Connecting LD30 to the Real World by Will Edwards 2014-09-04T19:04:00
Dang! this is really cool
Foon → Ludum Dare Explorer → Users → miziziziz
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥉 | 2014 | 30 | Connected Worlds | InterSection | compo | Innovation | 4.66 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 53 | Delivery | 👥 | Neural Rot | jam | 28 | 4.31 | 3.87 | 4.33 | 2.91 | 4.58 | 4.38 | 4.40 | ||
| 2022 | 50 | Delay the inevitable | Balance The Stick | compo | 230 | 3.57 | 3.63 | 3.38 | 4.06 | 3.04 | 3.54 | 3.57 | 3.27 | ||
| 2021 | 49 | Unstable | II-III-V | compo | 102 | 3.85 | 3.55 | 4.14 | 3.47 | 4.08 | 3.86 | 4.45 | |||
| 2021 | 48 | Deeper and deeper | Endoparasitic | compo | 52 | 4.08 | 3.81 | 4.42 | 3.30 | 3.60 | 3.55 | 2.64 | 4.23 | ||
| 2020 | 47 | Stuck in a loop | DEATH STRING | jam | 74 | 4.17 | 4.16 | 4.46 | 4.29 | 4.05 | 3.85 | ||||
| 2020 | 46 | Keep it alive | Human Spiderweb | compo | 116 | 3.91 | 3.52 | 4.28 | 4.22 | 3.78 | 3.37 | 3.47 | 3.81 | ||
| 2018 | 43 | Sacrifices must be made | blood snow and wolves | compo | 244 | 3.42 | 3.10 | 3.28 | 3.94 | 3.21 | 3.18 | 2.29 | 4.26 | ||
| 2017 | 40 | The more you have, the worse it is | The 800 Page Hedgehog and Bunny Epic | compo | 127 | 3.75 | 3.52 | 3.75 | 3.91 | 3.86 | |||||
| 2017 | 39 | Running out of Power | Dimming Eyes | compo | 4.00 | 3.00 | 2.00 | 4.00 | 3.00 | 3.00 | 2.00 | 2.00 | |||
| 2016 | 37 | One room | Room for One | compo | 222 | 3.47 | 3.21 | 3.53 | 2.95 | 3.95 | 2.82 | 4.00 | 39 | ||
| 2016 | 35 | Shapeshift | EnergyShift | compo | 306 | 3.39 | 2.95 | 3.45 | 2.73 | 3.59 | 3.32 | 2.13 | 3.73 | 40 | |
| 2015 | 34 | Two Button Controls / Growing | Flappy Invaders | compo | 791 | 2.84 | 2.79 | 2.26 | 3.58 | 3.21 | 2.47 | 2.83 | 36 | ||
| 2015 | 33 | You are the Monster | Celeste | compo | 632 | 2.95 | 3.14 | 3.14 | 2.25 | 2.95 | 2.90 | 3.32 | 37 | ||
| 2015 | 32 | An Unconventional Weapon | It's The Room | compo | 53 | 3.95 | 3.96 | 4.52 | 3.59 | 3.61 | 3.52 | 3.86 | 39 | ||
| 2014 | 31 | Entire Game on One Screen | Minimal Duel | compo | 789 | 2.97 | 2.38 | 2.90 | 3.69 | 3.86 | 3.44 | 2.12 | 3.04 | 42 | |
| 2014 | 30 | Connected Worlds | InterSection | compo | 102 | 3.77 | 3.45 | 4.66 | 4.32 | 2.67 | 2.00 | 3.18 | 79 |
Dang! this is really cool
Really beautiful, I'm glad chrome wasn't being weird about dropbox and I was able to download this.
The animations are WONDERFUL, i really wish you could've had a better character model to show them off with. But seriously, I really wanted to point that out, they were so nice.
reminded me of Journey(which I've never played :p )
and the music and ambience was really well done.
Unfortunately, my internet is going really slow, so i couldn't play much without huge lag spikes; is there a way to offline mode?
nice flocking behaviour on the ships, and I liked the trade feeling; seeing what costs the least at which planet, buying it, travelling to the planet where it costs the most and then selling. This could turn into something cool; add in some missions and dialogue, could have a real cool space merchant game.
Also, the music was not bad ;)
Lol, discovered planet 'Pornokik'.
Definitely the most polished-looking game I've encountered so far. Audio and visual were superb.
There needs to be a way to go back to the main menu once you start playing; I read the controls, started playing, and then realized I needed to reference the controls again. I just refreshed the page, but would be nice to have some other way get to the controls.
So, I really enjoyed, it, and played for a while.
Was never able to find the Black Hole, though; found plenty of artifacts, but not black hole.
Also, uncertain about mechanics: If a planet has a colony, but no reactors, does it still create fuel?
ha, I don't really get what was going on, but the dialogue was kinda funny. finding the third gem was a wtf moment for me.
Also, like the others said, the movement really needs improvement
This is pretty cool, feels kinda like Doodle God (that mobile game where you start with the basic elements and combine them to create new things). I feel like this could turn into a pretty cool mobile game (or PC game ;) ).
Also, the visuals are really cool and unique .
Seems like it could be a really cool game, but I just can't understand it.
I walked away for a while, and when I came back I had $430000 somehow
Star fox ;)
The graphics were really nice and old schooly.
my complaint is that the game is too easy: shooting was pretty uneccessary most of the time.
Also, stoy-wise, why didn't he just slow down?
"I'm the last chance for my planet? Better speed through this asteroid belt" ;)
this really cool. Took me a bit to figure out how movement worked, and then how transitions worked, but after that I enjoyed it.
It would be nice if you could see the character; I kept hitting my head on blocks which I thought I would miss.
btw, @thedeadlybutter, are you from the VoxelBox ? your name looks familiar
The gravity set up is tough to get used to, but it's really cool. I foresee great things from this
It's a cool concept, just needs some work. The level generation could use some work, or maybe just set them up by hand would be better.
Otherwise, the visuals were nice
like the minimilastic graphics, but after the first 15 seconds it gets kinda boring. I really wish there was some sort of puzzles to do here.
Also, I crashed after trying to open one of the portals.
Ohhh, I just got how it's related to the theme. Currently laughing.
ok, this game is great; good art, the soundtrack is utterly fitting, the dialogue is funny ( "you seem to think this is a game, which is weird"), and the puzzles are very difficult.
it's kinda awkward when you're able to suddenly drag a really long wire off the grid, though. Don't know what to suggest there. Also, it would make more sense if the 'goal plugs' could face up and down instead of just left and right.
this is really cool! good story and puzzles
My only complaint is that some of the puzzles are really long, so it's kind of annoying if I make one mistake, I have to start all over again. Maybe an undo button would help?
You wouldn't happen to hang around the Unity forums, would you? I swear I've seen this kinda graphics before.
Quick observations:
it was fun.
combat was interesting and different.
I discovered the bounce back with the spin on accident early on, so boss fight wasn't a problem.
The boss fight was really slow-paced, please speed it up.
Wish there was a place to regain hp.
Some bugs:
GODDAMMIT STICKY KEYS! (pressing shift 5 times...)
the white attack doesn't work if you're next to a wall.
when fighting the boss I'd bounce his attacks back and they'd bounce off HIM and into me. Not sure if this is on purpose.
If you stand far enough away, you can hit white enemies and they won't come after you.
When you die, you can walk around as your swords for a bit before you respawn.
well done with this entry, it's one of the fun ones I'm bookmarking. The pixel art style was cool, though the stonework really needed some variation. Interested in seeing where you take this.
The signs were cool, and the music fitting, needs some AI to race against, though :).
Also, the camera is a bit too snappy, would be nice if it was smoother.
Also, I kept getting stuck in walls and stuff.
OMG this is so cool!
Audio, visual, and design are top notch!
the story really explained the mechanics in a cool way, too.
When I realized what it meant by "being stalked by your own echoes" I realized how cool this was. (I was a little worried at first, because I've encountered a lot of really nice audio/visual entries on here, but their mechanics are boring).
My only complaint is that I wish you could have had it fit the theme in a more interesting way.
Hahahaha, dang this is really funny.
I'd love to see you add some more content to this, and also make it a little more challenging.
pretty nice imitation of antichamber.
Is there more after the eye, though? like, I looked at it, then the passage opens behind me; i go in the passage and go around and end up at the eye again. I tried going counterclockwise and clockwise and still end up in the same spot.
I had about the same reaction as Ben Lehman; I feel like this could be cool, but right now it's too opaque
Too bad the controls aren't responsive, it looks nice, and the gameplay seems interesting (probably enjoyable with responsive controls)
oh hey, i came across your post yesterday when you made the demo. Tried it out, was curious what you'd turn it into.
What happened to the original model? I only played the first couple of levels and those were just cylinders.
Also, really needs some sort of health system.
Really fun, took me a while to beat, and dammit I almost had made it with the max amount of lives but I screwed up at the end! really fun and well designed. It's really hard at first, but It got a lot easier once I figured out each areas 's traps, and when i realized I couldn't harm myself with my ghost's fireballs.
I liked the face drawing part the best ;)
the art was reallly good, and the music was nice for the first 5 minutes.
I think you need a better puzzle mechanic, though; The block was a bit boring a repetitive.
Also, space was a bit awkward, I kept hitting it thinking I would jump.
ah man, the art looks cool, I wanna play this, but I'm on windows :(
I had fun with this after I figured out how to work the computer.
Note: the game bugs out if I press launch while I'm landing.
I liked the touch with the water world after you take the gem ;)
Wish you could've added more interesting things to the other planets.
Oh yeah, and the walk sound is annoying ;)
I had fun with this after I figured out how to work the computer.
Note: the game bugs out if I press launch while I'm landing.
I liked the touch with the water world after you take the gem ;)
Wish you could've added more interesting things to the other planets.
Oh yeah, and the walk sound is annoying ;)
btw, what was the gun for?
and hint to everyone else: the crossed out planets are ones that don't have gems on them; I had thought they were ones that I had been to.
I made it to his house, pretty depressing planet :)
dang, this is really cool. Like thedeadlybutter said, didn't understand from the description, but once I started playing, realized how cool it was
This is a pretty nice resource collection game. Pretty buggy, but would be nice if polished and more options.
Here's all the bugs I noticed:
Houses can be stacked on top of eachother.
Placing houses next to eachother overlaps text.
Would be nice if text would disappear after a while.
people in houses next to respective resources do not gather.
Villagers gather from trees that are far away rather than the ones right next to the houses.
Would be nice if they moved faster.
Game was too big for screen, so I have to keep scrolling up and down and to the side.
Game crashed when I went to the second island.
Hope that helps!
Otherwise, it's cool and has potential. I also happen to love resource collection games and isometric graphics, so props to you
the art was very suitable,ha ; did you use paint?
also, I agree with orikunawa; dialogue was a bit a much
It's good a well-playable game.
However, I found the controls confusing: I'm used to using WASD to move, so I kept accidently attacking instead of moving. If you could have an option to switch this, that would be great.
Also, sometimes portals wouldn't appear until the last second, so it was pure luck that I would be at the right one before time runs out.
Other than those two things, it was really nice, good graphics, sounds, and gameplay
Very solid game and nice music.
Would like to see more strategy options and more enemies, but otherwise it's a unique defense game
took me a while to figure out I had to press enter when in front of the computer; was clicking all over.
it looks cool, the computer screen is nice.
I couldn't figure out was I was supposed to do though. I clicked on yellow dots, then switched to blue and clicked blue dots, but nothing ever really seemed to happen beyond that
Pretty tough, but enjoyable. Figured out the controls quickly and found it to be pretty fun.
art is pretty decent in game; the UI art ( like the title screen) is a bit uncomfortable to look at. The music is good, but doesn't really fit the games look. Also, the shooting sound effect is really annoying, would be better as something softer.
Some sort of way to regain health would be nice, since it's really easy to get killed by enemies right now.
Otherwise, looks like there's a lot of potential here; I think the world swapping mechanic was cool and could really be taken to interesting levels.
Where do you people get all this time to make such amazing music and art.
I have to say, your sense for color is amazing. Really nice visuals.
The game was also really, wish you could've made more. I ended up with snail overpopulation after a while
I like this setup for the classical Galactica space shooter type game.
It looked nice and played well. Thumbs up!
Kinda reminds me of flappy bird.
I wish the controls were abit sharper, like faster up and down movement. It's too slow right now
Also, it's really unforgiving; I can't blink or I die.
Also, The music is really cool.
Hahaha! I loved this!
The dialogue was so good; top notch humor here.
I want to see more!
Pretty cool, the ship controls are intuitive and simple.
The game does get repetitive fast; the bullets don't do enough damage, so you have to keep circling around to shoot the buildings. A missile attack would be cool for this.
The turrets were cool, dodging the beams was top notch ;). I wish I could destroy them, though.
dang this was really cool! Definitely the funnest entry I've come across so far. I was really frustrated at first, until I realized that the sound is created relative to the opposing person. After that, it got a lot more fun and interesting. ( got to level 3 without realizing that :/ )
Otherwise, great design and mechanics.
Pretty much an easier version of flappy bird, the idea sounds funny, but it needs some work. Removing the seizuretastic background would be nice :p
the music was good though *thumbs up*
Very solid entry; good mechanics, visuals, sounds and writing.
It's pretty frustrating trying to remember where things were. Also, I feel like it good use something more, but I don't know what. Other than that, please use DontDestroyOnLoad on your music object so it doesn't reset everytime you load a level ;)
Great entry, bookmarked
Chrome reported this as malicious for me as well
I didn't really get the story; the dialogue system was kinda clunky, I kept accidentally skipping text without meaning to.
I didn't understand what the point of it all was; a boring guy who somehow tons of people want to hang out with?
I thought the ending animation was pretty funny, though.
Hey, I enjoyed this!
I liked the music and the art assets were cool (except the enemies).
The combat system is pretty monotonous, though.
There really needs to be some sort of upgrade system; some missions are impossible to complete with 100% core health.
I thought I was a bacteria floating in someone's gut...
the graphics and audio were fitting(music reminded me of Nyan cat for some reason :) )
Otherwise, the gameplay wasn't anything special. Also, would be nice if you didn't have to fall as far for the level to restart.
nice idea, and good story. could use some more content though.
Also, it kinda crashed when I tried attacking. There also seems to be no penalty for reaching 0 fuel
really cool idea, and the gameplay is good.
would be nice if the number keys lined up to the color bars.
As in, currently, I press 1, and I get the brown one selected(which is in the first position), ok cool, but when I select 2, I get green, which is in the 3rd position? kinda confusing.
also, there weren't enough resources to go around, for example, all three planets had really low brown, so I couldn't do anything to save them.
But good job fellow first-timer! it's pretty good! I forgot to mention I really liked the color scheme; it had a really soothing feel.
I want to try this, but Chrome keeps giving me warnings that files from dropbox are malicious and then blocks them.
I really like the music and art. The gameplay mechanics seem cool too, but they feel like they've been implemented strangely. I kept using space on accident to jump, which was annoying. But mostly, I couldn't really tell what I was supposed to do; I'd just jump around and hope for the best, mostly trial and error.
I feel like this would be amazing if it could be explained better
web generally means no download required; any chance of that kind of set up?
Great graphics, great music, great sound effects( especially liked how music changes when you slow and whatnot).
Only complaint is it gets repetitive after a while, and that sometimes upgrades spawn on top of rocks.
thumbs up for amazing aesthetics!
Really nice; the audio fit really well with the calm mood and graphics.
Took me a while to understand how the gameplay worked, but then it started getting fun. And then it started getting hard (about level 7 is where it got difficult)
Damn, I could not beat level 11.
Hope to see more of this in the future; this could be a really good mobile game.
the graphics and audio are nice, and the story is cool.
That's about it; I got bored after 3 minutes of holding the right arrow and quit. Either need to speed up walk speed, or lessen distance between interesting areas.
I click web and it gives me a download option?
getting invalid data file as well
it looks really cool, but it's too laggy for me to play...:(
Might just be my computer though.
pretty cool!
Smoother controls would be nice, and more checkpoints on the second level
I agree with everyone about the controls; are you using charactercontrollers or rigidbodies? imo, rigidbodies seem to work better in 2d.
otherwise, it looks cool!
I found the controls to be really strange for the vehicle.
Otherwise, graphics were nice, and the gunning was cool.
It was kinda repetitive, though
the sounds were really top notch.
Otherwise, there wasn't really much gameplay.
Also, what's the connection to the theme?
Oh man I loved this!
Definitely the funniest I've played, and super accurate, too.
Man, reminded me of my old mmo days.(to be fair, I only bought WoW because my best friend moved away, so we both got it so we could still hang out), but mostly I was a lonely loser.
But dang, i really enjoyed this; I wish there was more content, please add more. I will play
oh, and ha, I noticed username is kvothe; any relation to Name of the Wind?
tried web version; bugs at the begginning make it unplayable.
If I go to the left, my player gets stuck in place and can't move. If I go to the right, there's a wall, and, when I switch worlds, I still can't go past it.
Let me know if you fix this; I'll check it out then
thanks for the compliments everyone.
To 'end' the game, you connect the gold boxes to eachother
I belive you can't until the submission hour is over
@Tom 7
if you get stuck on one axis, it usually means you need to progress on the other axis. They work together. If you can't progress on either, try going back on one of them.
@nintendoeats
That's what kinda stumped me. I'm not really sure where to take this; I was thinking of maybe trying out levels with a Y plane that keeps the same height as your player, or maybe Anamoly blocks that don't move at all. Or I could make a sort of FPS dual-platformer rpg ;). Or mario in two directions, heh.
@mechabit, haha, now that you point it out, I see the screensaver.
@Off, thanks for the critique and ideas. Good points about the screen; maybe it would be better to focus on the farther away view. Dang. The problem was, I got a bunch of good ideas after the 48 hours were over (I had finished like 8 hours early and was sitting around, :/ ). Thank you so much for the kind words
The art is really nice, and the concept is cool. My only complaint is that when the game is playing, my arrow keys and space bar still affect my browser, so it keeps scrolling down while I play. This kinda made the game unplayable for me :/, since the game is at the top of the screen. let me know if you fix this, cause I'd love to play it more.
Nothing really seems to happen no matter what you do.
I tried pulling the speakers and nothing happened, then I tried building and sometimes it would work, some time it wouldn't.
the music note score goes up no matter what you do, and seems to be higher for those who don't do anything.
Otherwise, the graphics are nice :)
Pretty cool, but I agree with Fanatrick.
Would be a lot more interesting if you could design the puzzles so there wouldn't need to be the "sticking" when the players reach the end.
Also, would be nice if you could have more control over the players when they're in the air. As it is, it's hard to land them on platforms
haha, I get it.
some of the sounds are a bit obnoxious, though.
it's a nice, simple game. Combat flowed well, and sounds and music were really well done
Also, is level loading based on internet speed? (my internet is going slow) Going to the next level took forever to load
overall it's pretty cool, and there's a lot of strategy that goes into fights later on.
However, fights are made a lot more difficult due to several things, such as not knowing exactly what abilities do; I still have no idea what time warp does.
I got stuck on battle 14, where I found it hugely annoying that blocking does not prevent web from affecting you. It also seems at this point you just have to memorize the enemies attacks(since they're always the same pattern)
AWESOME
This game is great, you get high marks. Managed to beat it after many tries. I'm curious what would happen if I had two monitors with this game
btw, I'm using java 8 and it occasionally it freezes
nice little game. It took me a while to figure out exactly how the selecting mechanic worked. (I thought you click and drag ) I think this would be a lot more fun if everything moved faster; it took forever to maneuver enemies into the right positions between bread slices :)
also, dragging a line over ingredients deletes them even if it doesn't make a sandwich, kinda annoying.
this is awesome, you win the internet for today
does your musician have a soundcloud page? I've been listening to the serenity fields track all day
I have some gripes: it's hard to click on enemies. Clicking almost always results in "find better vantage point" or "I can't aim from here" even though I'm still able to hit things. Also, sometimes enemies move behind buildings so I can't see them.
Besides those things, I think this is a really cool game and would like to see more
Pretty neat game; I liked it once I figured out how the mechanic worked (took me a couple minutes to understand)
This is insanely difficult.
I like all the art and music and everything, but no matter how I strategize and try to figure things I just can't win.
Also, it seems almost random what things do; sometimes they boost creativity, other times they boost productivity, then sometimes they decrease productivity. It makes no sense
This game is awesome, I loved it!
the interview is great, very cool game
the rhythm part was a bit out-of-place, but the rest was cool
using chrome, screen turns black when I hit play
this is a really nice looking and polished game you've put together.
the AI is bad at times and fails to aim at you when you're walking past them, but otherwise everything works fine.
also, the explosion animation is really good, and the SFX were put together really well!
thanks for the compliments
@voidqk this setup for the controls was the most comfortable that would allow two people to use the keyboard
@ Rene Damm
the battle begins as soon as 'Fight!' is displayed; were you attacking then or waiting until that dissapeared
Thanks all.
@zncatlaw
Wow, thanks for telling me! I didn't know Linux users had issues with unity webplayer, unfortunately I on the road right now wihout my computer and wont be back before the judging ends. But I'll keep that in mind for next LD
Pretty cool little game; is it possible to win?
I was really confused at first, but I figured out the controls eventually and managed to stay operational for a while. Eventually the music stopped playing.
the artistic side is very well put together
man, animations really make a game look good!
The visuals are simple here but I like how you made the -1's look they were walking around :p
not bad, would've been nice to have an explanation of how the police things work. Also it's hard to see the chests due to the lighting
I liked the voices ;)
lol great game!
Awesome music!
Wish there were some other modes; this would be cool with some tower defense elements
This is a very polished game. Despite the simple graphics the visuals are still pleasing do the the screen-shakes and what not.
I also liked your interpretation of the theme ;)
fyi, music stops at round 2, and the 'press button to start wave' plus the arrow never dissappear
funny and well done; would be nice if you could win, though.
Did you make the audio? it's really good!
The audio is really cool and I love the block animations that build/destroy the level. My only complaint is that the gravity is way too slow; feels like the character is floating
it's a cool game, just has some issues with using powers.
An on-hover display of what a power does would be useful, and if you could use the power and not have to select it again. Also, make so it's not so hard to click on the people.
Other than that, I liked the audio/visual aspects, and the design is cool; mostly just being held up by the annoyances I mentioned
took me a minute to figure out how the game worked (without read the readme) and it's pretty good; I like the mechanic a lot!
Does it get harder ever? I feel like this would be a lot funner if blocks started falling a lot faster as time passed.
Awesome game! loved it!
gorgeous art, great music, fun gameplay; just great overall
the music also reminds me of Chrono Trigger a lot
Looks really nice!
Gameplay needs some tweaks, but nothing big. It's fun as is, though halfway through I figured out the best way to win was simply to teleport past everyone
Great story! it took a while to get into it, but it was worth it for the twist near the end.
Personally, I feel it would have been better if it ended right as you (spoiler) make the call instead of drawing it out, since it's obvious what's going to happen after that.
The SFX was great, and the music was good.
I felt the art got a little too distracting in places, especially outside it was confusing to figure out where I could or couldn't walk
Great game! I really liked the idea and it worked well
my only criticism would be that sometimes I would grab one persons weapon while they were on top of someone else so I'd ending up grabbing both of their weapons causing me to lose points. Not a big deal, just a mild annoyance.
Also, why doesn't the music loop? it's good!
It's fun at first, but difficulty ramps too fast.
I gave up on stage 3 after 50 tries. I feel like the controls would be less clunky early on if the controls were inverted perhaps
So was Far Side an inspiration for this? ;)
Also, music is great! art is good, too.
I'm kind of disappointed this is only a survival game; from the description I expected to sort of quest or missions of having to gather certain items while evading guards. Anyways, good job with what you did.
Some notes: cursor is visible when you first load the main game level, but it does disappear after you click.
Also, when you die, the mouse is still locked, so you can't click anything in the menu.
@ChrisGaudino sorry about that; I have no way to test mac builds, just using Unity's export
@GhostBomb Thank you! I just used Unity so physics wasn't a problem :/
most of the wonkiness came from the way the room moves so fast. And glad the panning is noticeable :), was wondering if anyone would catch that
@TheBigShot thanks! :)
Thanks for the feedback and critique everyone
The idea for this came about when I had the idea to make the room the unconventional weapon, then it sort of evolved into what it is.
I only had about 5 hours to make this, which is why there aren't many levels.
@SelfTitled is the cursor visible? it's not supposed to be, plus level movement isn't relative to mouse position, but only sensitivity.
Thanks everyone! Really happy with this LD
and great suggestion @PatAfterMoon, this would work great on a touchscreen
very polished!
gameplay is good and story and art style is cute.
I had some resolution problems and couldn't see the top or bottom of the screen, but it was still playable
Great Entry!
good use of the theme and great music.
I had some bugs with respawn in the first level, but after that it was fine.
Also, I found it extremely annoying how the piano would 'follow' you when you drop it
The jump is really aggravating; I don't know how you're doing a groundcheck, but this would be a lot better if it was reliable. (if you're raycasting for a groundcheck, try using spherecast instead)
the exploding ball at the boss doesn't respawn when you die or if you miss, making the game unwinnable it seems.
Another thing, the jump sound doesn't really fit with the sound of the trumpet.
Criticisms aside, I like the idea, the art isn't bad(run animation is good :) ), and it plays well once you get past the jump issues.
Great aesthetic.
I feel like this would have served better as a sort of exploration type game, though.
Nice artsy game :)
Great art, especially the blob.
I had a hard time understanding how to get the effects of the solution; did you have to destroy the containers and then stand on the puddles or just destroy the containers?
Well-made game, visuals are of course awesome, but I think the mechanics could use some tweaking to be more responsive
Hello, when I try to play I get this error:
FATAL ERROR in Vertex Shader compilation
ShaderName: sh_Night
D3DXCompile failed - result
Great entry!
good visuals and animation.
I feel like this could have benefited from some kind of goal (kill X humans and then fight boss or something), but otherwise, the basic gameplay mechanics are solid and could be expanded into something great
Well, the visuals are impressive.
otherwise it's a technical achievement but not really much there game wise
VERY impressive. Technical and gameplay-wise.
great pathfinding, no issues at all.
Level design was good: challenge gradually increased
couldn't figure out how to enable core :\
needs more enemies!
+ great voice acting
- hard to aim cloud
would be nice to have a shadow or something to tell where cloud is
Fantastic game. Only thing I would suggest is making it easier to get stronger, maybe orbs last through each life. Because as it is, I don't think I ever made it to the point where I had enough souls to have more than 3 health
good music composition, though it sounds obviously electronic.
I feel like the art assets could've used some work, but they get the job done.
Also, the game never gets challenging: I reached the end just as ships with guns started appearing.
Anyways, build on this and you could have something really cool
Man, super awesome; fantastic entry
It would be nice to have some goals that made the game not endless (e.g. survive 10 waves to win), but otherwise it's superb
Thanks for the feedback everyone!
Lack of sound effects was mostly due to time restrictions (though laziness was a factor).
Apologies for the overdone movement speed; towards the final hours I jacked up the enemy movement speed and acceleration rate by a ton and added a bunch of extra code to the AI to make it a lot harder to fight. It was a lot easier to manage dogfighting before then as the enemy tended to stay on the screen a lot more.
I'll probably make a postjam version and change it back (or maybe even just change the original as I believe the rules allow for that kind of thing).
I also had an interesting mechanic that was like a space grappling hook that let you change directions quickly, but dropped it for the sake of simplicity. Code's still there in the source if anyone wants to try it, just uncomment the bit in the PlayerInput script under if(Fire2).
You know graphics weren't actually as terrible as I thought they were at first. It was kinda funny and worked well with the mood
I get this error when I try to play:
FATAL ERROR in Vertex Shader compilation
ShaderName: shd_radial_blur
D3DXCompile failed - result
Very neat little concept.
It would have benefited tremendously from some ambient sounds and better visuals, but the gameplay and concept are very sound and interesting
Damn! those visuals on the characters!
the animations needed some tweaking, and the camera was pretty awkward to control, but otherwise, not bad entry
Great game!
I played for maybe half an hour, but didn't manage to win. It's frustrating having to build all the way up again after dying. Otherwise, very fun and I could see this becoming a full-length game.
Very great visuals, wish there was more gameplay to go with it though.
dialogue is a nice touch wishm but there was more, as that would inspire me to play longer
hey man you should be proud, very well done on the visual style. Reminds me a lot of Legend of Grimrock. Also, I couldn't figure out how to get the wizard to do anything
Good, fun, simple game. Great visuals, too!
Gorgeous game!
I felt the controls were very confusing. After a while of playing I started getting the hang of them and really liked how they felt physics wise, but for a short game like this, I think something simpler would be better
Great aesthetics, wish there more was more gameplay. Maybe a boss at some point or varying enemies
It would be nicer if you could jump then move without releasing both buttons before pressing one again.
e.g. press and hold a+d, then release d to move to the left while in midair.
what...the...fuck
Awesome as usual!
Also, could I request a walkthrough?
Great aesthetic (visual and audio), but I couldn't find the objective
Sold game, props for including a level editor.
I think the hitbox problem could be fixed by making movement grid fixed, that's normally how 'push the rock' type games handle it.
very polished, but definitely could've used some audio. Reminds me of Scale a lot.
Great animations, but yeah, the controls were confusing to figure out. Also, I think it would be better if they were mapped to wasd or arrow keys
I feel like a design similar to the duel in FF9 would be better ( perhaps a dance off?), e.g. you press the button only once after each one is called.
Pretty good level design. I feel like the camera could be improved; couldn't see where I was going too often. But otherwise, definitely had fun
Keep in mind that potential energy is zero when you're standing on the ground. You have to get airborne to fly using energy conversion
Great game, was fun and good use of the theme in the mechanics. I feel like with some polish and more levels you could sell this on steam for sure!
loved it :) frickin adorable
Good simple game, I feel like it would make a good mobile game if you could figure out controls for it
Seems interesting, but was way too choppy to fully get into. Was playing the windows build, tried web build as well
This is a really good game. Once I figured out the basics of the mechanics I had a lot of fun managing resources and figuring out everything.
One bug I found though is that once you buy an item you can't cancel placing it.
wow this is really...depressing, kind of.
Great visuals and audio. mechanics were a bit simple; the only way to lose is to hit him repeatedly. Otherwise I could just tap the other options until I won without needing to read what he said.
Ran into some bugs with being items disappearing from the store and glitched placement. Also would recommend having the name of the item pop up along with the price, wasn't sure which the tiles were.
But welcome to Ludum Dare! it's a ton of fun and I still fondly remember by first.
good background art, too bad you couldn't get around to adding a story
Intro video is a nice, and the room is nice looking, but the mechanics are a bit too complicated without any clear goal of what I'm supposed to accomplish
Pretty clever use of theme, good simple puzzle game.
I ran into a lot of small issues though, such as I didn't figure out for a while you could put some objects on top of others, or sometimes the next objective wouldn't appear and I'd be stuck not knowing what to do.
Good game, but it felt like I was just playing the tutorial for the actual game. I also didn't know what my goal income was supposed to be in any level.
Btw, I got a float error at some point so it showed my income as -4.000001 or something.
Hey avast is blocking this file when I try to run it
This is definitely my favorite game of the jam. Loved the art style and audio. Especially the birds, great touch. How did you do their AI?
The only downside is that it's very frustrating having to start over every time you fall. I ended up giving up after the second to last star because of this. Just too much effort to start over.
Good story and theme, but the text scrolling was too slow, made it hard to get immersed.
Looks gorgeous, but was very laggy on my computer.
The gameplay could have used a little something to make it more interesting as well.
Hey this was a lot better than I was expecting; more than one enemy type, multiple weapons. Pretty good for an LD.
I think some adjustments needed would be to make the shop auto open at the end of a round instead of having a button for it. Also a warning when you're low on health
ad some issues with the text boxes, sometimes would accept or decline offers while I was just trying to skip through text.
Otherwise, good entry. Reminds me of the comic by the Oatmeal about exposure bucks
Really great idea, but needs to be easier.
The mechanics are a little too finicky and imprecise. Also, the hatch is too small, would be better if you could enter anywhere over the space station.
Otherwise, liked the visuals, and the audio was informative without getting in the way.
it's dark on purpose, the longer you wait, the dimmer the lights get, making it harder to see enemies
I like the concept here, but it has some mechanic issues: It took a bit to figure out I need to click the ground below the computer to open the screen, or the ground behind the door to do an activity, and that directly clicking the computer/door doesn't do anything. It's easy to spam cheaper options like going to a fancy restaurant and renting a racecar and you can get enough happiness daily to reach the goal before you die. Also, is it random how much happiness you get from an activity? I couldn't tell if there was a mechanic in place that makes you derive less happiness by day if you keep doing the same one over and over.
If you plan to expand this into a full game I would suggest putting transition screens showing the activity when you choose something. Also, adding intermediate goals would be great, e.g. 'make some friends' 'get abs' or something. Right now, just aiming for 1000 is very slow and I ended up quitting at around 300.
Overall, I think you have a good foundation for a fun game here, and you did a great job creating a proof-of-concept in the short time you had to make this.
The aesthetics are great: rain, character and environment art, the little orb spirit that follows you around. Great work on that front.
Mechanically I had some issues: it would be nice if tapping x during dialogue would display all the text first(how most games display text) instead of just skipping to the next dialogue. I believe I missed some important things because of that. I think it would be better if the boost bar recharged instantly when you hit the ground. having to wait for it to recharge slowed down the game quite a bit. The camera was a bit awkward, it's hard to tell where platforms are sometimes and I fell of the map a couple times because of that. I do appreciate the good level design that helps prevent this though; like having trees poke up from the bottom of the screen so you know you can land there, so +1 for that.
And, like the others mentioned, it is very hard right off the bat. I know I have this problem myself where I don't put enough easy levels in at the beginning to scale up to the harder ones (noticeable in the third level of my entry, and in the fourth level of yours). So just something to keep in mind for future level design.
However, this is a very solid entry; I'm very impressed by what you've done in only two days. I think you have a good chance of making top 100 overall easily, and possibly a medal in graphics.
the gameplay is fun but there are some issues that make it frustrating; it's easy to overshoot movement by a tile and run into an enemy. Also sometimes I would move to a tile after an enemy had seemingly left it but I would still die. It would also be nice if tapping space would display all text instead of skipping to the next dialogue. Otherwise, good choice of music and well done establishing a world through dialogue. It would have been fun to directly confront Ollay in a level instead of just reading about it
@paveldlouhy oh wow that's very impressive! I thought it was premade because of how high quality it was.
Like the previous commenters said, it's a good concept but it's too short. I feel like it would be nice to expand on it by adding some more mechanics, like making so you can digest food mid-level or maybe different kinds of food that fill/heal different amounts. The flap mechanic feels comfortable and binds well with the sound effect with it. The visuals of the bat good but the level could use some more variety in tiles.
I love tower defense games and this is a pretty solid one for being made in only two days. I would have liked more levels to play, but it's pretty fun for what you have. What are the ranges of the towers? Is it only adjacent? I do think it needs to be harder, once you get enough money it's pretty easy to have an unbeatable setup (lots of slows and bomb towers).
I like the idea here; a zombie shooter where the more gear you have the slower you move/ the harder it gets. It just needs more improvement on the implementation side: like what does the money do? It just seems to slow me down with no way to get rid of it. I think a good way to take this game would be to turn it into a generic top-down zombie shooter, but focus on the survival aspects of needing to collect gear and take it back to a base. Right now there's no need to pick anything up since it just slows you down and makes it easier to die.
Anyways, I think this has a lot of potential; if you do keep working on it I would definitely be interested in playing it.
Hello fellow Godot user! I like the concept a lot, funny and has a lot of room for creativity. Of course, like you said, the game is very unfinished right now: Sword sometimes glitches and stays stuck in midair. It's almost impossible to not take a hit when wearing armor since it takes two hits to kill an enemy; I tended to get a lot farther when I didn't have armor. I like @ursagames suggestion of having a shield when you wear armor.
Animations and art are great, but it's very unfinished on the gameplay front. I do HIGHLY suggest working on this more and turning it into a full-length game. This seems like exactly the kind of game that would explode on Youtube if it was fully fleshed out (heh).
Also, ignore Tabass.
This game has a lot of polish, but I found it too vague at the start on what to do. I wasn't aware pickups clouded your vision until I read the comments and had thought that was simply part of the atmosphere. The first level was also very confusing, since the ropes don't stand out from the background so the first few times I used them I thought it was a bug. Something I think this game really could use is more forgiveness on the jump mechanics, for example when you go over an edge it would be nice if you could still jump a split second after (a feature common in most platformers). All my gripes aside, the level of detail and work that went into the level design and atmosphere is really incredible. This game is so far the only one I've given a 5 out of 5 on mood. Very deserved. I hope you go far with this.
Fun clever mechanic. It's enjoyable to play with the physics of the bullets to hit the targets. However, when the planets are far apart it takes forever to hit the target since you have to wait for the planet to turn all the way around before your shots can escape your planet's gravity. It would be a lot better I think if all the planets were close together. Also the shots would hit pretty often even if they landed nowhere near the target. Otherwise, great entry definitely enjoyed this.
I ended up getting overrun with cats after a while, died, and had a good chuckle. I like the game but wish there were some more objectives beyond survival; at a certain point you end up with practically unlimited money and it becomes simply a matter of time before you can't fill the food bowls/get cans to the fridge fast enough and the cats end up insta-killing you. Graphics are fantastic and dialogue is pretty funny, mechanics solid and smooth otherwise.
This is a really cool concept. There's more to it than just stopping and starting; you have to pay attention to acceleration time as well. Often the most efficient way to deal with traffic was to quickly double click a car to only cancel it's momentum instead of stopping and waiting. I could see this being turned into a full game with the addition of different vehicle types (semis and motorcycles, different acceleration times and sizes) and lanes (one-way, two-way, multi-lane highways). Honestly I think this could be a really successful mobile game; tapping vehicles would be easier than clicking on them.
@Bificommander thanks for the review! really appreciate it. I've been suffering through finals the past week and only just finished so I'm finally getting around to playing and rating games.
About the bug, thanks for the details. I was aware there was an issue there but I didn't know the bunny could actually be pushed out of the map. I'll get right on fixing that (Ludum Dare allows fixing game-breaking bugs afaik). If you want to bypass the level from there, you can check out the walkthrough video I included in the main post, basically I only leave the bunny to lure for a very brief period of time so the hedgehogs don't touch each other for long: There is a physics glitch with Godot when using KinematicBodies (used for characters' movement) that causes them to spaz out when multiple ones bump together. I wasn't able to find a fix during the compo period so I just left it since it didn't seem game-breaking.
Thanks again
@Bificommander haha I don't mind, really appreciate it. Glad you made it past that level.
Really clever use of theme, takes a bit to figure out how it works but once you do it's fun to play around with. Could use some more enemy variety and maybe some chips that reduce charge time? (perhaps at the cost of something else)
Hey I saw you posting about this in the discord when you were working on it; turned out pretty good. I did find the controls awkward, I think just having standard wasd (a to jump and s to slam) or arrow keys would be more intuitive. Once I figured out the controls and got into the rhythm it was pretty enjoyable, the screenshake effects and sound effects really add a lot of mmph and make it feel great. But I feel like it doesn't really reward risks enough: playing safe and destroying every crate as soon as it lands will end up netting way more points than trying to let a stack get three high, since if a fourth block happens to land on it you can't jump high enough to get on top and just have to hope another block lands nearby and not on top. Overall I think this is a strong entry with a lot of polish. The variety of block types add a lot of dynamic to this and I could see this becoming a a successful mobile game possibly.
That was increeeedddiiiblle writing! I ended up playing it through about 10 times to see a bunch of different options and was really impressed by the variety of scenarios you came up with. I did end up laughing (out loud) multiple times; you really have a gift for this and a strongly recommend you turn this into a full game. Also the art was great, all the expressions really nailed the writing home.
movement is fun, mechanics simple and easy to get the hang on. Fun to play around with but needs an ending; just seems to pick a random goal location after you finish the last drop and becomes unwinnable. Would be fun with multiple levels and more vehicle types perhaps
comment got duplicated, no way to delete, ignore this
The controls are hard to pick up, but once you get the hang of them it's pretty fun. It's rather hard to make precise movements; I think it would good if the crates/ targets were bigger to counteract this. Also it would be nice if you could directly control the camera (with mouse perhaps?) and have all the movement controls done with one hand. Otherwise, the physics are well done and fun to play around with.
This is pretty confusing. First glance I have no clue what's going on and the tutorial doesn't help much. It would be nice if there were a few tutorial levels to slowly introduce concepts. I've never played spreadsheet games before but it does look like a fun challenge once the mechanics are understood
Very cool and fun use of the theme. One of the more creative interpretations I've seen. Great music, visuals are good, level design is good.
I got stuck at the golems and gargoyles' gate, wasn't sure how to proceed there.
I ran into some bugs to note: if you die and respawn at a fountain the sense area resets to the same as 0 no matter how many coins you have, dropping coins will then make it get smaller (possible to make so monsters dont detect you when you touch them) and even bugged out at one point so I couldn't pick up any coins. I picked up a heart even though I only had 3 coins; I ended up with 3 coins
Hello fellow Godot user! Good entry for your first game, the visuals were good and basic mechanics worked well. I think the controls could have been improved, just using WASD to move and mouse to aim would have been very intuitive. Also it would be easier to play if they main character had a circle collider, right now it's awkward having to rotate to fit between passageways. You also might want to look into using pathfinding with the snakes. Good job with what you've done, I do recommend continuing to work on it after LD and polishing it up and improving on what you've got.
this was a pretty fun entry. Played all the way through to the end, amassed a fleet, and defeated the mothership. Some frustrations: I wish there was a way to refuel remotely; ships occasionally get stranded without fuel and no way to rescue them. Also it would be nice to be able to manually refuel ships; it was annoying sending the fleet out only for them to one by one peel off to go refuel since they all had different amounts of fuel. The visuals were great and the mechanics worked great. would be nice if you could see where camera was on minimap. I love strategy games and would definitely play this more if you expanded on it.
great visuals, and loved the animations, especially the villagers. Found it annoying that they could walk on their buildings but I couldn't. Got stuck waiting for them to move somewhere I could reach them. Also, slow movement while dragging made me lose a few times. Figured pretty quickly the right strategy is to kill a villager so others will chase you, lure them to the cave and then kill them. Pretty decent entry, great overall creepy aesthetic.
found the game pretty confusing, not sure what I was supposed to be doing, just kind of walked around and either died or lived, didn't seem to have an option to slay or save.
Thanks for the comments everyone, appreciate the feedback.
@qviguier if there's no meat next to an animals body that means something else ate it.
@acuriosity completely agree, should have had several small herds of deer, oh well.
I found the game really confusing at first, how do I select which monster to use? How do I select which to attack? How do I combine essence? How do I cancel an attack? after a while I figured it out and it got funner, but there didn't seem to be any way to progress. I'd gain monsters, then they'd die and I'd still be stuck in the starting area. Combinations of essence almost seemed random on whether I would get something good or not. It was alright, but it would be nice if there were some hints or a guide
really fun game, enjoyed this a lot! Would love to see some more story and polish on this. By the way, is there any way to get defense against normal attacks?
wow this was incredible! Great entry, I managed to stumble my way through the puzzles and got the good ending, then used the walkthrough for the other endings. Really high quality work
really fun grappling hook mechanics. Some of the sniper frog placement seemed cheap, especially when swinging from vine to vine, but otherwise was fun to play. The lack of animation on the player character was pretty awkward but the other visuals were great
good snappy movement, would be nice if you could control jump height by holding jump button but otherwise pretty enjoyable to play
definitely the funnest game I've played this jam; great story, great music, great use of mechanics. My only gripe is the platforming is a little clunky, typically in platformers if you walk off an edge right as you hit jump, there's a little lee-way time where you can still jump even if you're in the air, otherwise it feels like you pressed jump and your character didn't jump, just fell off the edge. I feel like this would make the end platforming sequence a lot smoother, I died in quite a few spots because of that. Otherwise, great game!
great visuals, audio, and effects! Mostly felt good to control characters, my only critique is that it would be nice if you could jump for a couple frames after walking over an edge, otherwise it feels sometime like you pressed jump and your character didn't jump. I really liked the birds. The gun guys were cool, but I wished they contributed more mechanically to the puzzles; they mostly were just used like a different colored regular guy
very tough but fun game, would be nice if you got more money at the end of each level, maybe just a couple more coins, would make it a lot more playable
cute little game, ran into a lot of technical challenges though: really hard to click on characters, could use bigger hitboxes. Then one time I clicked one and it sent it and another nearby character into the volcano and I lost. I never saw the volcano not repeat itself, it would always choose the same type of character over and over, and usually it would take forever to spawn the right character. Fun game in theory, seems like a good memory puzzle game which I'm into, but technical issues brought it down for me. If it helps, I'm on Ubuntu. If you fix those issues in a post jam version hit me up, I'd be interested in playing. Great visuals, animations, and audio effects.
on linux tapping a movement key instantly moves me to one side or other of the screen, not able to play it. Looks fun, really wanted to try it. I wanted to try taking a look at your source code and see if I could get it working on my pc, but I don't see it linked anywhere on your itch.io page?
very dark, I'd like to know more about these creatures that kidnap unicorns to get ransom money. Do the unicorns keep the gem stockpile on hand for just these situations, is this a common occurrence? what do the blobs plan to do with the money?
pretty fun little game, good level design, difficulty scaled well. lot of fun little mechanics to play with. Only complaint is I wish restarts happened immediately after you died instead of having to press a button
pretty cool idea, took me a bit to figure out how it worked, but once I got it, it clicked easily. Wish the bullets were bigger, kind of hard to see them
Decent platformer, plays pretty well. good visuals and audio. I found the final level to be huge spike in difficulty, almost gave up, but managed to beat it. I liked how the theme was used, but I would have liked to see more sacrifices. Kind of disappointed with how the main character just puffs into a cloud when they die, wanted to see gushes of blood :(
Took me a bit to understand what I was supposed to be doing, but when it clicked that the game wasn't restarting every time I died and I understood what was going on I thought that was pretty cool. Neat concept but it's not very fun to play. Would be nice if there were some puzzle elements or something so deaths actually felt meaningful instead of just a way to have more air or something. Great graphics and animations, sound would have been nice.
really cool mechanic, good challenge balancing health and ammo. The annoying part was having to constantly look down to check my health and ammo, It would nice if that was displayed maybe next to the crosshair or maybe indicated through audio. Otherwise, great visuals and cool little game
@philippkick how did you get it working in linux? I wasn't able to get it running
@seth-tal glad you liked it, I included downloadable versions as well on the itch page, just haven't made the links here for that
@svntax I added some performance options, could you try with low graphics on and see if it gives the same issues?
@snowinn that's definitely a bug, the boss has music with it, maybe try the downloadable version?
@snowinn well that works lol. Music was made by Prahlad Das: https://www.youtube.com/user/pjboy25762​ he'll probably make a video on the behind scenes of that soon
@3mpty ludum dare website does something weird with the links and completely breaks them. Check the itch page for working links
@rhys-vdw I thought it would be funny to have scroll wheel spin the revolver chamber, then I just linked it to opening so I could keep everything mouse-based. And the gun chamber has been the source of the most bugs lol