Azrellian Asteroid Field by KunoNoOni 2017-08-09T01:00:12Z
Nice job! It's like Alvin and the Chipmunks pilot a ship that is running out of power :) I'm sure that joke is already done above, but that's what the voices sounded like to me. Great job!
Foon → Ludum Dare Explorer → Users → morphine
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | X Feet Under | compo | 407 | 3.51 | 3.17 | 3.06 | 3.90 | 3.60 | 3.39 | 3.18 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Dyeswap | compo | 19 | 4.10 | 4.11 | 4.04 | 3.76 | 3.70 | 3.61 | 3.65 | ||
| 2017 | 39 | Running out of Power | Drain | compo | 31 | 4.04 | 3.32 | 4.00 | 4.19 | 3.63 | 4.29 | 1.83 | 4.19 |
Nice job! It's like Alvin and the Chipmunks pilot a ship that is running out of power :) I'm sure that joke is already done above, but that's what the voices sounded like to me. Great job!
Nice job! Amazing game.
I think it's pretty easy to see what you were inspired by, but there is nothing wrong with that, what you have done is pretty fun for sure! I have a few problems but they all stem around the fact that the upgrades you can purchase don't seem to do very much and the price scaling is crazy! Went from $500 to $5000 and all I can see are little tiny money stashes.
So yea, the bullets don't slow, stop or do anything to the enemies from what I can see and I wish the first ones were a tiny bit slower so that I could get my bearings before they get difficult. Not bad at all
Nice job! I really enjoyed this and it seemed to have a lot of polish in places you wouldn't expect, like the zoom effects and the water shading on the rocks etc. The only issue I have is that it seems like you always want to use full power. I see no benefit to trying to get the exact amount of power because it seems like you can't overshoot, the ship moves too slowly and you can adjust trajectory mid path... you don't have a global power meter so there is no risk to using full power and running out for the next hop. At least that's what it seems like.
Great graphics and a nice oil painting art style. I feel that the challenge becomes unfair eventually and also sound is lacking which hurts the game a little bit.
Great game and I spent a lot of time with it. My main complaint is that it's sometimes difficult to tell what your current "challenge" is. For example, after the 2nd checkpoint where you get the message to watch out for flashes, I kept dying shortly after landing and couldn't figure out why. I still don't know exactly why, but I just moved really quickly and was able to get to the next screen. Audio is top notch, graphics top notch, great job!
Wow great job! Had a very polished feel to it with the cut scenes and the music was catchy as well. Nice!
Nice use of the theme, difficult game to get good at
I really like the concept here and my main issue is that there is less skill than wishful hoping that blocks will go where you want them to. I could never reliably get them to fall anywhere I wanted so I eventually gave up. I think if you could make it more skill driven you would have a really great game here.
This is a really unique idea, but man, brutal difficulty. I die within seconds of hitting start :(
Haha lots of fetch quests! Nice job :)
Hey you might want to publish a version that is playable without having to compile. The only download on Itch was for the source code.
Man that is brutal, those energy stealers are everywhere and move way too fast compared to me. It's basically impossible without some sort of skill related element (e.g having a gun which can blast them but drains your own energy)
I think I get what you were going for and it could be something decent. You need to provide the player more clues about where to go though. Because I work in Unity a lot, I know the standard FPS controls right away, but someone who didn't know that probably wouldn't have any idea what they were doing. Additionally, after getting the first power up, there are no more available that I can seen. Oh and the volume for the music should be set lower, set your Audio Source component's volume to .5 or even .25.
Hi and congrats on releasing. I liked the concept of your game and it was fun for the first 2 or 3 levels, but it didn't seem to get any more difficult after that so the challenge quickly goes away. One little polish thing is that as soon as the player completes the puzzle you should disable the controls so that you can't keep moving them around, right now you might be clicking around and trigger the win without even realizing it and then it quickly disconnects even though you still won because you clicked again.
So I'm not sure why you opted out of humor because I was going to score you high on that "filthy humans"
The controls are passable, but man the camera made me nauseous. It seemed as though time progresses when you move so if you stop, the "filthy humans" stop as well. Or maybe that was just random.
Overall not a bad entry at all.
Hi there! Congrats on releasing and nice use of the theme. A couple of suggestions - the movement feels very sluggish, I would definitely speed that up a little bit especially rolls. And the camera shake every footstep is a little bit too much.
Great job on the graphics, it has a starfox feel to it, but the controls, oh man those needed more time in the oven. I never felt like I could aim at the enemies properly. I was fine just chasing after power orbs, but once I had to fight, it was all over.
Great job! really enjoyed this and the soundtrack stuck in my head. I couldn't figure out what the items did but still had a blast playing.
Hey there, congrats on releasing! Overall a pretty enjoyable experience, but a couple little tweaks could really improve it I think 1. Fill power up before extending the bar - this just seems like a bug to me, but if you are low on power and collect some more, it should fill the bar up before extending it further 2. I think you should make it so that the robot's bullets cannot be destroyed by your electric gun. Since they can be, it makes the game pretty trivial to just stay in the middle and wait until enemies come 3. Increase the spawn rate a little bit, seemed I was waiting around a while 4. Add collision detection to the edges of the map, just a little polish to prevent players from going off screen
Nice job!
Hey there great job! Nice art style, love the guillotine and the music is engaging. I think the main issue that you have is that you need a better tutorial or written instructions because it was a little difficult to comprehend what I was doing at first.
OK so first things first, for being only 3 seconds long, the main song is rather catchy. The artwork on the main character is also well done and the backgrounds etc. all build a good post apocalyptic environment. Here are some things I would work on
1. Fix the controls issue - this type of polish is needed and it's really not acceptable to be unable to control the game without reading a workaround 2. There are some times when you can die without making any mistakes, so your balance is a little bit off on enemy vs. barrel spawning. I played a perfect game, collected every enemy's energy, and still got to a point where I died due to lack of energy because not enough spawned.
Hi, congrats on finishing! I just wanted to say that you should rethink the control scheme you use in future games, because while WASD is fine, I personally was expecting it to be relative to the direction the robot was facing, not the screen direction.
haha that was one of the most interesting entries that I have seen! Nice job
Your art style is great, I love it. But the controls are not well thought out, they are very cumbersome and it made me not want to replay again to try to make it until morning.
brofist... HAHAHA. This is the first text based adventure I played in this jam and it's really enjoyable. My only complaint is that I don't feel like a mission is established early on and it becomes a little bit confusing what you have to do. I'm not very good at them though.
Hi there and congrats on releasing a game. OK so first things first, wonderful programmer art. I especially love the rotation of the arm while aiming and I actually find the floaty jump mechanic somewhat endearing. A couple of points that I think you should consider
1. While you do tell the player that hotkey 1 equips the assault rifle, most players are going to expect you to auto equip it for them. 2. You need to add some collision detection at the bottom of the screen, e.g. a "death zone" because I went under the map and had a good ole time walking around off screen before I just quit the game. I'm not sure if it was a camera issue and it didn't follow me, or it was a collision issue and I shoudl have died, but either way, something to be aware of.
Anyways, great job on releasing and keep working hard to improve with every one.
Not bad at all! I can see that my main gripe has already been presented - the random aspect of the energy bars results in sometimes playing perfectly and still dying.
Hey there, congrats on releasing! So I really want to play this, but I am having a really hard time with the controls. It seems like WASD is used to rotate you, but it rotates entirely too fast. I'm not sure if you designed this while playing with an XBOX controller in Unity or not. I use Unity as well and I know that if you're using horizontal axis for rotation, left/right will return a full 1 for GetAxis while a controller will be more precise. The game looks nice though!
Like others have said, nice GTA feel!
I think my main problem is twofold, you really need to have the map visible at all times, but if you don't want to do this, at least make some indicator outside the building that you are there. The buildings all have a similar appearance so it is difficult to tell where you need to go.
Control wise - it would be nice to be able to toggle the map at any time with TAB or something like that instead of having to use the little button, it's too much mouse movement. You activate the map high up and then have to move down low to close it.
Hey great job! I feel that you need to give the player just a little bit more control over their ship though, I found it almost impossible to hit gas cans without random luck and basically just resulted to going straight up, hoping to hit one by chance and if i ran out, i would just let it go straight back down and would hope to land on a gas station. I was able to exit the atmosphere, but not much mroe than that.
Hey great job! really enjoyed this but man please take that motion blur away, it made me a little bit nauseous.
The reason doors don't require 100% is because the intention was to have the user go back and steal from them after they opened them and to learn that they don't have to fill them up entirely. The only thing that requires full energy are the pillars everything else is variable. Thanks for the feedback!
Hi everyone! I added a version with more ambient light (play online still) if you guys want to see the game without falling into the pit every time. It's much more ugly when you can see how blocky the world is but at least this way you can listen to all the audio logs and the different music clips.
Great job! It's clear you put a lot of time and effort into this. I am particularly impressed by some of the space fight effects, for example when you get hit by the electric beam there is a screen distortion that looks very nice. And you also researched your history which is also awesome! My only complaint is that you have to switch between mouse controls sometimes and keyboard only controls (during fights) and I wish you could just stick to one control scheme and make that work for all gameplay types.
Hi there! Congrats on releasing. I wanted to say that I thought the microscope effect was a really nice touch. I think you have an issue with difficulty scaling right now and I believe I have a possible solution for you to think about. Right now, I didn't take damage a single time and I played for about 5 mins straight. All you have to do is sit in one place, click a ton of germs and then collect when your blue bar gets low enough. A very simple solution to this problem is to have blue energy orbs expire after a few seconds, this way the player HAS to collect them quickly and therefore move and run the risk of running into a germ. As it stands, I can just sit and wait for a while till the field is filled with them, then collect enough to get back to full bar and repeat.
Great sense of building an atmosphere through storytelling. While the graphics were a little bit on the lower end of quality, I would be OK with that assuming that the controls were more precise. It seems to be as though you might be triggering off of a key repeat event to determine movement because if i hold down a key for even like 1.5 seconds, the health completely disappears even if I only move 2 blocks. I'm not sure if that is "design intent" or not, but it seems that health should be tied to number of blocks moved + some time factor possibly, not key press events
Like everyone else has said, I think either you need to have a tutorial stage or a better written guide because I couldn't figure out what each color meant just based on iconography. It seemed like they all caused the robot to shoot and I felt like I didn't have any real control over what would happen when I picked something.
Victory! (Spoilers alert)
victory.png
Great job! I really enjoyed playing this and it kept me engaged enough to want to see the end!
Congrats on releasing and fitting so much content into 48 hours! My biggest complaint is that the tutorial didn't explain the core concepts well enough and that made it a little bit more difficult to enjoy and evaluate properly. I would recommend putting a written tutorial online somewhere for newcomers.
Niceeeee job. Really enjoyed that a lot. The flickering lights add a really nice touch, my only suggestion would be to slightly increase the hitbox size for the rotation because it sometimes seemed like I would miss because I was a pixel off.
Nice job on releasing! And god damn on the brutal difficulty. I thought I would just kill one and then go to the bottom and wait for them to arrive to keep my energy topped off, but I ended up knocking them off the screen and they didn't return :(
I really liked this! Great job, like someone else said, a power indicator would have been nice
Very innovative use of the theme. Well done!
Ha ha ha hilarious, very nice!
Congrats on getting your game done! I will say that you might want to rethink your difficulty scaling :) this isn't super meat boy - but if that's what you are going for, you will want to tune the controls a little bit better to make it at least fair when you die.
Hey there - congrats on releasing! I just wanted to let you know that I just had a blast playing your game but had a little bit of trouble with figuring out how to pick stuff up, or if I had picked stuff up, or if it was even doing anything. I saw all sorts of stuff come out of treasure chests, but I couldn't seem to pick anything up. Maybe I missed something. I laughed at the "I'm going to fucking kill you". For some reason this game reminded me of agar.io in like a medieval land. not bad!
Nice sound effects and sprites, but too much clicking - it's sorta like cookie clicker, but definitely not an idle game, you haveta click a lot to hope to stay alive and meanwhile also try and shoot the enemies. Kinda a pain.
What a unique game! I'm really glad you did this because it added some variety to LDJAM. My only real complaint is the voice over, I had to mute it right away since I read faster than the speaker speaks, it was a little bit jarring but easy enough to turn off. One tiny little thing is that I wouldn't tell the player that their choices are going to result in lowered karma etc. - I think it's better to let them find that out themselves if they choose to be bad. Thank you!
Loved this! The art style was incredible and overall everything felt good.
I have one problem though - I landed on the store right as I ran out of fuel and it triggered a game over scenario and I feel that this is a bug since I should be able to refuel
2021-04-26_11-50-21.png
Either way - well done!
This is really great. One of my favorites so far! I love the charge mechanic and also how the enemies only move when you do. It really adds a strategic element to everything. My biggest complaint: I can barely read my score with yellow on gray :) Nice work!
Hahahahaha omg - I don't even know what to say! At first, I hated the controls and then I started to get used to them and was like OK, now what to do I do?? And then I saw the freezer and was like ohhhh match the color of the ice cream to the people, got it. But man - the person drives like a tank LOL! Haha - that's part of the challenge of course, if the person was easy to move, the game would be a no-brainer, but it's actually a lot of fun once you figure it all out. Well done!
Hey there! So once I finally figured out that right mouse click sets your trajectory, I was able to figure out how to play this and it was surprisingly fun as golf games tend to be.
A few minor things that would be good to keep in mind next time: I would disable the colliders on the scarecrows after they are destroyed because multiple times the scarecrow destroyed in such a way I couldn't move the ball anymore. Additionally - there doesn't seem to be any way to control how hard you swing so the ball felt a little bit lethargic. Also - brutally difficult from the get go, it took like 10 tries to get to second scarecrow and I felt like I had to cheese system to do that!
Nice job overall though - and congrats on submitting.
@jimmothysanchez Ohhhh is that what the + and - did, I thought they were for music volume!
It's going to be very difficult to provide an accurate review on this as it clearly requires a lot of time to get a full picture of your game. I will say this, it's obvious you have put a lot of time and effort into this project and that shows with all of the little details in the dashboard, etc. - there is a huge learning curve here unfortunately and it makes it difficult for anyone to provide a well thought out review when there is so much to digest and so many more games that they have to play.
I really do hope that this takes off for you because it seems like it could be very interesting. I even find the spreadsheet like look of it endearing.
One quick thing - the notification that you send everyone when they sign up doesn't add anything to their inventory. I was disappointed to find that out :(
Yep - it's good, really good. Super meat shovel good. Really nice work, high marks on everything. Well done friend.
I had fun with this - but didn't know what to do with my green slime once I had collected them. I assume that was part of what wasn't completed but not sure.
Shield is OP btw :)
Thank you for submitting!
This doesn't seem to be working on the windows build either:
"Failed to load mono" error
We need more entries promoting accessibility settings - well done! This was unfinished and it seemed like certain things didn't work as expected, but I had fun anyways!
I thought maybe the link being wrong was the first puzzle, but no, it just appears nothing was published.
@bassilij Thanks!
@pohko Thank you!!
@etdofresh Thanks! I tended to dig by the recycling box as well but I purposefully put some of the shrines out of the way :)
@brian-mayberry Thank you! Yea the music was rushed, I agree!
@clemonades Thanks! It was a very long weekend that's for sure. Saturday night was tough, I forced myself to stop but had such a laundry list of things left to do and was battling the Unity UI system. Had a mental breakthrough and resumed Sunday refreshed but it was still down to the wire and there are a ton of things I wanted to get in that I didn't.
@listonos - 100% agree
@pookipoot Thank you!
@wooliii The first person controller was disclosed as based on the Standard Assets controller which is right at the bottom of this page - you are allowed to reuse controller code per the rules. All I did was move the standard Unity FPS controller into a single file and changed around the things that were necessary.
Right at bottom of compo rules:
"You’re free to use any tools or libraries to create your game. You’re free to start with any base-code you may have. At the end, you will be required to share your source code."
If you are under the impression that I reused the block placement code, I can give you a 100% guarantee that I did not. I only reused the FPS controller which was movement/jumping/looking. All block management code was written for this jam. I'm happy to send you the source code for Colliderscope and you can compare them yourself if you really want to validate whether I broke the rules or not.
Let me know and I'll send you a dropbox link for Colliderscope's source
Edit: I uploaded the source to Colliderscope (without any paid assets so it won't work out of the box)
https://morphinegames.itch.io/colliderscope
@wooliii Understood and I will make it more clear next LDJAM :)
@karlipoppins Thanks!
@maaxoom Thanks! Yea you're probably right - live and learn right :)
@william-corrin Thanks man!
@candlesan - Thanks! I can understand that desire however not having jump was a crucial part of the experience since if you can jump a single block you could easily build "stairs" and not have to use the ladder system and it would be a lot easier to bypass the oxygen system as well.
@bentglasstube thanks! Definitely would have loved to polish it more and make things smoother
I have a soft spot in my heart for clicker games and this was perfect for that. Of course being the min-maxer that I am, I figured out that if you just stay right in the middle and hold your mouse down, only taking gold/gems that are immediately adjacent, and only moving left or right when you hit a metal wall, and then back to middle, you will never die. At least I haven't yet and I'm at level 647 with 50k stock :) well done!
2021-04-26_10-07-13.png
2021-04-26_10-59-49.png
Once you start to think in 2d + 3d = 5d this game becomes super easy! Haha - After the third maze I just stayed in 2d perspective the whole time and moved that way. you just have to try and keep a rough idea of what way you are facing in 3d in mind!
Great job submitting this - I am surprised that pico8 didn't explode but it seemed to hold up well. Thank you!
Well - you certainly provided a build for everyone! So great work :)
As you state, it's unfinished, so I will only critique on what is on offer here, your collision detection on the stairs needs a little bit of work, it seems very fidgety - sometimes I have to enter from above, or below, or left, or right, sometimes I have to move completely off it, then back on. I really never could tell! Haha - maybe that's the challenge :)
I dont' know if there is an end or not, I went down about 10 levels and stopped. Congrats on submitting!
This was REALLY good and really resonated with me (and probably a lot of the people participating in this jam)
I want to say one thing - if you don't help your guy at all you will do a lot better. Let gravity do all the work! I didn't have to draw a single line and I made it to the end. Once I stopped helping, much easier :)
The dream sequence and the ending sequence were really personal and I can really appreciate that you put yourself out there like this. Great work my friend.
2021-04-26_11-19-27.png
@loonydrope I was playing on Windows, and the character did get hit a couple times but without touching anything I was able to beat the entire game. Thanks again, I really liked the art in this one and the messages.
Interesting little game - took a few tries to get used to the mechanic and then it kinda clicked. Didn't appreciate the troll ending where you have to jump into the spikes! HAHA. Great job on submitting and thank you for webGL playable.
I had a lot of fun playing this! At first I wasn't quite getting it and then when I realized that there weren't gonna be any oxygen bubbles in my future - I started clicking like mad and ended up on the leaderboard. Very fun! Great work!
I feel like an idiot for not figuring out the double jump sooner. I honestly re-read the instructions multiple times because I couldn't for the life of me figure out what I was doing wrong! Haha, once I learned that, it was smooth sailing. Very creative use of the theme and there the placement of the gas/wrenches allowed for some interesting tactics, like throwing a lot of stuff down to ground level and then going down to actually throw into place. Nice work!
Congrats on being able to submit a game. I wasn't able to figure out what I was supposed to do unfortunately, I could only get the tank to go up on the screen and then it would fall back down. It looked like I was supposed to dig down, but I couldn't figure out how to do that, pressing 1 or 2 didn't do anything, so not sure.
That's how these things go though - every one we get a little bit better!
When my dogs heard that "wheeeeeeee" sound the character makes they all ran into the room! Haha. Great job on submitting by the way. This was brutally difficult after level 3, I'm not 100% sure you can do this without taking damage, but I'm not the best platformer player! I love that you had a tutorial option at the start - very very nice to offer that. Great work!
Wow that was trippy! Probably the closest to being on LSD I've had from a video game yet! Love the audio - really adds to the experience, and some of the UI replacements (like instructions on floor, door to change window mode, etc.) were nice touches! Great work
2021-04-26_10-43-31.png
It was shortly after I received a Flamin' Hot Keytar towards the end of my second day that I realized it was impossible to lower your debt with a metal detector. I was a mad man trying to beat the clock but there is just no way to win!
Great work - so many sprites, so many quips by the people in the background, really good job on everything.
I really like the idea here and congrats on submitting a game! I had a hard time getting the controls working for me and unfortunately the tutorial was very difficult to understand :) Overall though, LDJAM is hard and you submitted a game so well done!
I really enjoyed this, great work on submitting. I think you're going to find a lot of people say that they don't understand what the person is saying, I couldn't understand either, but I actually am glad because it made the game more interpretive - I could apply my own ideas. I think I heard the ghost say that the ghost was the player, but not sure.
Graphically, it's minimalistic, but in a good way. The puzzles provide just enough entertainment to keep you going and see the game through to the end.
The last level has some unfair elements to it - but this may be due to the camera. The first 2/3 platforms were fine, but there was no way to see the key and know that there were spikes below it or platforms before/after it, you had to fail a few times in order to figure that out, not a huge deal, but isn't exactly fair platforming :)
Overall great work!
I really enjoyed this... until I reached a bug :) if you hit the 2 powerup that comes after the 4 powerup, you're screwed because you can't make the next jump and then you die and get rolled back to the checkpoint but you can never get the 4 powerup again and will never be able to finish.
Still great vibe and lots of fun until that point
Reminds me of N+ in a good way. Once you get a hang of the fly+jump it becomes quite enjoyable. Very difficult which is a good thing. Great job!
So I played the webgl build and it did work for me. I was able to get to the credits as well. One thing to note - the A key doesn't move you left, you have to use the arrow pad for that, at one point on the final level I got stuck and had to move over to the arrow keys to get out of it and then back to WASD.
Not bad overall - thanks for submitting!
"The ovum was not impressed" - and here ladies and gentlemen is the dark souls of sperm games. I've played them all and this one takes the crown by far. The amount of depth in this game is unbelievable. Every upgrade has impact and yet the skill ceiling is so high.
I can't wait to see the SL0 runs of this game - if such a thing is even possible!
fert.png
Top marks on everything
Great job on this. I played it until level 22 or so and stopped at that point. Here are a few suggestions for next time
1. You have very simple controls - I love that - jump and shoot, however, you don't truly control your shooting because you can't double tap the left click to shoot twice in a row. This is a problem because it makes it super hard to shoot the flying guys. I basically just held down left mouse the whole time because there was no real point to timing your shots
2. Difficulty - nothing seems to get any harder, I never was in danger of running out of health and I stopped avoiding the green stuff altogether, with just a tiny bit more work and a palette swap you could change your enemies from pink to green to blue to red to orange etc. and each one would be more difficult
But I had a fun time either way so job well done!
OK first of all - great job. I really liked this one. It reminds me of Highlights magazine (not sure anyone remembers that). I don't agree that there should be color at all - that would make it way too easy. Right now part of the challenge is figuring out how to find the damn thing. This is the first game that made me laugh too like literally laugh out loud. Great work.
Wow, that was challenging. I played through twice, the first time I got evicted and the second time I starved to death. Surprisingly I didn't need any real tutorial which is surprising for jam games because most NEED them. This was pretty intuitive. The art style was super unique and really added to the creepy vibe.
Really great entry, it gives new meaning to survival - horror.
Good music but I couldn't for the life of me figure out what I was supposed to do.
Hey there! Wow that was a hard game. I'm not sure if there is an upgrade for this but the turning speed of the ship was painful at times. But what a deep experience given you only had 48 hours, great job!
Really enjoyed this great job. I didn't think I would like it as much as I did but it actually wasn't as annoying as I expected it to be. It took me a few mins to figure out that the "ghost ship" shows you where you will be after the move. One suggestion - when there is a single guy left, he doesn't move at all. It's really annoying and I have to wait to get the right arrows to do anything. It's something that I'm not sure what the solution is, but maybe just having the last guy move would solve it.
Wow - this is really well done. I love the combination of genres and the particle effects were amazing. The audio was probably my only complaint, I would love the explosions and bullets to have more "oomph". great game thank you.
Really liked this, my only complaint it that I want to keep my hands on the keys and use Enter to move to the next word, not take hands off to press the arrow key.
OK so first of all - great job, seriously, that was atmospheric. I hope it was intentional to have the camera height be that of a child, combined with all of the simple puzzle games all over the place for captain bauldy. The repetitiveness of the textures actually works well because it somehow immerses you more. And yes, you did get a bit of a jump out of me and I even knew it was coming!!
This is one of the better ones that I have played today, but man oh man do you need to add WASD support. It was painful to play with the arrows and the mouse. I finally started to get used to it, but it took a while. Love the concept and the execution, WASD please!
Loved it, really great. Good music tons of fun.
I did not expect this to be a clicker game! But yea lots of clicking and the word populated itself. I don't know if the faith meter is correct though because mine looked like it was fully filled but I couldn't place people anymore or maybe that's the way it's supposed to be?
Wow, really well done. I got super excited every time I got to see one of the character's attack/defense phases since they were all unique. Great job man.
Holy shit - difficulty much. I actually really like that this game just throws you into the thick of things. Man I probably died 5x before getting past the second gates. Super hard but thank god your respawn time is instant so you don't get frustrated having to wait. Nice job!
@mrnyarlathotep you are correct - I only knew the concept but I love your version
Ha this made me laugh in a good way. I love the vintage Beavis and Butthead style artwork and the game's really fun. My biggest complaint is the drag drop in webgl being wonky. I would much prefer a different style interface, not sure what would work best though
Haha oh boy - this is like the very first person shooter ever before polygons were a thing. Good job submitting and wishing you luck in future jams.
Wow! When I saw your GIF my mind exploded with possibilities. What an ambitious project idea and I'm surprised you got it as far as you did in 3 days. My main and only real complaint with this is that it seems to me like there is a little bit of a disconnect between the mega man world and the gallery 3d view. I'm guessing that you aren't converting the 3d models into 2d form via perspective but rather using player coordinates to give a 2d tilemap coordinate depending upon where you are standing.
I am not explaining myself well, but it was hard at times to figure out where your player was and what the world would look like when you went into 2d view but overall great job, one of the best ideas I've seen for this LDJAM
Hey there - nice job on submitting your game. I really gave this one a solid effort but it really really needs a tutorial. I had a very hard time understanding what I was supposed to be doing. I mean the basics were easy, I bought a starter pack and started a game, but the card management interface needs a tutorial to say "hey I see this is your first time, well you need a ship in your deck and at least 3 action cards" or whatever, it was very complicated. Overall though - you executed and released, so good for you man!
"Human in pen has died from starvation. Feed them every month" this game has a really sick sense of humor and I really enjoyed it. Great job.
Hey there, congratulations on submitting and what lovely pixel art. I like the game idea but my biggest complaint is that it needs a tutorial because it's very difficult to figure out why you can't build something, you eventually start to figure out the rules, but it's difficult and a couple little dialogs at the very start telling you "let's build a reactor" ok now you have a reactor let's build a restaurant, or whatever would go a long way.
This was a clever little surprise and I'd be lying if I said you didn't stump me with the first "shoot here" puzzle for a few seconds. I'm like WTF and then I went back into aim mode and suddenly everything clicked and I was like - nice job!
Hey there - I found you on the zero ratings tab. How sad. Well I wanted to take the time and finish your game to completion, I have since done 3 playthroughs and I want to let you know that in that time I could find no game breaking bugs and I was able to see all of the endings. Well done!
Haha but honestly - nice little cute meta game. I loved the pixel style and it went really smoothly. Not much to talk about but it did make me laugh when I walked out the door and it was "the end" - points for humor!
Hey there! I really really liked the theme of this one and I love typing games. This has a lot of potential but there are a few things you can do better
1. Instead of sliding in new letters every time you type which makes it really really hard to read, do it a word at a time and color the correct letters in red or something, so you spell a random word and then the next random word appears. this prevents nausea. I found it pretty annoying and distracting to constantly slide in new letters but maybe that's part of the challenge?
2. Sound
3. I'm a pretty good typer but still, I never felt in danger, I got to a score of 150 and I figured there was no end game so I had to wait 30 seconds for the shark to catch up. You really need a dynamic difficulty curve for this one and to take it to the next level, start integrating things like symbols, numbers, capital and lower case letters, etc. additionally for every mistype play a beep and the shark gains speed.
4. Have an indicator at the top showing how far the shark is from the player, a simple slider with the player on the right and the shark on the left with the bar indicating where in relation to the player the shark is will do wonders.
Great job submitting and keep up the hard work.
Hey there and congrats on submitting your game. I was very excited when I heard tetris + platformer because I thought that could make for some really interesting gameplay. It looks like you probably ran out of time but there are a whole bunch of ways you could take the concept further.
Hey nice job! Man it's really tricky and crazy and like someone above said, a little bit of "juice" would go a long way, e.g. screen shake or some effects when stuff powers you up, but overall really fun.
Hey there! I just played your roguelite. Congrats on submitting by the way. I really liked the pixelated particles when jumping. I eventually figured out it was sorta like mario brothers in that you jump on the enemies heads to kill them. I must say that it was kinda confusing because it looks like you are losing health when you jump on enemies because it says -1HP etc. but I think that's the enemy losing health. I would try to make that more clear in the future. Sound was very bxfr inspired ;) overall nice job and looking forward to seeing what you come up with next time.
@coldmoose - you know, ORIGINALLY white was supposed to be like a middle man and you couldn't swap directly, you could only transfer white <-> color not color <-> color. So for example, green could not be swapped with red, but only green to white. It was about as intuitive as my explanation ;) but the color was left over in the code so I used it for visual variety.
@Borodar you know I thought that name sounded familiar. I am a huge fan of your skyboxes! In fact - I recently submitted a bug request to you regarding the transform of the prefab affecting the skybox on the unity forums.
Best low poly skyboxes on the asset store:
https://assetstore.unity.com/packages/2d/textures-materials/sky/farland-skies-cloudy-crown-pro-71105
I loved that short story the long walk - I remember where I read it and everything, it's something that stuck with me a long time. I was really excited to play this and I wasn't disappointed, it reminded me of the book for the most part except I didn't exactly envision the people this way ;) Nice job!
Hi there! Congrats on submitting your game - that is a huge accomplishment.
OK so let's see, the first suggestion I would make is to clearly state how to start the game, you have to press Escape twice to get out of the control screen and then the start menu to start. Very counter intuitive and going to get a lot of people marking you down because they can't even begin.
It's very hard to remember what each enemy does - I don't find the color coding to be very valuable, you should have just altered the artwork for each enemy along with color. Very difficult.
Nice page pickup sound effect ;)
Overall - good work, next time spend more time polishing and play testing. Try to think about how your potential audience will see the game the first time they start it.
Nice job - I love the main character, you did a great job on him. My biggest suggestion would be to make either the world smaller or put more power ups throughout, I might have gotten an unlucky seed # but I went for about 5 minutes before seeing anything but walls. Then I got a power up but it didn't seem to really have any effect and then a few baddies and then I died. I would also have a popup giving a little bit more context to the gameplay so that people who don't read manuals can figure out why the character moves like he does.
Great work
I picked up some seeds, planted them. Then I tried the water button and sure enough, it watered the crops. So I thought, the developer says bad guys are coming, let's see - and sure enough here comes this claymation looking green dude with a smiley on his back. Unfortunately left click did nothing to him and he destroyed my crops!! Nice game and great job submitting.
Holy shit it's the david attenborough of zombies! I must admit that I laughed when I heard the narrator come on. I think that you need to earn money more quickly, it seemed really slow at first. I liken this to an incremental game but at the same time, it seems like once you place one or two things you have to wait wait wait and can't do anything. Overall great job!
I really liked this but I think you have a bug - I got to around almost as high as the screen and had a lot of health. I fended off someone with a drill and still had a lot of health then out of nowhere the screen just popped up and said I died. By the way I laughed out loud at the 5000 years old thing - classic.
Hey there! So let me be frank - it takes a while to get used to those controls! But once you do it all clicks. I think though that you might have a bug in your shoot direction code, it feels like it is more responsive to aiming towards the 0 and 180 degrees marks then it is in the center although I may be wrong. It's probably something with using sine and consine but hell if I know, it just didn't feel quite right. I did finally win though once I understood what I was doing. Nice job!
Well I'm the undisputed king vs my wife. Her hand eye coordination isn't so good you see. Nice music too!
Hi there! Congratulations on getting your game submitted. Couple of little points of feedback -
Text explanations here and there go a long way. For example on the start screen it isn't clear at all how to start, after waiting about 20 seconds thinking it might still be loading, I started to hit keys until it started.
Once you start, it's pretty clear how to move your guy using the arrow keys and it's made pretty clear that when you walk over a card you pick it up. I was also able to figure out how to discard cards. The main issue is I have absolutely no idea how to use cards or what they do. I thought maybe the cards acted like "blockers" and I tried putting them in front of enemies but that did nothing, the only thing I actually could do with cards was discard them.
Finally, this might just be my PC but I have my volume currently at 40/100 and when I started your game I had to drop it down to 15/100 because the music was SUPER loud.
These LDJAMs can be challenging and just getting your game submitted is super hard so don't take this advice as mean spirited or anything. Every game jam gets a little bit easier. Learn from each one and come back stronger the next.
Great job!
EDIT: one more thing, if you want more ratings, you have to rate other people. I see that you only have given 5 or so ratings so you can't really expect people to rate your game, that's not how LDJAMs work. Your game will only be shown to others if you rate others. So in the future get out there and rate a bunch of games and you will hit your numbers more easily.
Great job - you have a bright future ahead of you since you got this game done in 48 hours and you are only 13. This is certainly better than some of the entries I have played today. There is a lot of good feedback above so I won't add to that, keep up the good work!
Wow that FPS mode is super challenging - I figured out that holding shift will lock the cursor which makes it easier to deal with enemies, but still hard. Great character artwork by the way.
I thoroughly enjoyed this - I chose the white orb and left it in the fire. I am not sure if there is a different ending if you pick the black orb.
I love the two intertwined narratives going on and while the literature was a bit thick at times, the choice of passages was really well done.
Overall great job and the only text based game I've seen so far.
I agree, we need colliders on the edge of the screen, additionally I'm not sure if it was just the web GL build, but my car would go in reverse if I wasn't constantly pushing forward which made it really difficult to line up and upgrade. I also never did figure out how to upgrade my stuff even though I collected 6/5 resources
Hey there! Great job on finishing a game and submitting it - that's the hardest part. I like the premise of your game but my biggest complaint is that it spends too long in the tetris phase. If I wasn't part of this jam, I would just close it thinking it was a tetris clone. The dual mechanic needs to be introduced more quickly in my opinion.
@MilkShake I understand wanting to surprise the users, but the problem is in today's day and age of asset flips and Unity being frowned upon, first appearances are everything, I am a game developer and I almost lost patience but I KNEW there was more coming, someone who has no idea is going to say "tetris clone" and close the window.
Hey there! Nice job submitting. One thing I would suggest is to disable the first person controller for about 3 seconds after starting the game. This will prevent disorientation when first starting out and people moving the mouse around. I felt like this was sonic the hedgehog FPS i just wish there were loops to spin around on.
Hey there! So great job submitting and I have to admit I was pretty intrigued by the theme. I think long term it would be too annoying to play a game like this, but for a few minutes it's actually really fun. Unfortunately I thought a corn cob was a power up and it killed me!
A couple of suggestions - it's really difficult to judge when the other cars are going to come down so I would actually implement a fixed time step thing where you can tell, oh in 3 "turns" that car is going to drop, and I would allow queueing up a sequence of cards, so each step, the game does it's next action and plays your card, so if I see a car in lane 1 that's coming in 1 turn and a car in lane 2 that's coming in 2 turns, I would play like Left Wait Left or something like that. Just an idea to make it more predictable
Good luck and good job
Oh and for some reason this game reminded me of Spy Hunter - if anyone remembers what that is :)
ha ha ha - I love the description, I'm not sure if it was just me but sometimes the controls appeared to not work and then start working again. Maybe it's just the web gl thing.
Haha not bad for your first LD! I actually love clicker games so this was fun for me. While I know this is a joke game for you, if I was going to give feedback I would suggest lowering the cost of the time warp - it really isn't balanced with the cost of another friend and additionally, I would suggest adding a few more things to the store e.g. an upgrade that doubles the # of friends each of your friend kills (super expensive), an upgrade that slows the rate of time e.g. every minute takes 2 seconds instead of 1, that type of thing - they have done studies and people like watching numbers get bigger :)
Hahaha - what a combination. I enjoyed this I just have 2 suggestions for you.
1. Add some easter eggs please - I will bet you that 50% of the players will type in words like "die" "kill" "kiss" "love" etc. - I was hoping there were easter eggs but I couldn't find any 2. Queue commands - I wanted to be able to queue another command while I was already doing one - it accepts the input (e.g. the box clears out) but doesn't queue the command. Either gray out the box while executing a command to make it clear that you can't queue or implement queueing (the better solution) :)
OK so that is really really difficult to get the hang of. Thank god for friction sticking me to the walls or I doubt I would ever have been able to get up on some platforms. Good work submitting!
Hi unfortunately I can't rate this because it complains about all these missing DLLs, it looks like you need to redistribute lua, sdl, and maybe a few other DLLs with your EXE
@coldmoose yes, it's working for me now, trying it out and will report back.
@coldmoose - still playing but the white text when you die is impossible to read if you are positioned poorly - for anyone else, it's right click to replay
@coldmoose - another thing - where you place is not indicated by your mouse pointer, it's actually placing slightly below your mouse pointer, like whatever your mouse pointer's "body" is over but not the point itself
Hi there. Congratulations on submitting. So this is sorta like Braid but in reverse - haha - the idea is really clever but the issue is that you have absolutely no idea what the timing on your enemies is, there isn't any sort of hint or ghost of their projectiles so it's basically guess work. I think if you spent more time on this though it could turn into something special.
Loved the timer effect and the story but man oh man, the color choices were actually painful on my eyes after a few pages.
There are a lot of good ideas packaged into this game but man, I really would have appreciated a tiny bit more gravity, it was painful at times.
I am actually really surprised at the amount of mechanics you managed to squeeze into this within 48 hours! Wow, well done.
Hey there! Congratulations on finishing and submitting your game. I had a lot of problems with the audio for some reason, the intro screen played fine and then it went almost full muted. I really like the idea of combining those two genres but in the future I would suggest possibly making it fit all on one screen, it was really difficult to grasp what was going on with all the movement of the camera.
Oh and you have to be a software developer with documentation like you have above!
I... don't... think our brains were meant to operate in that dimension! Wow what a trip, I'm glad I wasn't on LSD while playing that! Great job and nice use of the theme (and nice meta Unity intro)
I don't think anyone is going to beat this game, level 2 or 3 was my roadblock!! Really really challenging - I guess you could say you are souls like 😀
@Zamecki HAHAHA
Love it! Is there a bug though on level 2 because it never ended even though I had 20/20 cars through
2018-04-23_14-34-50.png
@incobalt - Ahhh that makes sense - my suggestion to the creator would be to highlight failing parts in red so we know why we aren't moving along :)
Hi there - this loaded fine for me. Congrats on submitting even if unfinished - to be honest I am pretty sure every game here is unfinished :) It's a pretty basic avoid the baddies game, but it works and doesn't crash. One thing I couldn't figure out is how the scoring worked. I am guessing it's based on time or distance moved but not entirely sure.
@The_Icy_One very clever - I love hidden mechanics like that which aren't necessarily explained
Hi there. OK so I was looking forward to this game and I fully planned on finishing but it just got too frustrating. There was some good potential here but a couple of things prevented it from being enjoyable
1. I assume you used the stock Unity first person controller - that's great I love it and used it in my submission, why for the love of god did you change the walk speed? It was painful to have to walk so slowly 2. There is absolutely no control over stroke speed, you just basically hit the ball super hard and it goes all over. If you didn't want to implement a full putter support, a simple way to do this would be to have the cursor be a very simple circle and the longer you hold it the bigger the circle gets and stronger your put will be. A simple tap will be a tiny cursor and the ball will only go slow, longer held, bigger circle, ball gets bigger impulse. 3. sound of course would be nice, but not required.
overall good job submitting and good luck next time!
@driedwatermelon I must have missed that damn! I really would consider the dynamic option I suggested above, for just a tiny bit of work you could make the game a lot more dynamic. If you need any help with doing that in Unity I am happy to give you some pointers
Great job! My only complaint is that the difficulty ramp is a little bit skewed, for the first 1 or 2 minutes, it's snails pace and then once you introduce multiple colors it feels like it gets difficult fast!