Snakescape by krasse 2018-08-14T19:45:55Z
This was fun. I know that it's part of a whole lineage of snake variations, but it still felt fresh, inventive and surprising. The 4 levels were good, would play more!
Foon → Ludum Dare Explorer → Users → MrBehemoth
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | Sirkulphage | compo | 276 | 3.50 | 3.46 | 2.58 | 3.20 | 3.67 | 3.39 | 1.88 | 3.45 |
This was fun. I know that it's part of a whole lineage of snake variations, but it still felt fresh, inventive and surprising. The 4 levels were good, would play more!
Good stuff. Very easy to pick up and play. Took me a while to realised that the planets had a gravity well. (They do have a gravity well, right, or is that just my imagination?) The art was simple, but the graphical design was clear enough to hold it all up. The sun and burning effects were nice.
What a neat idea! Looks great too. Aside from the obvious Micro Machines vibes, the floating islands made me think of Toejam And Earl, and how you could fall down onto the map below, and then I thought what if this game had layered tracks and bridges, and alternate routes that could be revealed. As it is, it's already very creative. Well designed, well made, gorgeous pixel art!
Very nice. Assuming that the library would reconfigure itself and generate infinite puzzles every day, I would absolutely work there.
This was fun. A little hard to visualise at times, but that's the challenge. It would be nice to maybe have free orbital camera control on the mouse, and some how get the rotation buttons on there too. Good work though - one of the better takes on "teris-plus".
I found it hard to read the numbers ... but eventually I realised that the numbers referred to the size of the boxes and I was organising them by size. That made it a lot more fun and interesting. The graphics were really nice. Someone above mentioned Portal - I got an Aperture Science vibe from it too, which is probably appropriate! I found it quite hard after a few minutes, even on the "laziest" setting, but I guess that's how life is at "Rainforest"!
An interesting concept - it would be cool to see it expanded on (no pun intended). It was fun, but there was a big difficulty spike at level 9 and I nearly gave up. I got quite frustrated (which is unusual for me) but I kept playing it anyway (which is unusual for me) and eventually got to the end of the game.
The shrinking window is a great way to represent health - as you get more damaged you're less functional. Got me thinking about other ways you could inhibit the player. Good stuff. The music was fun - reminded me of moody early 90s games like Blood or Realms of the Haunting.
A game about quickly assessing priorities. It's solid, polished, pretty and atmospheric and the whole aesthetic somehow makes the task relaxing when it should be stressful. I absolutely would play more.
I can imagine an expanded version of this where it's one big archipelago with islands and mountains and land-bridges, and it becomes a big puzzle of moving people around. You'd need lots of time to explore and work things out - which would not be a problem!
The art and the music are top notch. I didn't really get the mechanic, to be honest, but then I'm not so familiar with clicker games. I clicked a lot and saw some funny messages. It's a very pretty game, and the art-style plays into the theme of the story nicely.
Well done for getting this together with the different levels. It's similar to my compo entry, but we've both got different mechanics and art. The music in Globulator isn't to my taste, so it would have nice to turn it off. Had fun though!
Cute idea, and nice looking too. I lost a few times without knowing which dog was cold - maybe it was the one I was holding. I can imagine future versions with some animation - the dogs could walk in and lie down, or wake up if they are cold. Good job!
Short but fun booby-trap escape. It took a few attempts to get the puzzle but I eventually got out. I might have left my Indiana Jones hat in there.
You'd think it would be easy - but I found it quite challenging. Maybe that's just because I can't park! I enjoyed the procedural engine sound.
Cute idea. I was torn on the score for graphics. It looked really nice at any one moment, but I found it hard to "read" the screen as I moved. I know the core mechanic is tile-based so you need to move in steps, but it would have been nice if the scrolling was smooth. Still, I liked that you could strategically choose to go off the path at certain times, and I had a fun 10 min! :smile:
A slight bug: if you die while infected, you'll still be infected if you start a new game. If that happens, just quit and restart.
I'll fix this in a post-LD version on itch.io.
@boltkey and @korso thanks for the feedback. About the 3rd party sounds. The rules of the compo say you can use 3rd party assets, inc sound, to create derivative works. The example it gives is taking an instrument sample and using it as part of a tune or soundscape. All the sounds I used were edited, processed and combined in a way that fits the rules, I think. If it's generally agreed that I've misinterpreted that, then I'll withdraw from the compo, but as far as I can tell it's within the rules. I'll add a note to the description above.
@nightsong - I'll absolutely have a look at your game and give feedback, soon when I get a chance. About the post-ludum dare version - the only difference is a tiny bug fix where if you die while infected, it doesn't reset. The 1.1 version fixed that, so you pretty much got to play the original upload.
@zoltancoccyx - thanks for the feedback! I wouldn't want to remove that as it was a deliberate risk-reward mechanic. :smile: But the idea of being able to see an approach is a good one, e.g. if they have a kind of a halo that you can see before the colliding body enters the window. Love it. :heart:
@antoined73 That's really strange. It might take a minute of eating smaller green circles to really notice you have grown. The red striped circle don't kill you, they make you small again and cause a bit of chaos, which is sometimes useful when you are big.
Folks, I'm going to disable the download of the "post-LD" version until judging has finished. There's barely any difference at all (just one tiny bool), but I wouldn't want people's votes to be based on the patched version.
Thanks @kokonaught :) Nice score.
You gave me a :scream: moment - You're absolutely right. The hitboxes are too big. I reduced the size of the sprite artwork very slightly, a few pixels, but forgot to reduce the collision radius. It's supposed to tight on the circle edge. Those few pixels scale up on the bigger circles. Oh well. :shrug: I'll fix it after the judging.