deer hunter by rubna 2014-08-26T18:01:00
Nice art and the deer. Tearful ending!
Foon → Ludum Dare Explorer → Users → Mr. Chelnoque
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 39 | Running out of Power | 👥 | CHAINED | jam | 86 | 3.96 | 3.75 | 4.09 | 3.38 | 4.20 | 4.03 | 4.35 | ||
| 2017 | 38 | A Small World | 👥 | Falling ground | jam | 367 | 3.40 | 2.94 | 2.63 | 2.63 | 4.04 | 3.73 | 3.89 | ||
| 2016 | 36 | Ancient Technology | DysAstrum | jam | |||||||||||
| 2014 | 30 | Connected Worlds | Godshunter | jam | 204 | 3.46 | 3.17 | 3.45 | 2.48 | 3.84 | 3.44 | 2.33 | 3.73 | 82 |
Nice art and the deer. Tearful ending!
I dont even need a blanket now - such warm your commentaries are! Thank you all heartly. This is our first completed game and it is very motivating to get such feedback.
Hovewer I have to apologize to you for all that bugs and hardness. We have no time to make a proper work on bugfix and balancing, and, what is worse, we have no time and strenght to do this anytime soon (my code is a mess, lol).
So if you encounter a bug, I can advise you nothing better than to restart the game.
But, I hope, the game still can be quite enjoyable.
Funny ship! Fake physiсs, of course, but, it is here more than ever there is a good freedom of movement in space. Nice cartoon art too.
Definitely a nice style and interesting minimalistic mechanic to maintain a balance
You are the monster.
Nice game. I think that second level is a bit too long, and can be split in a few sub-levels, and a sound is a bit too hard on ears (a few different sounds or changing a pitch slightly for every jump would help), but the final sequence (after the caves) was good and felt rewarding
I love when game lasts exactly as much, as it should. You play, you enjoy good controls, jokes, and simple puzzles, solving of which still gives you feeling of accomplishment, and almost immediately after you think, that maybe it's enough of pushing blocks, game ends with a funny twist and leaves overall feeling of satisfaction. Good job!
paid dlc when
Great entry, as always. Got a bit stuck at start (which is my fault, didn't notice phone number on the window) and near the end (which is not, because tooltip is misleading), but between those two moments it was absolute thrill.
Catchy gameplay, although lack of any depth or challenge. This would be nothing of interest, but that Primal Power of the ASCII... Just watching sun and moon moving in the sky, or that nice perspective view on village fills my heart with warmth. I'd love to see days still changing after the game over, just to enjoy it a bit more.
Thank you!
I like this type of games where a complex of tiny actions makes you run like a madman trying to handle all of them in time. Actually, my other ludum dare entry was such a game, but wasn't half as good presented as this. Music creates real feeling of having to deal with some crazy machinery and you have no idea how.
For some reason top part of the game area wasn't on screen (i've been playing in browser), so I couldnt click on arrow sometimes, and can't go any further than a level five.
Also it's really nice how every detail have it's own mechanic to restore bar. A decent game, overall.
I've enjoyed the music and style, but gave up after a few dozens of tries to conquer the first shaft. The movement is just too slippery. If there is going to be a post-compo, please make player more controllable.
Gloomy! The design of enemies really menacing and some sudden shots from the darkness totally caught me off guard.
The increasing lightness gives the nice feeling of change and influence on the game.
Grid movement feels really uncomfortable which is not neccesa bad thing, considering overall atmosphere.
But messy levels without any indication where to go are real problem, hope to see to those fixed!
Grids mechanic is really cool, although at first I didn't understood what "grid" is, because they are pretty unnoticeable on the background.
Levels (at least in the first minutes) were a little too claustrophobic for a platformer (it's kinda upsetting when you can and want to jump but there is a ceiling in a few pixels above you).
Overall, a good game, but can't push myself to complete it, mostly because I have no feeling of satisfaction or reward for progressing.
To my taste, your games would benefit from being more compressed, with denser concentration of unique situations and experiences (or maybe I'm just not fan of platforming). Only opinion.
@BoxedMeatRevolution, thank you!
The game already have power ups (lamps). Are you speaking about making them more "basic" (and what do you mean by "basic" then?), or you didn't notice them at all (which means they're too unclear, shame on me)?
@ThreeLivesGames Thanks!
The frame rate indeed can be a little wayward. I did my best to fix all possible issues but something (e.g. a lot of game objects with physics and intricate drawing pipeline) just can't be fixed without redoing whole game. But if you have framedrops without any visible reason (i.e. on the empty or almost empty screen), it would be nice if you let me know and describe situation, in which framedrop revealed itself.
@Culturebosh_games
Thanks for pointing this out! For now, all I can do it's to remove shaders completely (result is less impressive shadows for some objects).
Already uploaded a corresponding version. I would appreciate it very much if you check whether it works on your computer or not.
@Gipzo Yeah, combo is such an obvious addition to the main gameplay, it's a shame I actually never thought of implementing it. Thanks for the idea.
@SbstnC
Sun is beatable. Bossfight was implemented in the last moments, so it's a really lackluster on a gameplay plane (still, I believe, game is better with it, than without).
A lot of details were planned to connect visuals and gameplay, but, as with boss fight, you know. Reality of time restrictions, so game turned out the way it is.
Thanks!
@AWOL Yup, there is a boss. In order to meet him, you need:
1. Follow the arrows and kill all enemies near the planets;
2. When screen starts flashing red, keep killing enemies until arrow appears again and points in the sun;
3. Fly in the sun.
It's a little too cryptic, I know, but I've tried to make this as clear as I can with arrows.
Nice game, but lacks my favourite feature from the old scroll shooters - drive. The art is nice and music creates the right mood, but in it's current state it's just too, you know, not entertaining to watch and feel your bullets hit enemies (althought different and interconnecting waves of enemies appearing is close to this feeling).
My suggest is to increase speed of almost everything in game (player, fire rate, enemies speed, player bullets speed).
Also, my resolution is 1366x768 and bottom part of the game window wasn't visible. Not a big deal, but maybe you should consider decreasing screen size on a lower resolutions.
@stenol, good luck with upcoming versions than, man
Very nice entry. It feels very complete, except for the overall shortness and simple ending. In other aspects, I've enjoyed it much, and I would not mind to enjoy it a little longer.
Got a bit lost after picking up the first heart, dying, and respawning (didn't understand that upgrade have gone after death), the checkpoint near the first powerup (so after death I could see that it pickable again) could smooth it a bit.
And kitty is absolutely cute, as kitty should be.
A wonderful game and a surprising amount of content for the ludum entry. Not only once I though, that it is probably an end, but game just kept going on (and kept to be interesting).
The style is minimalistic in it's true sense and reminded me why it should be this way: while having a little variety in graphics (but still looking good), have a lot of variety in gameplay.
I understand, that with all the attention you usually get, just another comment is of no significance, but still, game is just great, thank you.
Missed the question in the description.
Completed the game in one playthrough (though I'm not a fan of puzzle-platformers). The best part for me is probably the moment, when you need to navigate through a big room, filled static, on a platform, which flies up no matter in which direction you spin.
The least enjoyable part is the final puzzle (with three big scrolling platforms), because I understood what to do pretty quickly, but it was easy to die or just screw up whole thing by careless move, so you have to do all over again.
Lovely cutscene after the level. As for me, controls are a bit too slippery, but fine (and maybe it would be too easy otherwise). Was satisfying to get my pyramid as big as I can.
Why there are people only on the one side of Nile?
Can't believe something as gorgeous as this got this little comments.
Wonderful atmosphere. Music and art are splendid. Controls are not that great, spacebar would be much more appropriate button for action (pressing "E" so much hurts!).
Felt myself an asshole by ruining this beautiful machine, no wonder it threated me the way it did in the end.
Gameplay is monotonous, which is great thing in the first playthrough and sets the tone, but while playing I've caught myself thinking that it's unlikely that I would play again.
However, ending got me intrigued, so I've decided to give it another shot. Unfortunately, I've got the same ending, although I've did another thing (didn't touch the puzzle and dismantle machine completely). Frustrating. It would be nice to be able deal with the machine faster in the consecutive playthroughts, especially with this trial and error manner of figuring out how to get endings.
Overall, it was surprisingly satisfying experience for this kind of gameplay. Thank you!
@Four Quarters, oh, I get it! Just completed it without dismantling machine, and I'm really impressed. That's exactly what I meant by "deal with machine faster" and I love the message of the game. Great job!
Only if you can state more clearly, that vandalising machine is not the only possible action player can start with, because it really, really seemed like only the one option for me. I understand, that this decision may be intentional (to encourage player explore machine more carefully after they got the bad ending), but if there was a puzzle first, so player can understand, that there ARE puzzles, not only the final (and obvious) one, and have a choice to brute force machine, or look for another puzzles.
Probably I'll try to get another ending.
Looking forward your next submissions!
Хорошая деталь, что пушка притягивает далеко стоящих врагов, зря не написал об этом в описании.
It was really interesting to realise that this games uses something as natural as geometry to increase building cost. I think it can be improved even more by some restrictions (i.e. if one build action can deploy only limited length of aqueduct, you will need only one action to connect building first, two - second, etc, so price will gradually increase).
I understand, that currently game is balanced the way it is, but still, if you're going to play with concept more.
Well done!
@djfariel it's windows. I've waited around 30 seconds, no reaction. The feather blinks red when I press mouse button on "Play Game", music still playing, nothing more happen. Space button does nothing either (and feather doesn't even blink). But "Quit" reacts well on both.
I like how you managed to put some message and (through text and overall atmosphere) and graphics are actually fine (for me) but a bunch of tiny details greatly decreases fun
- inconventional controls;
- movement is too slow and animation doesn't fit current speed;
- Block and hole you have to fill to open the door have different size, so it's not clear what you should do;
- Arrow points down, so, again, it's not clear if it's you or block are supposed to go down;
- No indication of fall danger and hard to see if there are floor in the hole;
- Why torch refills gradually? Why cant it become 100% instantly near the fire? Also, it will be better with some effects to attract player's attention and show that he's recharging; little fire whoosh will suffice.
Those are little and (probably) are easy to fix, so still well done!
I actually laughed when on low hp started to spam attack desperately and saw whan happened.
Got rekt in the first room on first try, but after you understand properly how attack works, difficulty (and longevity) is absolutely fine.
Bosses are fine too and I like how they are feeling special because of their ability, similar to yours.
In theory, I would consider hearing two consecutive sounds for the entire game (I mean, attack sounds) is a bad thing. But for some reason, hearing attack sounds in this game satisfies my heart deeply.
Definitely the best game I saw in this Ludum so far. Would love to see this evolving into something more!
@dennyrocketdev The goal is just to reach the end of the level. I understand, that layout maybe, ahem, a bit confusing, but actually you just have to proceed to the right till the end. And then there will be transition to the boss fight.
Drawings and overall style is pretty good. Very confusing tutorial. In my opinion, either turrets should shoot automatically (so player can concentrate on the resource management stuff), either resources should be gathered automatically (so player could concentrate on the shooting). In current state they distract from each other, and I, personally, couldn't really concentrate on the either one. Also I think the game would be a lot more engaging if there would be some kind of global score, or "survival timer", or maybe even leaderboards. I've played for a few minutes, and though I wasn't having any difficulties in game I also wasn't feeling like I'm achieving something. Anyway, good game, thanks.
It sure as hell was too big responsibility for a only one ducky to protect the whole planet from such a horrifying fate. First time playing I didn't even realize that my duck can lay eggs, and was eaten by the World Eater (or dunno, it reached the planet and the game just restarted, so, naturally, I assuming that was the reason). On other tries I couldn't balance right between defending the planet and laying eggs. Way too hard, IMO. Still was good to play something small yet engaging. Now I'm feeling regrets, that I didn't make something alike on this Ludum. Thanks for the game! Also, was nice to see a fellow Game Maker user.
The style really catched my eye, so I'm looking forward to play this. But, sadly, I'm experiencing a bug for some reason. Neither enemies neither player character don't shoot any bullets. There's sound effect, player character is pushed back (as of recoil) when I'm trying to shoot, but nothing appears in the game field, and no damage done to anyone neither. Hope this will be fixed somehow so I can play!
I like the controls, were playing with idea of full mouse-controlled protagonist by myself for some time. Spinning enemy shots back was fun at first, but sadly not really useful later, as enemies basically kill each other by themselves. Overall, very good, thank you for the game.
There were squares on the floor with painted gun. Do they affect something except for the showing cryptic messages?
While, I believe, I get a glimpse of a message which you are trying to send here, a bunch of reasons, listed by previous commentators prevent me from taking it seriously. A quick note aside from was already said. I really didn't want to kill enemies, because it wasn't enjoyable. That's why game's attempts to guilt trip me or make me think about my actions wasn't really effective (because I really wasn't engaged in killing at all, I didn't feel like it was my intent to kill enemies, in contrast of, say, Hotline Miami, which asks you a similar questions after you actually willingly kill a lot of people). I understand, that it's hard to create enjoyable action gameplay in a timeframe of the Ludum, but you may want to give it a thought if you're willing to explore this theme in the future.
But, after all, this game is a good example of weird indie art stuff in the games, and this stuff is the big reason why I'm playing them. Thank you for the game.
It's stunning how much you've achieved with (seemingly) just a few things. So short and simple, yet so pleasant to play. Great job. Thanks for the game.
Completed the game. Very nice puzzle, well-made and polished. The only thing that seemed strange to me, that bombs explode in the real-time while everything else is turn-based. Runs a bit slowly on my PC, but it's the Unreal thing, I suppose. Graphics are clear and pleasant. Pretty enjoyable overall. Thanks!
The core loop of the game (switching between levels and figuring how to get another bonus chest) turned out to be much more fun than I'd expect. I've completed all the levels and found one hidden key (I suppose - the shining rectangle, which have broken after I hit it a few times) in Kirby level. Sadly, if you try to go deeper on the Lock level, you can read a kinda spoilerish message, which implies that there's no reward for finding them all. Still, very, very interesting idea, even in this rough state. Thanks for the game!
Style is great, and, on words, gameplay is great too, I really like the idea of the ecosystem, where you have to perform complicated procedures to achieve your goal. But for know it's very, very rough.
In my opinion, more than tutorial ('cause I actually enjoy figuring things out by myself), game needs generally more clear indication of whats going on and tighter controls. I mean, E for speed up? Common, why not "shift" button, like, you know, in every other game? Why not just 3-dimensional WASD movement instead of weird "space" moving up without being able to see what is actually above? It took some time to figure out, that little things with green trails were my own projectiles, not baby viruses. And still, even when I knew it was my projectile, it's absolutely impossible to tell if you're actually hitting something or not. Sometimes viruses run away from you to the "bloodstream" and you can't do anything, because game won't let you to go there.
Apologies, if I was too harsh, it's actually out of frustration, that I was really into the idea and style, but basically can't play because of all of the listed reasons. It seems that you're going to expand the game, good luck with that!
Not much to say other than game mechanic is very elegant, game feels complete and polished, hax0rman is just a beautiful person. One of the best games from this LD I've played yet. Great job and thanks.
@icxon Game maker may have such an issues if you are running the game with an integrated video card. So, if you do, switch to a dedicated one, please. If this is not the case, I can only suggest to update the video drivers or something like that.
@icxon Big thanks for the video, man! Wasn't sure how this kind of gameplay is working out for the people, so seeing someone playing the game and doing more or less expected things is invaluable.
@jason200101 You actually can go fullscreen by pressing Alt+Enter (lol, I wrote 'alt-tab' in the description, will fix this). On some computers it doesn't work if you press the right alt key, but with the left alt it should always do.
Thanks for the feedback!
@huvaakoodia Thanks for pointing that out, insta-fixed!
Love the art style. Some sounds are too loud and too sharp for the mostly silent game (those roaring sword guys must really hate their king, roaring like that, wow).
Sadly game ends shortly after presenting all mechanics, I wouldn't mind playing a bit more. Runner is a genre which can benefit from a bit of repetitiveness, so seeing enemies and jumps in a different combinations for a couple of another minutes would be nice. Not bad at all, thanks for the game!
Beautiful art and heartwarming idea. At times I was going for the unnecessary batteries, just to please my robot companion. Cooperation mechanics are clever and satisfying, some levels are getting a bit too repetitive after a few deaths, but mostly level design is of high quality. Miss the ability to control jump's height by holding button though. Sadly, in my browser game performs with regular stutters, dunno if this is fixable. Still, a splendid entry, guys! Surely going to replay this if there'll be an optimized post-compo.
Very juicy and satisfying! Love the enemies death dynamic - they die very fast, after a little shooting, but there's a slight pause before them exploding, right? Makes killing them much more weighty. I may be mistaken as I haven't examined it closely, anyway, I feel, in your game it's done just right, while a lot of scroll shooters doing this wrong, making you to shoot in enemies for an eternity. Game window was too tall on my screen too. Still. Got a lot of good fun with it. A solid entry, thanks!
Stunning style, as always. Gameplay also has some great potential to be engaging as heck, but there are a few balance issues and too much dependence on luck, about of which you probably know. Also, after restarting via F2 the game window jumps in the awkward left-corer position of the screen without even being fully visible (resolution is 1366x768). Anyway, thanks for the game!
Fine platformer! Jumping and edge assist is a bit clunky and I got stuck a few times (although game is actively encouraging you to kill yourself when stuck, in some situations it's impossible, so, I guess, a separate restart button won't hurt). But style and overall groovy atmosphere more than offset this. Had a pleasant time playing this, thanks!
Really impressive graphics. Controls are tight and satisfying. Tracks, on the other hand, could be a little (or much) wider, for now it's really hard to stay on track and off-road slowdown is too punishing. If there were space to maneuver (and reasons to do so, i.e. obstacles or more power ups) such controls would just shine. Also, it's very sad that you cant pick your spaceship before the race (I personally like the green one which looks like plane). Realised, that wrote only one short sentence about graphic. Guys, it's really, really beautiful. Great entry, thanks!
Fun fact: On one of the previous Ludums (somewhere around 30th) I tried to make a game with the exact same controls, with typing commands and moving units on a numeric grid. Although I haven't finished it, even in my imagination it wasn't half as cool as your entry. Real great job, man! Very atmospheric, very engaging, very intense. Voice over for commands, graphic style, haunting text and voices - taking off my hat to all that.
I've got 442 on the first try and will probably go again to do better.
Surely one of my favorites in this Ludum. Thanks!
Fine idea, like the feeling of the road adventure, traveling, scavenging, and so on. Bad thing that weapons feel pretty ineffective. While it looks and sounds powerful, you have to connect a good amount of shots to kill an enemy. I found another one, more powerful, but it's shooting speed was too slow, so it feels even worse. Also, if you run out of fuel and don't find another portion soon enough you have to leave your vehicle to the mercy of the raiders (who aren't very merciful, as I found out, and will shoot buggy on sight). It's sorta frustrating because I can do absolutely nothing to protect it (because I need to go somewhere else and find fuel) and it's not my fault (because I have no idea, where fuel might be). Maybe it will be better if raiders wouldn't agroing on it if it's not moving, maybe buggy itself can shoot, which will make me much less worried about its' fate when I'm not around.
Still, pretty decent shooter and the road feels good! Thanks for the game!
Not working in my browser and I'm not feeling comfortable to install another one just to play one game. Is there a possibility for a standalone version? Love the screenshots though and would like to play much.