humour was absolutely delightful and a lot of thought has clearly gone into it. Pushing the blocks is a nice feature in such a platformer. Visuals were gorgeous little things. And apathy is a perfect application of the theme, don't listen to those jealous people. Simple, but just excellent.
Surprisingly brilliant. Didn't want to stop but had to go to dinner. Bookmarked!
Nicely done indeed. Enjoyed it for a long time. Got a little bored by third level, I must admit, but this is clearly the start of something awesome. Just needs a bit more risk or something, harder fights perhaps? Great style too.
Nice. I love games in which each levels choices build the nature of the next.
Nice little thing. Mages looked great. I liked the mechanic of running away placing traps while hoping not to trigger more encounters ahead of you. Also really enjoyed falling long distances while still battle enemies also falling. Bit disappointing that only the air mage was functionally different but time restraints do that. Climb ability worked well with the (procedurally generated?) level design. Nice simplified RPG elements - RPGs don't have to be super crazy complicated! Can't give it the best marks because of all the competition this LD, but there's a lot of potential from you two. Keep it up!
Very nice. Smooth, consistent, good number of well-designed stages. I may have read your readme and it has swears in it which is super offensive and makes me sad. Anyway, looking forward to killing more children in you games.
Biscuitdough:
Didn't get time to add an instructions screen but SHIFT runs and SPACE jumps - makes it much easier to get up hills. But yes, controls ended up weird in final version.
TuxIsBornToFrag: you couldn't change weapon because You Only Get One per level. Haven't heard of mouse problems elsewhere, can you explain a bit more?
Glovecat: yeah, there's a teeny tiny fuel cap on their back which is basically impossible to hit that kills them. But it was too hard so we made their eye vulnerable as well. Protip: the flying bots also go down one hit in the eye, otherwise you need to hit them three times. Even more protip: just avoid the big robots. :P
SHIFT makes you run...
Nice idea, great aesthetic. Unfortunately many of the outcomes didn't fit. That is, the text indicated I had made it into the compound and yet it took me back to the start (after using the grappling hook for example). It was also frustrating that I had to start the game again to use a different item but it is still an interesting attempt at a game mechanic that may or may not have paid off. Points of trying something different.
Many laffs were had. Good work.
Doesn't work for me. Glitches out early on. Nice music.
That was... Well it was... How should I put this... It umm... I feel... Well... Hmmmm.
Very ambitious, very cool considering the scope. Good work!
Tight and very interesting. Well done!