Schrodinger by myachin 2013-05-19T23:24:00
The audio is broken for me, like MrShoestore described, when using Firefox. Testing in it Chrome, audio seems to work fine.
Fun game, nice job!
Foon → Ludum Dare Explorer → Users → Misael.K
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 26 | Minimalism | Perfection Achieved | compo | 479 | 3.24 | 2.80 | 3.36 | 3.66 | 3.10 | 3.67 | 2.43 | 3.27 | 82 |
The audio is broken for me, like MrShoestore described, when using Firefox. Testing in it Chrome, audio seems to work fine.
Fun game, nice job!
The top view map looked very nice, but the side-scrolling part felt too rough around the edges, so to speak.
Strange choice of music, not something I would associate with "sleeping", "insomnia" or "fear".
I have the feeling that you ended up short of time. The side-scrolling battles feel "rushed", I believe some more transitions and effects are needed.
For being just two black blocks on screen, there's a lot of creativity with the fruits and secondary colors used. Nice job.
Game is a bit hard, though. As you mentioned before, adding lives would be great. I'd also add more redundant controls (besides "A" and "Left", use spacebar, mouse click, etc).
Only two colors? Impressive.
Game is fun, but sudden level change can feel a bit unfair at times. The main game mechanic is not apparent at first, until first deaths.
Great job.
What a marvelous game. Difficulty is incredibly high, even after several attempts I couldn't reach past day 37 (and I had already fixed the radio!). The music atmosphere and the sounds work quite well. I'm amazed, you did a great job.
This could be cool, but I'm missing something here. A clearer objective, some other level of interaction, or at least a change in difficulty. All levels are generated different, and yet, they are exactly the same. The controls are incredibly frustrating, and the abuse of 1 block wide passages make it worse.
The music was good (though I had to play it in an external player, it wouldn't work in-game).
I also agree with what kyyninen and VDZ said.
But hey, I didn't experience any crashes at all, that's a good thing. :)
Wow, what a hard and unforgiving game! I had a good mixture of fun and frustration playing this one. The player movements have a lot of inertia, making me feel out of control. Still, nice job!
Haha, great game! Great take on bullet-hell shooters. I specifically enjoyed the health recovery mechanic, it's a good twist.
What I missed:
* I wanted to be a circle! Just to be different from the enemies. (shield could've also been another shape, to further differentiate good from bad)
* Music!
* A pause after I die so I can see my final score. (which you included in your "post compo" version, noted)
* A level selector (or a "continue from last level" or "last [Modulo 10] level").
* Optional keyboard control.
I'm nitpicking with most of these because this is a great game all in all. Congrats!
Thanks for all the comments so far.
@stqn: They are more of a collage made by myself than a simple painting, and I saw some other entries use Mondrian's paintings (minimalism and whatnot). I suppose I could check with someone to see if everything ok, though.
@hissssssssss: If you're willing to get your hands dirty, download the source and change line 24 to
SCREEN_SIZE = (1024, 768)
The game works fine on a lower resolution. Can't go lower that that, or else some backgrounds won't fit.
I'll upload a "small res" Windows and Linux version tomorrow.
Thank you very much, Arcana, for the Mac OS/X binary! I appreciate it a lot.
Oh wow, you're brilliant. A single button? One image? Several lines of dialogue?
Nice flow, although the pace is excruciatingly slow. I understand that you were going for a "thought-out" and deep game, but it can do that and feel agile at the same time.
Considering this, I believe this was a nice experience.
I particularly liked the multi-view gameplay, and I wished that it had come sooner, and more often.
At first, I didn't like the graphics nor the music. After a while, I got used to them. The repetitive music has a "don't stop going forward" feel to it, and the graphics are easy to understand (maybe the pastel-colored palette needs a bit of a tweak).
The levels are not easy, but they are not too hard either, and the controls work great (except when trying to jump up next to a wall).
Also, the game stopped responding (hang) after level 17. I assumed there were no more after 16. :P
All in all, good job.
I liked the ship's inertia, and how the controls can still be responsive with that kind of movement.
Now, the bounding boxes felt too small, more than once I would run over a color without anything happening. There's also some contrast issues, blue on black is hard to differentiate.
It wasn't immediately apparent that the story was about him and him, and it's great that you guys did it this way.
I enjoyed the story a great deal, and the music is very appropriate. A good unexpected ending, too. :)
This was one of the few Unity games that don't have crazy mouse sensitivity, control was perfect.
The only thing that was confusing was the "beating" of the things that I already removed, it made telling what was missing hard. Specially in the office level (I had problems finding the Eiffel Tower on top of the shelf, and the broken picture frame in the trash bin).
I agree with smilingrob, the removing sound felt very weird at first, but I got used to it.
Great job!
I expected this to be a sweet little Simon Says game. Boy was I wrong. This is a full-on critique on male-female communication. There's something clear here: talking to your girlfriend is no easy task, women are impossible to comprehend!
In all seriousness, the puzzles were very tough. They took me a lot to figure out, and I couldn't make it past Mastermind.
Great style. You guys did a great job. Keep it up!
I'm not sure I dig (functionally) the interface. The "good piece" sound would sometimes be silent, and the little number above each grid block was a bit confusing (that is, I couldn't use it to assist me). I found the time given to be really short, I could only complete a two color puzzle even after several tries.
Managed to run the game in Windows 7 64 bits after doing a "pip install pyglet" and disabling sounds in "resources.py". Apparently there's a problem with the AVBin library, which pyglet uses to play sounds.
The game: simple, perhaps too simple. This reminds me of an old Windows 3.x game where you have to squash bugs in similar fashion.
Quite good. Like many other games, needs progression. As it is right now, I seem to be able to deal at least 3 times more damage than my enemy. 2 player play would've been great, too.
Nice game! Agree with Metadept here. Having three different screens is a nice touch, which adds to the difficulty (and associated stress, like many commenters said).
First score: -290383. Ouch. The "you can't do everything" metaphor also hit very close to home. Second score: -132132.
A good balanced game with a nice take on the theme. Simple and fun!
Took me a while to understand what goes where, very clever.
Unique graphic style. Gameplay reminds me of Oddworld's Odyssey games, but without the puzzles. Even with the multi-level platforming it felt a bit too linear at times. Nice level design.
Nice style, controls are a bit funky, with the mixture of clicking on screen, clicking on the small arrow, and using keys from the keyboard. Maybe you are left-handed so this key combination comes more naturally to you?
The interaction might be weird, but the story was cool. Don't forget to check the flow of the game (more often than not the game would make comments about thing that didn't happen yet)!.
Keep it up!
Good mechanic. It's like a 2-player versus DDR.
In the heat of the fight, it's absolutely impossible to read the taunts. Since you're going for a trippy vibe, the taunts should fly over the characters head in a big fancy font and crash into the opponent. And maybe, just maybe, cover a little bit of your enemy's input commands, to make things interesting.
I fully agree with fullmontis, elbowroom and TenTonToon. You're onto something here, abstracting and minimalizing stuff, but it still requires some polish, either by changing the way you balance perception and concentration, or just going the other way, from simple to complex (e.g. in the beginning keys are indistinguishable in shape from a bush and everything is the same color).
Cool idea, really gives you a nice sense of progression. Up until a certain size, exploration was very rewarding. After getting sufficiently small, I could fit anywhere, and so the path became too simple.
I feel you could've done so much more! The places are very good looking (though sometimes is hard to tell walls apart) and there is a lot of mystery to this. Unfortunately, it falls short at the end. No smaller places to get into, no micro-universe discovered. Just potato.
Still, good job, keep it up!
Frenetic clicks! Frenetic mouse movements! Aaaaaaaaaaa! My only complain would be getting the same minigame too often (maybe a weighted random would've been better). I like the consistency of this game, everything looks, sounds and plays very minimally. Good work there!
This was fun! The controls are too stiff, though. Moving left and right should be faster, and the speed gained by jumping is too unpredictable.
Nice take on the jumping vertical platforms game.
Great work! Awesome level design and progression. Controls are just right. One would think that having the background and the obstacles as the same thing would be confusing, but you managed to pull it off successfully.
Keep it up!
Blind procedurally-generated Sokoban? I'm impressed. Good work!
Both silly and fun. And hard! The little sounds are great.
Music and graphics are cute, very good. The game as it is, it's fun, but not overly engaging. Your original plan is everything that this game needs.
Keep up the good work!
Feels like a gamefied way of telling a simple story. Cool concept, although gameplay's not too interesting.
Really liked this. The voice acting seems taken straight from a B movie, which adds to humor.
The wobbly squared graphics truly make this.
Great job!
At first I wasn't sure if there was something out there or not. Why, oh, why, did I have to find that key.
True horror! Until I met the grue... While I was still tense, the slow escape and the slow chase were more funny than scary. Maybe if the player was faster, but ghostly hands came from under the floor and grabbed the player rendering him unable to move.
I think what LeafThief says is key. Horror games are more about "what if" than the actual thing. I expected to find creatures watching me through the windows, maybe a pale face hovering from around a hallway. Instead I found a real enemy, who ended my game prematurely. In my second playthrough, I knew the enemy wouldn't come until I grabbed the key, so I didn't experience any of the tension that my first playthrough had.
I believe you guys did a great job, but just like the movie Signs (from M Night Shyamalan), it falls short at the end.
This game is dark, but a bit unforgiving at times. The sound puzzle with the jumps was impossible for me. Thanks to GodofOps and his Let's Play, I could continue.
You manage to get a great atmosphere, don't ruin it with cheap scares!
Good game, after all. :)
Sorry, I'm not a fan of pixel-perfect jumps games.
An auto-advance level and auto-reset level options are very necessary, specially since dying is so easy. Couldn't make it past level 13, the wall slides are confusing, and the arrows move me around too much to have precise control over my character.
I think the platforming part is too difficult, and feels unfair and over-frustrating most of the time.
Some pastel-colors for the graphics would've help, too. High-contrast colors can wear eyes a bit.
Hopefully I'm not being to harsh! It's really hard to get platforming right on the first try. Keep it up!
The musical sound effects are lovely, they work so well with this. And of course the game idea is great! The difficulty is fine, although I think it needs to get progressively harder.
I had some problems with the cat position, as he would sometimes make a jump, since I don't know where the mouse is.
Also, more than once I couldn't see my score because of over eagerly pressing space. =P (yeah, some people complain about that they can't restart, and then here I come complaining about the opposite)
But hey, I had a lot of fun with this game. Keep em coming! :D
Such a magical experience! Marvelous work.
I communicated several times with another rainwalker. I never once saw him or her. But we were there, together, under the rain. Walking, and leaving our oh so temporary marks.
I am killing potatoes with stale oil, I am literally Hitler.
Kept losing almost instantly until I became a potato asshole and stopped caring about complaints and good service, and since people complained all the time, nobody cared if it was potato or PotaTofu. Yay economy and society!
In all seriousness, some speed control would've been great. After playing for a while it can get a bit slow. Couldn't get past day 24.
Nice job!
Haha, great idea! It's very strange to find a text adventure without any exploration, yet here is one! I don't think this was particularly fun, but I kept playing (and losing) for a while. Good job.
Great level design, good use of the theme (specially in the ASCII maps!).
Controls for climbing up a ledge are unintuitive, took me a while to figure them out.
Good job!
This is less intuitive than I first thought! Panning is weird at times, because the player can only move at 90ยบ angles (couldn't play it with speakers, only headphones). Instead of going straight to an item, I'd often come at it in circles. The main atmosphere is nice but confusing, it's hard to hear faint sounds when there are soft agony screams in the background.
Very cool idea and game. Kudos!
Clever, perhaps too clever. Needs something else to make it special, say, do it in Brainfuck, or a Python one-liner, or pure bash, or a Windows Batch, something like that.
Great adventure-puzzle game. Tough, but fun.
This was a bit too cryptic to my taste. While I think the main idea is clear, there's just too much information not shared. Maybe some sort of prologue and/or epilogue could work.
Good music, I imagined you'd do a higher BPM one.
The controls are jumpy, over sensitive I'd say. Level design is ok, nice progression. Graphics are cute, but lacking something (more colors? a more uniform palette? both? more silliness?)
Loved the funny narrations! This was the way you should've taken it, trying to make the "gun, emmm, minimalizer" joke more obvious, make it truly part of the game.
Good job. :)
This is very good, great job! The "deep" quotes with the bizarre endings just sound like advice from a dream NPC.
The fishing mechanics and the little sounds are great.
I found the graphics to be too washed out to my taste. Yes, it is a dream after all, and there are some colors, but there's just too much white.
Good rhythm game! Great music, too. Harder than it seems. Good job!
This has a lot of potential. See the game "Captain Forever", which has similar game mechanics.
The assembly part could be enhanced, I'd say. Some times I would attach a part in the wrong angle, without any way to undo (except for restarting the level).
Difficulty ramps up exponentially! Second level was already impossible.
Frantic shooter music is missing, sadly.
Nice work, all in all.
The exe file is less than 100k, that alone is impressive, compared to other entries.
Puzzles were great, not too hard, not too easy, and the level progression was great, too.
Loved the sounds and the colors.
Great job!
Lovely graphics, the faux ending was very funny. Good work!
I agree with everything the other commenters said.
What I liked: the consistent palette, the sounds, the graphical style.
What I didn't like: my hitbox! couldn't figure for the life of me how large I was, enemies kept hitting me. It's also very short, I assumed there would be more levels. Would've loved to hear some Famitracker music here.
All in all, good job!
It's amazing how the users make this game. I found a whole world here.
Hey, nice game. Certainly a step up from your previous game, although I enjoyed the music in Gulliver a lot more (you gotta admit Gulliver had an awesome theme song).
Keep it up!
I died at 32 from HIV/AIDS. Tough. Would've preferred to die from a bad case of the 80s.
Great job!
I agree with most of the comments. Art is beautiful, levels are (good and) hard, music is missing.
Great job!