omg IT'S A TIE by Larzan 2015-12-14T05:18:00
Points on humor for the take on the theme. Interesting concept!
Foon → Ludum Dare Explorer → Users → MorseAmalgam
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 34 | Two Button Controls / Growing | SideQuest | compo | 519 | 3.19 | 2.97 | 3.28 | 3.87 | 3.78 | 2.93 | 66 |
Points on humor for the take on the theme. Interesting concept!
Bonus points for marketing, but can't say much else about it.
I think one of the intersections leads to the wrong location - I keep getting trapped in what seems like the wrong part of a map. http://imgur.com/zmmKKnv
Was able to play through it after the update!
Impressive to see a fully voiced game in the compo entries. I keep snickering at the "I trade meat for money" line.
The tree growth looks pretty nice - the main trunk feels very natural. I was kind of expecting different-colored dots to have different effects, but that's all I can really say there.
Very pretty game. It's probably not doable with Pico-8 but it'd be kind of neat if you could export the final version of Growy you made. Sometimes I just 'wandered' around making circles for fun.
Interesting concept. You have to have a fairly good eye for long, straight lines since it seems like trying to be cautious makes you grow faster.
Cheeky little game. Stacking the floors up on top of each other is more difficult than it seems!
Don't think I've seen a slow-paced beat game before! As mentioned by others, some work on syncing up the keys with the song would make it feel a little more unified.
One thing that kept messing with me was the fact that the background parallax was implying moving downward, rather than upward.
At first I thought that as you got upgrades the game would just get easier, but the increase in enemies kept it interesting. It seems like when you upgrade the ship, the hull only increases by a bit, but maybe I had taken too much damage.
Interesting setup! Having the bullets actually delayed by the amount of travel time through the extended chambers was a nice touch. Only problem I ran into was that even the base source of fire was further out than a zombie in melee range, so I usually died because 2-3 zombies swarmed me and I had no way to put distance between them or get them off me.
I ran into the same issue with getting a ton of errors in the console - a few null reference exception errors right at the start, and "argument out of range" errors for index whenever I snipped a branch. But if you close the console it stops bothering you. :)
The music is very soothing!
Interesting concept - it feels like a few things aren't covered in the tutorial, though. Using a card that goes above the enemy's defense seems to have strange effects with no real clear explanation as to what caused them.
Simple and fun - with more development it could be neat to see what kinds of dynamics you could get going with it. The audio was decent, but the music felt like it set a rather ominous tone that didn't fit the feel of the rest of the game.
I seem to be having some sort of issue with it - Attempting to use the Beanstalk seed anywhere results in:
IndexSizeError: Index or size is negative or greater than the allowed amount beanstalk.js:151:0
The game stops responding at this point. You can get past that first jump by using the jittery collision on the ramp blocks.
The game is very pretty, and it looks like it would be fun to play - just can't get very far in it!
Had some trouble with some of the enemies, it's decent fun! The art is cute and the music doesn't get grating.
Fun concept, but the procedural generation of levels seems to hinder more than it helps. The second level I got on my first playthrough was unbeatable. The controls are hard to really gauge - The arrow keys don't seem to rotate the maze as I'd originally thought, but some combination of applying force to the dragon and spinning the map.
Level generation is a little spotty - Holes in the walls weren't uncommon (You can see missing spots in both of the sample screenshots). Quite a slew of abilities to choose from, though the majority seem fairly ineffective. Usually I ended up just kamikaze-ing mobs near the end of the level since it had a better chance of taking things out.
The slider button's detection seems a little dodgy - I could only grab it when clicking on the very top. But the game is amusing! The music going loopy on high-stakes games turns the experience into a goofy Benny Hill sort of chase.
Controls are definitely a bit sketchy.
Graphics were all over the place, leaving long swaths of empty platform and little indication of progress. Doesn't really seem to fit the theme, and on its own there are much more intuitive ways to handle controls.
Jumping felt a little finnicky, and sometimes it seemed like you could just drop through the platforms without warning. Only other thing is that logo - blue text on a blue background doesn't work very well.
Basic in its current iteration, but there's some definite promise there. A full-fledged game based off it could be interesting.
Good use of the two-button control limit. The big bad seems like it needs some indication that it's taking damage.
Clever little puzzle game. The intro levels are fairly straightforward. Only real complaint with gameplay is that mistakes at the end of a level seemed easy to make, and then you were forced to replay the whole level.
Decent little game. My only complaint is that the sound is painfully loud, and with the rate at which you fire, it gets even louder. Giving the player a turn radius adds a little more strategy to gameplay!
Seems to have some issues with slowdown at times, but overall it's a good start. If you keep working on it, maybe expand the fairy's role/utility? From what I could tell, all it did was shoot straight forward if enemies were nearby, which wasn't super useful.
Really solid game. The graphics have a simple, polished look and the music has an almost menacing feeling.
I sank way more time into this than I expected to. RNG can let the chicken get a massive head-start sometimes - my best attempt was one where the chicken hit ~6 bombs before it had even touched the ground.
One thing I noticed is that the game seems to eventually lock up - I can usually get about 5-10 minutes of gameplay out of it before the chicken apparently hits the ground the wrong way and the whole thing stops responding. You have to stop it from the task manager to get the music to stop playing.
Text was difficult to read at times. First level was a little unintuitive solely because there's no indication of exactly where you need to go, and it's not just "anywhere past the swamp." My game 'ended' at the level with the two towers because it just... stopped there. Nothing happened after I'd captured the towers.
Had to dive into the code to confirm a suspicion - Limiting each platform's size based on the previous platform's size was a clever addition. Keeps platforms from drastically varying or being completely impossible to switch between.