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mize_VS_mildmojo

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201328You Only Get OneThe Bombay Interventionjam3742.832.493.112.062.573.472.372.7596

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by mize_VS_mildmojo

LD28 — You Only Get One

KOSMOTROT by Todd Luke 2014-01-02T19:21:00

Fantastic song. A forlorn, lyrical tribute to the main character's struggle. We recorded a couple of original pieces, too; there needs to be a compilation of games with original recordings.

This feels like something straight out of the DOS shareware era. The levels remind me of the overworld in the original Commander Keen eps. 1-3. The palette is nearly CGA, but not quite.

Boost was a little unclear at first. It seemed to operate in the direction of travel when it was engaged rather than the direction held while charging. I'm not sure if there was a penalty for running into spacebugs, spacecacti, or spacegopher spaceballs; I started doing it routinely because it was easier and quicker than aiming a boost.

That suit sure is form-fitting on the back end. *whistles*

-mildmojo

Glitcher //nuts = 1 by 01rafael 2013-12-17T03:43:00

Fun game - the controls when using the mouse to swipe are pretty hard to use. I like the main characters graphic.

Hitotsu - Last of the Dragon Keepers by Ryusui 2013-12-17T05:05:00

Great game! Really hard, but great!

Super Rashomon RPG by Tyro 2013-12-17T03:51:00

Unbelievable for 48 hours. Very nice!

Smooth Operator by pjchardt 2013-12-17T03:15:00

Awesome! I played this for nearly an hour. The graphics and sound are iconic. Very very nice.

One Duck by NostraDamon 2014-01-02T19:55:00

I stopped after 100k bounces. The framerate took a dive if I tried to look into the room, so I mostly stared at the wall. =)

I think it would've been helpful to have some early indication that the game had progression beyond just bouncing the single duck around. I wasn't sure if it was going anywhere before the first unlock.

CSO-1 by gustavodort 2014-01-02T18:22:00

Cool implementation. I really like the way the instructions were written on the walls of each level, then exposed by the camera tracking the player.

It did feel like there wasn't a lot of player agency or puzzle solving in the game. It was just a matter of following the predetermined path each time as quickly as possible. The chess level was pretty difficult since the larger ball didn't jump high enough to clear the stairs. You sort of had to pound the space bar repeatedly and glitch the ball up the stairs.

Having the ball's controls oriented relative to the camera instead of the world took a bit of getting used to. I'm not sure what you could do there; maybe have the ball trace a rounded rectangle in the room instead of circle when moving left/right?

I wish the shrinking or pushing mechanics had been put to use after they were introduced. I'm betting you had some plans for them.

Overall, cool idea. It was fun.

-mildmojo

VELOCITRON by radmars 2013-12-19T18:05:00

Very polished. Responsive controls, well-integrated soundtrack, great transitions, everything you'd expect. Plays great in Firefox.

Gameplay-wise, I've been playing a lot of avoid-the-obstacles-in-a-tunnel games lately so I'm pretty used to them. I felt like I was losing because the corners started getting impossible to see around, not because I wasn't flying well. I think I'd like to see difficulty progression through more (or varied) obstacles rather than less visibility.

I'm really curious how you synchronized the audio and video; or did you just start the music and animation schedule at the same time?

There were two bugs that weren't a big deal. I couldn't use WASD because they triggered my browser's typeahead find, taking keyboard focus away from the game. You have to call .stopPropagation() and .preventDefault() on the key events you want to consume to keep them away from browser features. The alternate arrow key controls were a great idea and worked fine.

The other problem was that I played on a narrow 1080x1920 display, so the sides of the game were cropped off. Gameplay wasn't bad, it just looked odd when full-width text was clipped.

-mildmojo

One Sword by mybluecorners 2013-12-17T03:39:00

The play looks like it would be fun but it was very hard to tell how the braking/sword swinging mechanism was working. I died a LOT and didn't seem to be improving. Maybe add a "speed" bar that helps you judge how long before you are stopped?

ACCELERally by ovenchips 2013-12-19T16:56:00

The silhouetted 3D look is lovely. I dig how the truck's suspension reacts to acceleration and braking. Flying through the air is really satisfying and letting the crates tumble along the Z axis is a really elegant way to keep them from blocking the player too much.

There are a couple of things that feel like bugs. Sometimes you can be driving full speed at a hilly section and the truck will stop dead at the base of the first hill. Maybe while braking? Seems like some kind of odd physics interaction.

Also, the fallaway block segments extend too far toward the next segment of the level, meaning that if the truck stops at a hill or because one of the crusher pistons is down, the blocks fall out from under the rear wheels and you go tumbling down. So not only have you lost all your momentum (penalty), you also lose the game (another penalty).

Control-wise, I'd suggest a single button press to get from "game over" to the starting line. Games like this are all about quick resets and getting back in the game. A manual reset key would be handy, too.

Life According To Bob by Ariake81 2013-12-17T04:43:00

A really nice game. A little buggy still but fun in spite of it. The look of the thing is brilliant.

Casting Call by OnlySlightly 2013-12-17T03:02:00

Hahaha! Great art. Great concept. I'd love to see the rest of the play.

Casting Call by OnlySlightly 2013-12-18T06:28:00

Love the writing here. I think the southern girl is my favorite, along with beefy guy. I would watch the whole play with those two in every role.

This would be a lot of fun with different character packs, like Lawyers Through The Ages, Webcomic Authors, or Dysfunctional Family.

Captain Younkin's Quest by ZYXer 2014-01-02T17:31:00

Nice work! Lovely minimap. I really wanted some sound effects for those cannons, though. =)

The cannonball velocity wasn't cumulative with the ship's velocity, which made aiming in the direction of travel a little strange, but probably easier overall. Upgrading before setting sail for the first time appears to be super important; I got whacked my first time out.

I never figured out what the spies did; maybe notifying you of an attack before the ships were actually close enough to fire on the port?

-mildmojo

You Only Get One Bullet by delfino 2014-01-02T18:06:00

This is really difficult. I like the Arkanoid-like bullet bouncing behavior and the way the bullet sort of tracks your ship's position. The enemies creep down to the bottom of the screen faster than you can eliminate them, I think. The pressure's on.

You might add a "download" link tohere that connects to GitHub's repo zipfile (https://github.com/madelfino/LD28/archive/master.zip) for convenience. It'd be awesome if you could find a good way to package it up and bundle Python, especially for Windows users who probably don't have it installed already.

Jejeboy: Mad Shitter by Jejeboy 2013-12-25T22:59:00

Runs smoothly, has quite a menu system for a jam game, and the voxelly graphics look great in motion.

Since it's built in Unity, why not add builds for OS X and Linux? It's a shame it's monoplatform right now.

The projectile collision seemed off. There were several times when I couldn't see how I was hit, so I started just drawing fire all the way to one side, then all the way to the other to make sure I left plenty of room between us.

Having rebindable controls is fantastic! I wonder why you didn't support the arrow keys for menu/player movement and Enter for menu selections, though?

-mildmojo

0RBITALIS by AlanZucconi 2013-12-18T17:22:00

Count me as another gravity/orbit game fan. This is the second one I've tried from this Ludum Dare. It feels great. I managed to get a pretty stable orbit around Sagittarius B which turned into something pretty after a while:

http://imgur.com/oXvBalX

You did a nice job on the orbit prediction visualization. It was the right length to make sure you wouldn't hit anything out of the gate and it gave you the "oh no oh no OH NO" moment when your perfect path became a perfect collision course.

The antigravity sources were a nifty addition. I'm not sure I've seen those before. They were a little less fun to play with because they usually added a lot of unpredictability. Flying over to an antigravity body usually made your trip shorter, not longer. But they extended the possibilities for level design, which is good.

It would've been cool to see an overview of all the stars at the end of the game.

No Mistakes. by meek 2013-12-20T17:35:00

No audio for me in Firefox for OS X.

I made it to 1:55 after I remembered I had a keyboard with a number pad. OH MY GOD THE TENSION. I'm not sure I could've taken much more. Any kind of ticking or beeping sound effect probably would've done me in. Wow.

Love the artwork and the premise; this is the missing prequel minigame inside the Stanley Parable.

But oh my, the difficulty. Perhaps finding a much faster way to get the player back into the game (a la Super Hexagon) would help. Testing the game without using the number pad might give you a good gauge for an "easy" setting that's still challenging. This game could be great for numpad practice.

-mildmojo

Survive! by aaron9000 2014-01-02T17:44:00

I think I got to 617 on my last run. It was a little easier after I found out you could hit the walls without dying. At first I thought the keyboard controls felt touchy, but they helps you get out of tight spots.

I happened to have a 1080p monitor in portrait mode so the webplayer size was okay, but it would be a better idea to shrink it to max 600 pixels high. There are lots of stupid laptops with low-DPI 1366x768 displays out there. Changing the resolution is super easy: just edit the index.html file Unity exports. You'll see the webplayer size in there near the top.

The visuals were really nice! Good palette, cohesive style.

Consider adding a downloadable Linux build. The webplayer isn't available for Linux.

Good to see another Unity 2D entry. =)

-mildmojo

My Old Kentucky Home by emmelineprufrock 2013-12-17T03:11:00

Good description. Really set the mood.

One Liner by siarck 2013-12-17T03:59:00

Great game! Quite difficult but lots of fun. Highly recommended!

KERNEL by CatOnMars 2013-12-20T16:53:00

I agree with @veiadoida, this game would lend itself to asymmetric coop multiplayer. Using two hands is tricky! It took me a while to figure out that the arrows controlled the round thing and that the red letters were lasers. Because the player respawned to the gold checkpoint so quickly, it kind of looked like a ghost was shooting me when I hit the lasers. Those hazards could use a little visual flicker.

I did want more precise controls. For the tricky bits like moving the player and the circle together to get through a bunch of laser walls, I just pushed them against the top of the screen as the camera panned so they'd stay together. Seemed impossible otherwise.

Nice job on the soundtrack. The music loop seemed short, but it fit the mood.

The level design was solid, too. I liked the way you provided a sort of practice zone for the final race through the diagonal sections. I cheated through that, though; the game glitched my two characters together in the same hallway, so I could drive them through one tunnel together to the end. =)

At the end, it would be cool if the player could restart the game by driving over to a glowing replay spot or something, rather than automatically resetting on a timer. Player agency is fun!

The main character reminds me of the whales from Bubble Bobble.

-mildmojo

RGB - So sweet your television will break by RevelBase 2014-01-06T17:39:00

Nifty. Very pretty game. The jump pads seemed to provide a different force with each bounce, which was a little strange. Overall, it was a really cohesive, connected, solid experience.

Consider adding a standalone Linux build, since there's no webplayer for Linux.

Doomba by Unept 2013-12-18T06:59:00

Good variety of enemy behaviors. The cat-driven Doomba was super cute. I was thankful for the previous-blast marker; it helped to avoid doing the same thing wrong every time. The music fit the mood quite well, too.

No real complaints. The only bug I found was that I triggered a blast after death one time, but it didn't have any affect on gameplay.

Iron Chef Dorm by UltraRat 2014-01-02T17:59:00

This is a silly game. =)

The first time I played, I almost left after making toast. I didn't realize that was just the first stage. It would help to have a big NEXT CHALLENGE graphic or something.

Sound effects would push this game through the roof.

I love the smooshed butter graphic and the girl's face. Rather than using the meter, I think you could move the iron across the toast/sandwich/quesadilla and measure the alignment when the player clicks. Maybe the water reservoir is loaded with movie theater liquid butter so the "spray" button adds flavor.

-mildmojo

1Fuel by unitycoder_com 2013-12-20T19:47:00

Nice! I think it has a lot of potential. You should definitely keep developing it.

A Precious Arrow by Benjamin 2014-01-06T07:27:00

You've put in a lot of work here, but it's just too punishing. Too much of the gameplay is waiting for random events to happen in your favor. Waiting for the little triangle guys' dice rolls to pick "walk" instead of "talk" or "jump" so they move into a pattern that you can jump over. Waiting for the strawberry to pick "attack" at the right point in your jump cycle. Waiting for the cyclops's coin flips to pick "pound" more than "jump".

The strawberry and cyclops should really telegraph their next move a bit so the player can react. When surrounded by rubble, I started jumping in rhythm with the cyclops's actions just in case he also jumped, since waiting for his action to start would mean you were too late.

I see discussion of multiple endings or paths, but I couldn't detect them. The two options seem to be going to the top right or going underground. No sense going to the sea monster at top right, you can't get past it even if you kill it. When you go underground, you have to use your arrow on the scorpion because there's no other way past it. I never figured out how to get by the cyclops; I figure you're supposed to build a tower of rubble high enough to escape through the top? I gave up after a couple dozen tries.

Any kind of checkpoint system would be welcome. As would a weighted random number generator that would pick the more useful enemy behaviors more often.

The jump physics were maddening when trying to get between triangle guys or navigate rubble around the cyclops. I felt like the character should only be moving while jumping if the player was holding an arrow key. The character went happily bounding too far into enemies so many times.

The art, numerous screens, many enemy types, and animations were really nice. I think it could work with some rebalancing.

-mildmojo

Purpose by deepnight 2014-01-06T06:03:00

Some of those puzzles were really interesting to tackle. I love games that play with the speed of time. Excellent level of polish here, and I think the mechanic has plenty of possibilities for an extended puzzle platformer.

The tree animation is rill, rill pretty.

-mildmojo

Such Thrust by jjc180 2013-12-17T21:22:00

I love games with orbital mechanics. I played a couple dozen times trying different strategies, but only succeeded twice.

It could be interesting to have different planets/moons as additional challenges after you successfully touch down on the first.

The Black Lighthouse by funselektor 2013-12-20T17:42:00

I never did find a red ball. Great atmosphere, awesome boat sim controls. I really like the rough, icy terrain and the water.

It was pretty frustrating when the boat would run aground on the smallest collision with the terrain, though. Those two materials could be a lot slipperier.

I wanted a camera angle wide enough that I could see the whole lighthouse. Maybe the camera could zoom out when you're near the island?

-mildmojo

Thrust Issues by Gravedrinker 2013-12-18T18:06:00

Definitely difficult, but as with a lot of difficult games, I started building second- and third-order skills after I'd mastered the basics. This is the sort of game that, with a few bonus "impossible" levels, would inspire a lot of YouTube speed run playthroughs.

Adding the resting places was a great idea. Sometimes I'd get halfway up and just need to reset my attitude and velocity so I could think about the next section of the level.

-mildmojo

Touch by WhoaConstrictor 2014-01-02T17:14:00

This was really nice. The zoom out is a nice metaphor for your world view as you age. When young, you frantically search for new people. Later, you see lots of people around and you can choose which ones to pursue. Even later, you're aware of so many people in the world and you come to realize you can never touch them all. You scramble to touch as many as possible before the music stops.

The first time I played, I "touched 1 lives". I wasn't sure where the game was going.

I kind of wanted the zoom to keep going after the game finished, showing the network expanding in spite of your absence.

What was the significance of the occasional rainbow-colored trail?

The Bombay Intervention by mize_VS_mildmojo 2013-12-17T21:38:00

@udo: Confirmed. =( Will look into a fix in a few hours. Thanks for letting us know!

The Bombay Intervention by mize_VS_mildmojo 2013-12-17T21:51:00

@udo: Try refreshing the page a few times. Sometimes it loads properly, sometimes not.

The current OSX standalone build is broken, too, because Windows. Will fix.

The Bombay Intervention by mize_VS_mildmojo 2013-12-18T07:13:00

The OS X standalone build should be fixed. I couldn't figure out why the web player sometimes glitches on load. It seemed to happen more often the first time I visited the page and less frequently on subsequent visits/reloads. I added a little popup note at the top of the page for OS X users recommending they refresh if the web player's busted.

The Bombay Intervention by mize_VS_mildmojo 2013-12-20T17:49:00

@CatOnMars: Thank you! "The Bombay Intervention" was just a phrase in the form of our mission names (i.e. "The <place> <activity>"). An early working title was "The Helsinki Incident". We planned to shoehorn Bombay into the game by having the first mission always start there using Indian flags, but ran out of time. =)

The Bombay Intervention by mize_VS_mildmojo 2013-12-20T17:53:00

To @emmelineprufrock, @OnlySlightly, @Ariake81, @Switchbreak, @Unept, @3rdclass, @olafsworld98: thanks so much for giving it a try! =)

@Ryusui: we wanted to leave some room for error. Initially, you could be +/- 0.5s and it would round to the integer value, so you were trying to click the timer when it neared a whole number. Truncating the tenths seemed less confusing.

The Bombay Intervention by mize_VS_mildmojo 2014-01-02T18:30:00

@StMatn: There's a downloadable Android version! It plays great on a touchscreen.

@LordHellMaX: Yeah, we ran out of time to add difficulty progression. I've got a post-compo version with a difficulty ramp--5 missions so far--but haven't uploaded it yet. Take a look at our postmortem to get an idea of what we'd envisioned: http://www.ludumdare.com/compo/2013/12/19/postmortem-the-bombay-intervention/

@SimianLogic
@larb
@minibutmany
@mcapraro
@gnargle
@rezzish
@bttf
@euske
@Noah Ratcliff
@pjchardt
Thanks for playing & giving feedback, everyone!

-mildmojo

Last Minute Christmas Chopping by Notch 2013-12-19T17:52:00

Great polish here. Looks and feels great, though it's punishingly difficult to win (I didn't).

There's a game-breaking bug when playing in my default browser, though. You're not preventing key events from bubbling, so they trigger typeahead find for me in Firefox. The first time I hit 'a', it brings up the search box, taking focus away from the game. To fix, just call .stopPropagation() and .preventDefault() on the key events you want to consume. It's an easy thing to overlook. =)

No sound in Firefox on OS X. Looks like the game doesn't even try to load the WAV files?

-mildmojo

Minute Maze by WiggleWorm513 2013-12-17T18:41:00

Fun! The movement was difficult at first. If you made it so that the player piece moves in sections - 1 square at a time - then it wouldn't be as difficult to hit the entrances to new paths. A good game. :)

License to One by udo 2013-12-17T19:25:00

Nice work! I love the DRM interpretation of the theme. Excellent commentary.

It looks great. I've worked with HTML5/JS on previous jams and it can be difficult to be productive. You've got a full set of models, UI, and music here, not to mention finished gameplay. I love that each unit has its own visual progress indicator.

The camera control was a little strange. I wanted to be able to pan by moving the mouse to the edges of the screen like a lot of other RTS games. I did find the arrow keys, but the view kept drifting back toward the highlighted object.

The music didn't loop when it finished, but that's pretty minor.

I wanted a bit more of what's already there. Losing your workers hoses your economy, which I understand leads to an inevitable ending. If you kept going with it, I'd like to see a way of getting more workers, but maybe still having a single license for each advanced unit.

-mildmojo

License to One by udo 2013-12-18T06:44:00

@udo: Yeah, you can just host it separately and use another slot in your submission with a label like "post-compo version" so people don't use it for ratings.