Royal Jelly Roller by BNeutral 2015-08-26T19:11:00
That slime noise is perfect
Foon → Ludum Dare Explorer → Users → mrnyarlathotep
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Eat Prey Live | compo | 721 | 3.04 | 2.81 | 2.57 | 3.22 | 3.45 | 3.09 | 1.86 | 3.22 | ||
| 2019 | 44 | Your life is currency | Bet Your Life | compo | 339 | 3.17 | 2.87 | 2.60 | 3.67 | 3.21 | 3.19 | 2.94 | 3.16 | ||
| 2018 | 43 | Sacrifices must be made | Contagion | compo | 414 | 2.92 | 2.64 | 2.41 | 2.55 | 3.53 | 3.16 | 3.25 | |||
| 2018 | 42 | Running out of space | Space Factory | compo | 478 | 3.18 | 2.80 | 2.94 | 3.26 | 3.67 | 2.42 | 2.05 | 2.75 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | FLAPPYKARUGA | compo | 392 | 3.31 | 3.57 | 3.15 | 3.76 | 2.84 | 2.73 | 1.96 | 2.61 | ||
| 2017 | 40 | The more you have, the worse it is | Hungry Ghost | compo | 61 | 3.92 | 3.71 | 3.53 | 4.38 | 3.55 | 3.39 | 3.68 | 3.85 | ||
| 2017 | 39 | Running out of Power | Pathjumper | compo | 444 | 3.10 | 2.94 | 2.57 | 3.66 | 3.27 | 2.62 | ||||
| 2017 | 38 | A Small World | LOST PLANET(oid) | compo | 396 | 3.00 | 3.04 | 2.16 | 3.00 | 2.91 | 2.25 | 2.38 | 3.04 | ||
| 2016 | 37 | One room | Scarehouse | compo | 538 | 2.81 | 2.68 | 1.93 | 3.52 | 3.21 | 2.35 | 2.00 | 2.96 | 55 | |
| 2016 | 36 | Ancient Technology | Biomass | jam | |||||||||||
| 2016 | 35 | Shapeshift | Morphomancer | jam | 711 | 3.05 | 2.77 | 2.80 | 3.60 | 2.38 | 2.68 | 1.90 | 2.54 | 63 | |
| 2015 | 34 | Two Button Controls / Growing | Tank Planet | compo | 767 | 2.89 | 2.64 | 2.40 | 2.97 | 3.44 | 2.71 | 2.25 | 2.72 | 71 | |
| 2015 | 33 | You are the Monster | RAWR | jam | 599 | 3.13 | 3.06 | 2.71 | 3.91 | 3.03 | 3.04 | 2.82 | 66 |
That slime noise is perfect
Maybe you could merge Option A with Option B?
Have something like drop in / out multiplayer, and whichever 'archetype' slot you fill limits the actions you can take?
I liked it!
Dialogue based infiltration is an interesting idea, its a shame you didn't focus solely on this concept and flesh it out more
Really, really nice and coherent aesthetic.
In gameplay terms, a minimap might be nice to help find monsters and know the limits of the gameplay area without bumping into it.
Very nice fresh take on the stealth genre.
The physicality of picking things up and moving them is also a nice touch.
Very good entry!
Interesting idea, but as others have said some way of making evil an objective goal seperated from your personal morality would be better.
For example, if you have "evil" as exterminating the human race, pro-birth control and anti-environmental legislation would work towards it.
If on the other hand societal and governmental collapse is the evil goal, legislation that over-complicates things or specifically targets groups or individuals negatively would work towards it.
Hi, I cannot run this - error message about being unable to allocate enough memory to the browser and to adjust webGL settings.
Came back as you've added a webplayer build.
I like the idea - is there a victory condition? I seemed to have run out of... red blood cells I guess they are? to absorb.
It would be nice if you had a mechanic something like Osmos does, where eventually you become big enough to consume hostile cells. Nice game though!
Hi, I can't run this - your link just points to your homepage, and none of the games listed there are this one
Glad I checked back as a playable game is now up.
Fun puzzler, but as others have mentioned, very disappointing to see the theme ignored completely.
Hi, I can't get this to run - unity player just has a whitebox and eventually an error message about being unable to download the data file.
Very hard to judge as a strategy game that has not implemented any strategy yet.
Good fun, and nice art and audio.
If you continue with this post-jam, in addition to the things you have already planned, it might be interesting to have a fake 'aggro' mechanic, where you get new attacks the lower your health is - might be a nice risk / reward mechanic.
Good fun, but needed an objective of some sort to not get boring eventually.
Maybe would have been cooler if after a certain point when you 'evilup' instead of your sprite getting larger everything else got smaller? would help sell giant monster destruction
Interesting idea; you might want to lower the starting resources as its pretty easy at the moment.
Really solid little economy sim that due to the subject matter embraces the theme of being a monster.
If you continue work on this post-jam some streamlining to reduce clicking (like auto selling in europe) might be nice.
Hi, I tried to play using the embed player and the web link, and neither one worked; clicking on the web link opens a directory listing, and trying to access index.html returns a 404
I'm glad I came back to check this again, as the webplayer link is now working, and there is a surprisingly lot of content that has been put into this.
If you continue with this post-jam, I would suggest there is possibly too many mechanics at play; I had spawnable minions, wizards, cannons and an AOE spell at my disposal, and the cooldowns were gnerous enough that I never really felt threatened by the enemies.
Maybe letting players choose upgrades or mechanics when they level up might be nice? For example offer a skill tree of sorts that let players choose which of the tools at their disposal they want to emphasise using?
Hi, I couldn't get the webplayer link to work - failed to download data file error message.
nice idea executed well.
As others have said, if you come back to this it would be nice to play up the strategy aspect and let people individually balance plants / animal / people / good / evil
As others have mentioned, I'm not sure what sort of game your chosen music would be appropriate for, but it doesn't feel like it should be this one
Am I wrong, or is there no consequence to just killing anyone? (I lost a few bystanders while hunting).
Good to know - from a design perspective, makes a lot of sense to add some form of downside to murdering everyone in sight, even if doing that actually fits the theme better :p
Thanks for the comments guy - after voting has ended I might throw up a WASD controlled version with sound just for kicks
This sort of feels like pac-man boiled down to its core essentials
Really fun, sort of like Sokoban but with added monsters.
Your entry is from a veeeeeeeeery similar design space as my own.
You did it better though - the red powerup is the best.
Pretty fun!
Very fun, and I 100% agree with the design decision that honking a horn absolutely deserves its own button no matter what. NO MATTER WHAT.
Pretty fun!
Is there a fail condition? I couldn't tell how close I was to the houses being overrun (if they ever are)
Gave me major Amanita Design vibes - unfortunately I got stuck (no details to prevent spoiling anyone)
Very cool concept.
Minor disappointment that tapping "yes" to "What, you DON'T understand?" did nothing :p
Fun, but I'm obviously not as familiar with what the specific difference in certain types of coffees are asI thought I was
Major Pikmin vibes in a good way
Very fun little entry that vaguely reminded me of Osmos in gameplay.
I agree with JD557 on the music though
Good fun, gave me an Ice Climbers sort of vibe
Pretty fun, but I don't think this works properly on a non-mechanical keyboard (like I have) as you cant move and jump at the same time (unless you use the arrow key 'cheats' which stops it being a 2-button game)
I really liked this, it really nails early 80s gameplay and aesthetics, right down to the backstory
Okay, I really like this, but I also had to wait a while before what the game actually is emerged - judging from the comments above, most people stopped playing after the 'place trees' phase, because there isn't enough feedback on what to do next.
You should really add more information / instructions to your game description so that people give this a fair chance.
To anyone stumbling on this comment, this game is a bit like Swords and Soldiers if anyone has played that, as its a 2D RTS / Tower defence type game.
After you plant your initial trees and wait a bit, you'll spawn squirrels, and vikings will attack from the left. Killing vikings will drop new cards, and let you expand your forest. I'm not entirely sure on what each card does mechanically, as the info is fairly abstract and it turns out there are quite a lot of different cards dropped.
Fun.
It took an embarassingly high number of retries for me to realise I wasn't selecting targets with the mouse, just LMB or RMB the targets in order.
I really liked the oil painting style texturing, especially the background
Fun, and definitely unexpected. I liked the sound effects!
Hey, I dunno if any of you ever go back to a gamepage after commenting to see if your feedback is addressed (I do!), but....
First off, thank you to everyone who commented instead of just submitting a rating :)
re: mouseaim being cheating... well, I obviously didn't think so, and its not really actually mouse aim, but its been mentioned enough that in retrospect I probably should have just had firing be automatic (as there's really not a lot of point NOT just holding down LMB)
re: controls; bad design on my part, as they're fairly elaborate 'on the back end', but the fancy stuff is invisible to a player.
The turret only rotates left and right, and fires directly forward (although the crosshair implies differently) and theres a bug I left unfixed where it only rotates if the mouse os over the planet model.
For the tank itself, I created a virtual analogue stick, so there's a dead zone in the centre of the screen where you move directly forward to stop turning being too twitchy, and the further from centre the mouse i, the sharper your turning circle; at the very edge of the screen you can almost turn on the spot.
Like I say, this is probably poor design (or at least poorly explained in the instructions) because the code for this is quite fancy, but I get the feeling people just assume its just using mouselook steering.
re: difficulty - yeah, balance tweaking is definitely not something I found time for.
The purple guys spawn in waves, and all move slower than the player, but after 30 seconds they 'enrage' to red guys that move faster than the player, so optimal strategy is to hunt down enemies rather than wait for them to come to you. Better signposting of 'enrage' states would be helpful here - maybe lerping them over time from purple to red so you can see which enemies you should take out first before they enrage would have helped.
re: annoying music... compo entry, and my lack of musical skills is the fault XD
Again, many thanks to all of you that commented!
I don't want to dogpile you, but yeah, like others have mentioned *very* difficult with the combination of gameplay space size, speed of movement, and instadeath mechanics.
If you continue with this post-jam, probably worth tweaking one or more of these - even just having a healthbar would hugely change the gameplay experience
Solid and fun platforming, and the complexity of different ball positions / colours ramps up at a nice pace
Fun, but don't let Lucasarts lawyers see it ;)
Hi, also getting error log crash on game start; Windows 10, chrome.
I agree with JamesMowery that 'autofire' would work better than firing on move, but pretty fun!
Pretty fun!
Jetpack in the title and it being a 2D side scroller had me expecting something like Jetpack Joyride, and to your credit it really isn't.
Did thumbs up do anything, or did you just run out of time before implementing it?
Nice proof of concept with stylish graphics, would be interesting to see it expanded further
Very WarioWareesque!
Fun and great use of theme
yeah, its a shame there's no audio at all - even just some electronic tones on collision would have worked well with your clean aesthetic
Fun!
If you're going to continue work on this, it might be nice to either change the colour of blue dots you have already 'picked up' so you know that they're inactive, or remove them from the map. A couple of times I stepped on an 'old' dot thinking it was a 'new' one
A simple idea, but really well executed
yeah like the guy above said, major spyhunter vibes.
LOL at my fighter jet not being able to handle balloons though XD
Pretty fun, but a bit weird water destroys two things and 2 things can destroy wind - what did purple represent?
Interesting use of theme, I got a kind of Loco Roco vibe.
In the webplayer your UI is dark grey with darker grey text, FYI - your screenshots have it as black text on white backgrounds, so I guess there was a bug there
I liked this - pretty solid clicker game, but with a visual objective you can see progressing.
You even put in an ending! Nice job.
Really enjoyed this, and appreciate you went the extra miles to put in some synonyms instead of exact word matching
interesting idea... I think I might have preferred it mechanically if it worked more like Snake, where you collect 'followers' who follow in your steps, rather than the attach / detach mechanic you went with
I really liked this; simultaneously a devolution of space invaders theme, while an evolution of the gameplay
1004 turns... is that good? is that bad?
¯\_(ツ)_/¯
Interesting idea - would have been nice to have some sort of timer or score to see how well you're doing.
Design wise, it seems like you can go forever by sticking to the edges, and whats with the giant green box at the far north?
@steph88 (and any other youtubers who might be interested) - you have my permission to put this in your video, but I can't be arsed to sign up to yet another site, sorry!
Yeah, there's a number of (mostly graphical) bugs I'm aware of which has towers sometimes shooting when they're not in code, and shooting at targets that don't exit.
Also menu prices are sometimes for the wrong tower, which looks like nobody has found yet.
That's what first try code on a time limit ends up like - I think I'd have to refactor a bunch of stuff entirely to fix, but I had fun making this one, so I might do a bugfix 'sequel'
@Aaranos - thanks!
@Alsatian Studio - Agricultural breeding of plants to have specific traits and placement of plants to provide things like defence against pests is one of the oldest technologies known to man.
I just had the planets self evolving to kill 'pests' that are ancient humans
I really liked the aesthetic - sort of a Little Big Planet demake XD
Its an interesting style, thats part classic JRPG, and part Lucasarts point & click.
I was a little disappointed with how little it fit with the "one room" theme though
Very fun - like Game & Watch on crack
I liked the stage aesthetic, and this is extremely well polished for a gamejam entry
I didn't really understand why the door was 'randomly' opened or closed until after I read the comments explaining there is a button controlling it - I'd thought it was time based, and was going to suggest having some UI elements showing when it was going to open, and for how long it would stay open.
Now I know it is switch based, I think it would benefit a lot from some in-game method of explaining that, even if its as simple as an overhead exclamation similar to how the NPCs react to mouseclicks, or a colour change like when they hit powerups, to make it clearer what that relationship is.
Maybe even just some arrows and text overlaid at the start of the first level explaining "send NPC here to open door, send NPCs here to make them leave"?
This is a fairly solid base prototype that you could expand upon if you wanted with things like more levels (I 'beat' the game and escaped first try).
As others have mentioned, the fixed step movement of the background is quite jerky, and makes the game 'feel' less polished than it is - I think using some sort of smoothing or lerping for its movement would make it 'feel' a lot nicer
Very nice use of light and shadow.
I'm not sure if I clicked with the controls, which felt very rogue like (as in everything moved when I moved 'turn based')... but I'm not sure what would have worked better. Maybe a click to move?
Nice take on the theme - I liked your chosen aesthetic too
I enjoyed this - I was expecting a Sokoban type deal from the screenshot, but I actually like your take more I think
@seano and @xesenix - its not using any default unity scripts or any tutorial scripts, because I wrote all scripts from scratch for this jam, and as it is a compo entry those scripts are in fact included as source.
100% accurate roomba simulator
Like first comment says, I also had the same basic idea... I guess the theme was pretty suggestive for this!
Solid wave based sota-twinstick shooter base that you could build from if you wanted to expand this concept
Its an interesting movement mechanic.
I'm not sure if its a /fun/ mechanic, but it is an interesting one.
I liked this idea a lot, and if you wanted to expand on it I could see how it would end up as a sort of rhythm action sword fighting game.
I think it would be better for players if you used some presentation from other "rhythm action" games for timing rather than just colour changes - for example scrolling icons to show what inputs are coming up, and to show timing when the icon is over the input icon - this would also let you do complex 'combo' inputs by slightly offsetting the timing on each input, but still be predictable
Interesting idea - would have been nice to have a more immediate restart option than pressing escape to return to the menu, or be a bit more forgiving than one hit death.
FYI, your embedded link returns a 404, although the web link works correctly
Using the same resource for special moves as for health is quite an interesting concept, but I have to say using WASD for movement and 1234 for attacking is pretty awkward as a keyboard user
Weird concept, but yup, fully complete little resource management game so well done on getting that done in the compo time limits!
Very enjoyable entry. If you continue to develop this as a post launch game, there are a number of balance and QoL tweaks I would suggest - for example the feedback as to what is happening when attacking is non-existent and it becomes unclear whether the game has crashed or is just resolving conflicts when large forces are fighting on a contested planet, and things like a "add all to fleet" would be very welcome, but these are not the sort of things I expect to find in a compo entry given the time limits involved.
Very fun and polished compo entry - I'd echo some of the above comments about balance issues, but given the time constraints really can't complain too much!
I always like Doodlejump style games - it is a little 'twitchy' with mouse controls though. I think it might have been improved with using keyboard controls and slowing movement down a little, or adding some filtering to inputs so you move 'towards' the mouse rather than directly to its position?
Hi, not rating as echoing above comment I timed out trying to get to the game.
I'd recommend itch.io if you are looking for free hosting for your game
Very polished and complete for a gamejam game - also pretty ballsy to go with something so slow paced and requiring the player to discover the mechanics for themselves when most people are blazing through ratings to bump their score up too.
Good entry, I liked it!
There's a surprisingly large number of assets made for this entry - a bit weird that your player animations are based on movement input rather than facing direction though, although its pretty funny to be moonwalking everywhere
Due to many comments (lol?) about the controls I should probably clarify what I was trying to do - I wanted to make twinstick shooter style controls, but without actual twinstick controls, so holding fire wil autofire, and will lock your aim direction into the direction you were facing when you started firing
@geeitsomelaldy - yeah, I was originally planning on that, I just second guessed myself that I'd already added a lot of 'padding' to stretch playtime out, and figured throwing the player a bone and not making them backtrack to the start might be nicer; in retrospect, it makes the completion a little too jarring
@IDidGame - I think you're right, a little cooldown / power meter would help visually explain the 'shoot cooldown' going on under the hood.
@TacomaBert - yeah, the enemies will _absolutely_ follow you across 'screens', and can float over / through scenery that you can't - I wanted to make them like red heads in RE:Make. if you're within a certain distance, they will unrelentingly chase you, if you're not they'll mosey on back to their spawn
@jushiip - yeah, the method I use to fake that zelda style 'flick camera' gets very confused by the fullscreen button if its used before that method is called :laughing:
@x1212 - nope, that's just my little joke about car insurance!
Very interesting premise and take on the theme... I'm not sure if I could call it 'fun' exactly, but I suspect thats actually the point.
Side observation; ironically, the quintessentially British "Oi!" is derived from the Spanish word for "listen"...
I played through a few times, but felt there were some unexplained rules that I couldn't figure out; does each destination have a maximum cap on routes in and out? Are passengers generated randomly, or are there ways to increase 'my passengers'? The game seemed interesting, I just couldn't penetrate the rules (or am terrible at it)
Sort of a Flow type design to it with the DNA collection and enlarging / shrinking. If you were to continue with this, I think you would probably benefit from going with a non-photorealistic background as it would clash less with the pixel art, and it might make sense to link your 'energy' to your firing, as there's no real drawback to continously firing at the moment. Good entry!
Solid entry that fits the theme well - good job on getting it finished in time (I know that feel)
I liked the painterly styled graphics, but had problems understanding the gameplay; I think the appearance of wasps may have been bugged, as sometimes I would see a flicker of a sprite...? Played through a few times, but each time I lost all bees except for those working on the middle assignment, and was unsure what I needed to do to gain new bees
Very solid compo entry, and a good use of the theme; I'd have some minor nitpicky complaints that it is a bit on the easy side, the unlocks are 'blind buys' rather than signposted what they will be before purchasing, and sometimes it is hard to see a resource location because a rabbit is sat on top of it, but these are definitely nitpicking given the time constraints in making a compo entry. The controls are very intuitive, and everything works 'as expected'.
Good entry!
Very solid entry - might be worth adding some kind of restriction to shooting, or require some manual aiming, as it seemed mashing fire was the optimal way to take care of enemies, and it took quite a long time before any water showed up which had me wondering what the point of the jump button was (although if you're procedurally generating the levels then that might just be luck of the draw).
Models were nice, and fitted the theme well (maybe smooth shading instead of flat shading would have worked better given the organic feel...?)
Very solid twin stick style shooter - the vanishing playfield reminded me a little of bomberman
Played absolutely fine with just a keyboard - took me awhile to get the hang of the controls and realise that you have 'air control' and that it is absolute with the direction you are pushing, and not relative to the player, but once that clicked managed to get to the Goal in a single life (after being stuck in the bottom left of the first planet for a huge number of deaths).
Had a very Super Mario Galaxy vibe with the planet jumping, and the 'boosts' from one planet to another, which I'm pretty sure is intentional
Conceptually this was pretty fun - sort of like a 3D Rampage - but unfortunately it feels very unfinished; for example, you can continue playing long after you are dead with your health well into the negative hundreds.
It was also disappointing that you used stock unity assets for all of the graphics - I would honestly have preferred even just Unity primitives / capsules with an MS Paint texture slapped on
Not leaving a rating, because I don't think it would be fair to for a game that is designed for multiplayer but that I was the only one alive on the island, but commenting just to add the suggestion it is probably worth either having my mouse pointer visible or to make my character face towards the mouse cursor to give a better idea of where I am aiming
Hi, not leaving a rating, but commenting just to let you know that your link 404s - will come back later to rate when you fix the link :)
Interesting and ambitious idea, and I can see you guys ran out of time as there are a lot of minor feedback issues that had me wondering if things were bugged or were working as intended but not telling me.
If you continue working on this post-Jam, I'd make the following suggestions; * Would have been nice to have some onscreen indicator of what resources I had, and what was needed to collect; I eventually figured out how mining works, and was getting UI notifications of resources I had collected, but there were no indactors other than the 'in use' sign on the elevator when trying to deposit * enemies seemed to aggro on proximity, but didn't seem to be attacking me (or the health bar wasn't representing my health correctly) * some sound effects would have been nice * I noticed seams in the skybox - FYI, if you set your textures to clamp not repeat on import settings that should fix that
Your menu screen was very impressive for a gamejam entry, but I think you might have been better off putting your game info either on your webpage here for people to see before playing, or as a quick pseudo-tutorial on game start - I think most people will miss it just by jumping into gameplay, especially in a gamejam situation
Very interesting concept and 100% accurate simulation of what my keyboard looks like, but very very difficult - the time window where keys are valid to enter and not get stuck or squashed is very short, and often you are stuck with no 'safe spot' to jump to as all surrounding keys are sticky or being mashed. A bigger gap between seeing a shadow and a finger coming down would help a lot, or making sure there is a minimum 'safe time' between a splash and a finger to escape.
I found the idea that to a crumb bread is their god very funny, and could see this working with a bit of a balance pass to be more forgiving as a sort of comedy Frogger / Crossy Road type game
I'm surprised I'm the first comment...? This game has _some juice_ to it - cam shake, music triggers etc, but I guess you guys ran out of time to do a final polish, as there's some pretty annoying (unintentional) bugs that sour the overall experience I'm afraid.
As you mention in your About section, using health as the same resource to buy equipment is interesting, but letting that kill the player by letting you 'over spend' is pretty unfair... one of the bugs shoots a homing bullet that never seems to vanish, even if its already hit you and taken health which... is also pretty unfair...
Theres something here you could definitely work on if you want to continue with this project post Jam, but it could definitely use some polish
Solid entry with an interesting take on the theme - gameplay sort of reminded me of Osmos meets Katamari Damacy.
My only real gripe would be using CTRL as a use key (I know Unity maps it to "Fire1" by default) for webplayer builds, because it starts firing off various browser hotkey actions
Incredibly ambitious idea for a compo entry, that fully executes on its promise - really great entry, I liked it a lot. (and saved the human race in less than a month, pfft)
I love sokoban games, and I really liked the 2D / 3D mashup going on here - I'm going to have to look at your source to figure out if your globe effect is a shader or geometry :smirk:
Very solid and polished compo entry - I always enjoy people experimenting with control schemes and reducing things to as few inputs as possible, so multi directional and multi speed controls with a single mouse click nails that.
Also as someone who never has enough time to get any music in at all I'm impressed you got multiple tracks made!
Very fun and polished, with a lot of attention to detail; the high score UI being in what would otherwise be dead space, and the 'offscreen' enemy indicators. Reminded me a lot of Defender in concept and gameplay
I liked the concept, and the art was recognisably cockroaches and grasshoppers on a drab battlefield - very WWI feeling.
If you were going to expand upon this post-compo, I'd suggest a few tweaks; the character models are quite tall, and the bullets you shoot are quite narrow, so it is quite easy to find 'safe spots' where you can shoot the enemy but all of their bullets miss you. As a personal preference, it might be nice to have an 'auto-fire' by holding down space instead of having to mash it (a lot of old SHMUPs will let you mash for a faster fire rate but provide a slightly slower autofire by holding fire button). Its also a little clunky to have to hit enter between waves, imo - maybe stop the player firing and let them hit fire to start the next wave.
I also noticed a few bugs - theres an ammo counter on screen, but I didn't seem to have any ammo restrictions, and despite the game description saying survive 5 waves for victory, I seemed to warp back in time to 9:14 fairly regularly. Some ambient music would have been nice, as would some indication when I'd taken damage beyond just my health going down.
Overall a solid compo entry that works with the theme
Really solid fun entry with a very nice aesthetic.
The fact I was hoping for things that aren't there (like a combo mechanic for well timed dashes) rather than nit-picking what is there is testament to how solid an entry this is.
Am I... am I setting lightbulbs on fire? :laughing:
I think double jumping feels a bit odd because you are adding a velocity to existing velocity, rather than zeroing it before doing a double jump? It seems like it works if you double jump 'on the way up', but doesn't if you are 'on the way down' in the jumping arc
@SuperEndeg - yeah, I was hit with a gameover from going too high with ~80% power left; maybe a "you are going out of bounds" type message rather than insta kill might be a little less harsh?
Overall I enjoyed this take on the theme, I would have liked some kind of progress bar or indicator to know how I was going, or maybe even some kind of minimap that shows areas Ive explored, but given the time constraints and the fact that sort of stuff removes the sense of exploration, those are more suggestions than criticisms.
You're in a very similar design space to my entry, which is always interesting to see and compare approaches!
I found the rewards for completing missions a little stingy - I would have liked to feel like I was making progress rather than just breaking even, but it might just be because I wasn't playing very well.
Gonna have to echo others comments that the restrictive field of view can feel a little unfair as a lot of times you are making leaps of faith - but the fast respawns helps a bit with this.
Really feature rich for a compo entry. If you wanted to continue this post jam, I think you could solve a lot of the issues with initial complexity by adding something like a tech tree or research cost where additional build options unlock over time rather than all at the start
I love LD entries that are a bit meatier than a 2d platform game, but as others have said optimal strategy being to ignore coal entirely from the very start removed most of the challenge, which reading your comments is just a side effect of Compo entries being really tight on time, so thats pretty unfortunate.
Very difficult, so fairly liberal checkpointing was welcome.
Also I just really like the "2.5D" aesthetic
@hephyrius - its difficult conveying a sense of speed without environmental cues, so I was trying to use some nebula type elements (the smoke) as a foreground element to counterpoint the slow movement of the stars background and make the ships feel like they were moving fast - sorry it didn't work for you
@nikrt & @jotson - I was trying to evoke asteroids drifty, low friction controls. The Fuel Scoop lets you pick up energy (blue cubes) that sometimes enemies drop and that sometimes you can mine from asteroids - if its not turned on you just fly past them.
@starlight-glimmer-is-best-poney - I make all my LD games web only, because realistically a lot of people are going to play them for less time than it takes to download / unzip / install / uninstall / delete, plus I get Mac & Linux dudes for free
*edit*: FWIW, Unity WebGL performance is usually pretty good in Firefox, if you're using Chrome I highly recommend turning WebGL 2.0 on if you haven't already
@mathijs750 - thanks for letting me know about the gamepad! I don't have one handy to test myself, but if its as easy to support as it seems I'll probably support it a bit better in future
@n-feofentov - yeah, I wasn't actively trying to support gamepads because I honestly didn't think most people would be playing LD entires with gamepads, but it was easy enough that I might put actual gamepad support in for future entries
Wasn't really sure what the mechanics involved were, but I got to over 300 seconds with 100% power remaining just by holding down the space bar before I got bored and gave up...
Simple idea, perfectly executed; can't really ask for anymore from a compo entry!
Hey, you came at the theme in a really similar way as I did - I love seeing that happen, and what changes to the formula someone else has made, like keeping good old World Wrap which I hummed and hahed about.
Nice solid take on the Asteroids template!
Well, I don't know what I was expecting, but it definitely wasn't a dog pissing on batteries :laughing:
Pretty sure this is a take on the theme I'm not going to see anywhere else
Solid wave based shooter; as someone mentioned above, 'catching' the mouse in webplayer can be annoying, and using esc as a 'catch' toggle is problematic as that cancels fullscreen (and messed up the UI layout in my case when it happened).
Not sure if you're using 2 cameras for actual gun aim and visual gun position, but I don't think you are - would make aiming a little easier even without crosshairs if it was 'from my perspective' for the aiming, and the visual representation of the gun was an offset from that
Definitely unexpected take on the theme; I gave up playing long before I 'lost' as it was a little repetitive. I know Compo games are super tight timewise, so perhaps this is unfairly picky, but it would have been nice to see some visual variance between loops - even just a change in the background colour
Nice take on the theme, and it took me a couple of tries to get familiar with the control mechanics, which is always a good thing to have a bit of a learning curve imo
Interesting take on the theme
100% accurate depiction of LD participation
Looks very nice; I think it might have worked better locked to a 2D gameplay area, either as a 'top down' or a 'behind' (like star fox) viewpoint so the player only has to worry about positioning rather than orientation as well.
Of course that might just be because I wasn't very good at it...
I think I would have preferred an actual 'poke' mechanism where the spear moved when you pressed a button, as it felt more like a "hold a stick while things run into it" mechanic - unless I'm doing it wrong?
Had a bug where I guess my player object was knocked off of its axis, and my controls went haywire and I ended up going offscreen and unable to bring myself back into view...? Locking the players axes might have helped, and some sort of camera follow would have been nice (or just restricting the playfield to what is visible)
Nice design on the main character!
Like most IF, the trick is anticipating potential responses in the parser so as not to break the illusion - I was slightly disappointed that (for example) "Dodge" was incorrect when it expected "roll". On the other hand, there were enough hints to keep things flowing and not become too obscure, which was nice.
I didn't understand how this related to the theme at all though, so had to score you quite lowly on that unfortunately
Nice work on the main character design, and things certainly escalate quickly!
Tank controls though... *shakes fist* :sweat:
FYI, small bug with your gameover screen in non fullscreen webplayer - your gameover text and restart text are bigger than the game window is.
Nice entry.
I was wondering about the theme integration up until the point that I friendly fired myself into a game over - nice implementation of making what seems like an obvious improvement a double edged sword.
I'd also like to comment on your oil-painting-esque space background; its a nice aesthetic you don't see too often (and I say this as someones whos made a bunch of space backgrounds in previous LDs)
@elodeon - yeah, its, uh, satire about over consumption in modern living. Or something.
@tiberiusuciu - on the one hand, a "press to restart" button is a damning indictment of my own personal failures as a level designer.
On the other hand, given how often I use the "don't pickup the thing that is blatantly in front of you just yet or you screw yourself" trick, I kinda felt I had to :smirk:
@taiku - fair comment; I was somewhat limited by the concept and how different I could make the various stages of 'fatness' feel to play; "full fat" was about as far as I wanted to go with regards to hampering player controls, and as others have mentioned its already borderline sluggish / unresponsive at that level and 'full thin' being any faster / jumpier would have veered into 'twitchy' controls, imo
@wheffle - yeah, if I was going much further with this, I probably would do that just to give myself some more real estate to work with - the levels are kind of claustrophobic at the moment
@nax-89 - I love when that happens! Yours beats mine hands down on the production values though :yum:
@asilva4000 - like a super mario world style fade to black? Yeah, I could see that being a pretty cool addition
Incredibly frustrating (in the most possible fun way) - this is like the QWOP of unicycling I got to 108m and literally could do no better after an embarassing number of attempts...
Very fun take on the theme!
Really solid compo entry - yeah, at first glance its a little like a Game & Watch title, but it has a nice layering of mechanics and a dilemma between upgrades and deposits, along with a 'top order' scoring system to add much more to it.
My only real criticism would be that the ore deposit and upgrade machine behave differently - in my first game I could not get upgrades to work at all, as I was trying to deposit single ores and got a message that they needed to be refined first, while the deposit machine would accept any number held.
Given its a Compo Entry so I would expect some flaws here and there anyway due to time constraints, the fact that that was the only thing I noticed is a testament to how solid an entry this really was - good job!
Really enjoyed this, and impressed you went above and beyond to include leaderboards too - all in a compo entry, to boot!
Oh man, after you left a comment on my game, yeah, fistbump for same idea!
You did it much better than I did though, with moving platforms and moving food!
I call shenanigans on those clearly photoshopped (I can tell from some of the pixels and from seeing quite a few shops in my time) screenshots of someone holding 5 pancakes because that is clearly an impossible task for human beings to achieve.
And in the game too
Aw sweet, its Solar Jetman with a dash of Risk Of Rain!
I enjoyed this a lot - particular credit for being able to loot my own corpses.
Really solid concept and execution.
Compo entry with no source code though? :eyes:
@kbjwes77 - no worries, its not like I knocked any points off my rating or anything :yum:
Hey, just as an FYI your itch.io link currently 404s - have you made your entry public?
Maybe its just my leet Crazy Taxi skillz, but I beat this first go with 200+ passengers :sunglasses:
Maybe some kind of points system to reward 'perfectly' stopping would have been nice, or have passengers board much slower the further away from the stop you stop at...? Things to consider if you expand on this post-Jam, but this is a solid entry as is (although slightly disappointing it just ends after one level - maybe could have just restarted that level with a lower initial time limit each time?)
I liked this a lot, but must admit totally-not-mary-had-a-little-lamb had me turning the volume down after awhile...
Not sure if intentional, but your ...club? is always damaging to enemies even when you're not swinging it, so you can rack up kills just by playing like zoolander and only ever turning in one direction so enemies run onto your weapon? Nice idea and decent execution though!
Mechanically _really_ fun - I enjoyed just messing around on the title screen (until I got a Unity hard crash popup - you might have some unfixed errors on your title screen...?) so reloaded and stopped messing around on the title screen.
I didn't rate you on Audio, as I didn't get any...? You might want to opt out of that category if there isn't any
All of your levels are iterations on the same theme, but as I said - that basic mechanic is **really fun**, and I don't see any reason why you couldn't expand on this with the ideas you felt you didn't have time for.
Turns out herding cats gets a bad rep for no reason!
edit: Oh, I've just noticed this is your first LD entry? Extra Kudos on that, its a really solid first attempt!
I'll be honest, I was super disappointed stealing didn't work like the menu, and pressing space fired out an arm that followed my mouse cursor grabbing stuff...
...not to say what I actually got was bad though! just your menu set me up for disapointment!
100% accurate simulation of using elderly family members laptops
This is really good fun.
I have a few of my own past corpses seemingly permanently attached to the front of my truck from when I was trying to land the gold on the arrow (and in true Darwinian fashion after multiple deaths eventually worked out the arrow meant 'press down here').
Conceptually, a really nice idea, I had a few issues with the execution though.
I think having a 'floor' of some kind would have helped with gauging depth perception and the distance between objects, rather than them floating over a skybox, as I felt I was guesstimating distances with quite a bit of uncertainty.
Could well be I just suck though...
The physics in this is pretty janky, but thats what makes it so funny to play - like needing to take a runup to get up the stairs, or the fact I spent a good minute trying to scoop up a customers burger off the floor using their table as leverage before serving it to them upside down :joy:
Nice first entry!
Fun little retro game, but I'm not seeing the connection to the theme...
As others have said, the mechanic to destroy the fire totems is not very obvious - even just a slight colour change when you're doing what you're supposed to be doing would signal it a little better, and the heat mechanic is interesting, but it would be nice to have some control over it.
If you were worried the game would be too easy having you passively cool off while not shooting and avoiding enemies, maybe some kind of bonus 'health' points like shrines in Diablo to give one off cooling would be nice so that you don't have a point where you know you're basically screwed but can't do anything about it.
Really solid compo entry (but again, gripes about lack of fitting theme - were you hoping something different would win theme selection? lol)
really solid compo entry - exactly the type of entry that could easily be expanded into a full game post jam
Nice simple concept, and good execution. Ran fine for me in the browser.
I couldn't seem to build a factory, and anything else I built just sent my funds nosediving into the negatives with nothing to do about it.
Bugged uploaded build, or am I just an idiot / missing something? (playing WebGL version)
@smilewood - ah, okay, thanks - it is me as an idiot then :p
e: and I feel like a double idiot because when I posted there weren't any comments visible, and when I came back you'd already explained it
Are you randomising start positions? Because at the start of stage 4 I literally started off the map and fell to my death... which I guess is authentically drunk behaviour, lol.
Good effort, and weirdly fun though!
@tinamil - selling stock is actually independent of warehouse capacity; you sell things on a fixed schedule, and you sell everything you have. If your warehouses are all full, it means your factories aren't producing anything (because there's nowhere to put products) so they're definitely worth buying as production increases.
Nothing wrong with maze games, but I will quibble on how it fits the theme which is running out of space, not time (and unfortunately for you I played a maze game earlier today which had a shrinking world space to fit the theme).
Is there a reason some insta-death blocks are red and some are blue? I guess its to help you figure out whereabouts in the maze you are?
Sorry you had time issues, as it obviously hampered what you could put together in time to make the deadline, but you did at least get a fully working game together in time!
Good idea that fits the theme well, and well executed.
Gave me a Lumines vibe.
I really liked this entry - it has a weirdly nightmarish aesthetic, with the giant clocks ticking in the background and the completion screams...
I managed to finish, but if you were going to continue working on this post jam, there are a couple of tweaks I'd suggest to make things 'fairer' and more puzzle-like. Making enemy movements predictable would let you plan a route, and so would making it 'rogue-like' and have them only move when you do. A couple of times their random movement screwed me over, and a couple of times they made their own pit then walked into it, lol. Also felt *sort of* unfair on the last level changing up the rules on how doors work, but its a compo entry so I can't realistically expect you to make a subtly different door model to function as a fake door
This game has a lot of "juice" (as the cool kids call it) for a compo entry with some nice touches like camshake and some nice particle effects.
Nice entry, but as you mention kind of a stretch for the theme. Its a solid enough puzzler that it gets away with it though.
FYI, I had to disable uBlock Origin to run it in Chrome if anyone else just gets an image when they go the webpage instead of a playable game.
This is a pretty great concept for a puzzle game.
Like others have said, theres a huge jump in puzzle-difficulty from the 'obvious' tutorial levels to figuring things out for yourself, but given its a compo entry I'm actually impressed you bothered with the tutorial levels rather than just jumping into the meat & bones of the puzzling, rather than being upset there weren't more 'filler' tutorials to teach you about stacking commands and swapping memory cards.
Very authentic recreation of old GB games, right down to the brutal difficulty and complete lack of caring that you can paint yourself into a corner a long time ago and not realise, and will inevitably have to restart the entire game again memorising what you did wrong.
From a modern design perspective, thats 'bad', but theres enough games I played through in ye olde days that do exactly the same thing that I can't help but see it as authentic recreation, so I'm not marking you down for that or anything.
Hey, a good old fashioned maze game. Ain't nuthin' wrong with that.
If you were to continue work on this post-Jam, I can think of a couple of quality of life tweaks you could make; some kind of UI showing how many objects you've collected and have left to collect, and maybe some pointer arrows if not to the objects themselves then to the exit location.
Solid compo entry in a classic genre that fits the theme, I can't really say much more than that!
Playing this reminded me of going for the pacifist achievement in geometry wars - fairly simple, but really fitted the theme well.
I also got a generic c+p comment on [my game](https://ldjam.com/events/ludum-dare/42/space-factory) linking to this, and I have to echo what others are saying that if you are using other peoples work you should opt out of the relevant category.
Its particularly annoying doing this kind of spam promotion to compo entries, because they are the work of individuals building everything from scratch under a much tighter deadline than jam entries do, and actual feedback is much more useful.
Really interesting little game; just playing it felt very stressful, which I guess is exactly as intended.
What you lost on the score for 'fun' you more than made up for in 'mood'.
Nice take on the theme.
Why do skeletons become huge when they fall over? LOL
I really liked your menu screen to game transition.
Really solid first compo entry - despite the minimalist presentation, its a strong idea that fits the theme well.
Good suggestion above to reverse the shrinking with successful 'scores' too. I'd also probably just make the regular move speed the run speed too.
edit: Oh, FYI, its a compo entry so you need to provide the source code somewhere. Just a headsup in case you forgot!
I love sokoban games, and having obstacles be removed with the world disappearing is a nice touch to fit the theme (even though if you stop and think about it makes no sense, heh).
Its a little awkward / buggy in places, but its a compo entry so its overly nit-picky to criticise for a lack of polish; if you wanted to continue work on it post-jam, I'd echo a lot of the comments on it being a little clunky and spending some time polishin that up would help a lot.
Really solid 'twinstick' shooter for a compo entry.
The rocket launchers so good it kind of felt like easy mode though
(2001 points and 32 portals destroyed thanks to it)
I like the hand drawn aesthetic a lot, and I have to be honest, power drifting into a wave of swimmers and killing them all is pretty fun
Really solid compo entry that fits the theme. Yeah, its a simple concept, but its executed well.
It did seem a bit unfair when you're really up against the wall that you can't 'catch' your own bullets to replenish ammo - might make a nice 'last dtich' defence mechanic, because if you're close enough your bullets are rebounding, you're close enough to game over anyway.
Congrats on your first entry!
Less running out of space and more flying into space.
Weird concept and aesthetic. Thanks for sharing it, I appreciate something a little out of the ordinary, and a squad of magical girls eating donuts to get to space is definitely that.
I guess from your comments about accidentally opting out of categories this is your first LD? Its a really solid compo entry that fits the theme - I managed to unlock the skin on my first go, but just having that as a meta-game element along with the 'skin customisation' aspect is going above and beyond for this type of game with the time limits of a compo entry imo
Interesting take, sort of a reverse Osmos.
Galaxies colliding sound like someone sneezing, lol.
Really interesting take on the theme, and very nice presentation.
I also appreciate you went the extra mile beyond it basically being a fancy Game & Watch game with the conversation minigame aspect.
Really solid compo entry, especially for a first timer!
Hey man, I just want to say - you shouldn't put a description of the troubles you had on your game entry page - it makes it look like you are apologising for how bad your game is, and let me tell you I have played games that are much worse than your entry in this jam, I played much worse games in every jam so far, and i will play games that are much worse in every future jam I enter.
If you want to get it off your chest, do a blogpost - everyone doing the compo knows how tough it is to get things done in time, and everyone doing a compo entry knows about having to lose features for time, but the people playing the game will never know what features you wanted but couldnt get.
you should be proud of what you have made - it might not be the best, but its not the worst, and at the end of the day... you made something! By yourself! Thats a good thing! Don't apologise for it!
This is really polished for a compo entry, right down to having ingame controls scheme (as opposed to what most of us do which is write that up as part of the game description, heh)
@oxrock - Some of my bug fixes would have definitely veered into 'new implementations' territory, and I generlly like to give an honest impression of whats achievable in the time limits allowed, if for no other reason than LDJam newbies who play this don't get too discouraged about whats possible
The look feature was intended to be more of a 'search' feature where sometimes you can find hidden food caches, but you know, features cut to hit a deadline XD
@jcmonkey - oops, yeah, seems I only check for going below zero in my 'active' food drains, not my passive ones, good catch. Would make more sense for passive drain to be health rather than food in general too thinking about it now, what with the concept being you have the plague and all.
Yeah, more advanced floor generation was backburnered for time constraints - I just went with a nested for loop for this build.
@william-derksen - lol, an auto-mapping feature was *definitely* not on the cards timewise for this entry; a lot of the old school dungeon crawlers had you drawing your own maps with graph paper 'back in the day' XD
@salyon - the end was inside you all along! (no, sorry, its mostly procgen, I'm impressed you managed to juggle resources that far though)
@owen-rees - unkillable enemies is one of the bugs that happen if you restart via the ingame restart button unfortunately; I lose an object reference somewhere on a scene reload and couldn't figure out where :(
@christina-antoinette-neofotistou - my programmer art is at best 'functional', especially compared to what you make, but I'll take the compliment!
Simple concept, but really well executed, and you seem to be harsher on yourself in your description about your graphics than I'm going to be - everything was clear what it was supposed to be, and the whole game scene was readable, which is all anyone can hope for in a compo entry. The audio lifted the overall presentation up as well, and was funny and memorable, but without being too repetitious and getting too annoying too quickly.
really good compo entry.
Yeah, I don't want to dogpile you with the same comment everyone else has, but isometric tank controls in fairly narrow corridors is like a perfect frustration combo.
Its a shame, because the ideas pretty neat, and I think would have been a lot more fun with 'direct input' style controls
I managed to overheal my van turn 1, which turned out to be pretty useful as it moved faster than maxspeed.
All in all really good compo entry, this is more like the game that [Organ Trail](https://store.steampowered.com/app/233740/Organ_Trail_Directors_Cut/) **should** have been.
You mention this was your first LD, so I guess you were a little over ambitious? To the poster above talking about player rotation - the player does rotate, but its to the mouse pointer, not to move direction.
This was really hard - too hard for me to fairly evaluate it, as I never managed to get more than one animal returned before a game over. If you were going to continue working on this after the jam - and you might want to, theres a good idea here at its base, and I liked the aesthetic - here are some suggestions for tweaks to make.
* have a health bar instead of one hit game overs * adjust your time limits based on how many different animals you have to collect, as you can only carry one at a time - due to the back-and-forthing, you need way more time to get 2 animals than one * your map is based on 'bottleneck' areas, which wouldn't in itself be a problem, but when you have a phalanx of enemy farmers (theres like, 10 spawned at the start of the game?) that home in on you and are insta-death on touch, the only gameplay option is to wait for them all to enter the same 'room' as you, then kite them away from the exit so you can get through - all of which eats up valuable time. Having two different corridors into each 'room' would help with that, as would having a more open map in general * Maybe ramp everything up a lot more slowly; like, start with only one farmer chasing you, and add a new one for each successful animal you sacrifice? Start with a really generous time limit, then give bonus time extensions with each drop off?
Hopefully you don't feel any of the above is unnecessarily harsh, believe me, I totally get how those compo time limits hit you, and your entry is probably better than my first LD entry!
Interesting take on the theme. I genuinely never thought I'd play a gamejam entry based upon sylvia plaths The Bell Jar, lol
It took me a while to figure out, but this was a really interesting take on the theme
Took me a minute to figure out right click / left click mechanics, but a solid little puzzle-platformer compo entry that fits the theme well. Also I appreciate its a little more forgiving than a lot of platformer entries tend to be - I often finished levels with sheep-ammo to spare, and I'm not exactly a platform game speed runner
I have to say, all of the enemies having homing bullets feels a bit unfair in what ends up as a borderline bullet hell shmup... I think it would have really changed the difficulty level just by having bullets move in straight lines and being able to dodge them
Yeah, as others have said a checkpointing system would have been really nice to have - I had 18 followers just after the people shooting at you section, and got clipped by a crusher and didn't want to restart from the beginning; you'll probably tell me that was right near the end now, lol
60 generations of hereditary ugliness before they got rid of my genes!
Fun little entry - simple concept, well executed, nice take on the theme.
I'll admit, I didn't find the gameplay that exciting, but I did like that you took the time to add a lot of nice little touches; the colour changes of the background as you progress, the fact you have all of your 'lives' onscreen at the same time, and as you lose one the next one takes over... these are some nice little polish aspects thats its easy to overlook under a compo game time limits, and I want you to know I appreciated you taking that time
edit: oh, its your first competition entry? Yeah, I appreciate that more, as well as the fact you managed to make a full game with actual game over conditions and had time to add music too. Its all too easy to overreach and then not have time for things, so you should be proud of this as a first attempt!
@nekonyo - hey, you're allowed to keep on working on your game after the compeition deadline, you just have to keep the original entry listed here as thats what you entered for the competition :)
A lot of people who have fun making something for LD go on to turn that into a full game - did you know [Hollow Knight](http://hollowknight.com/) started out as a ludum dare game? I'm glad you enjoyed yourself, hopefully you'll stick around for next time!
Really good compo entry, especially as a first try, and I think the aesthetic worked well even though you seem worried about a clash.
Nice take on the theme, and I always like puzzle platformers that skew more towards the puzzle than the platformer. (and those aren't *really* animals, right? because you don't get duck paramedics...)
Interesting concept, executed pretty well. Given the major input for the game is mouse driven, it might have been nice to have dash as middle mouse button (most mice have those nowadays, even on macs, right...?) and the restart / menu icons as buttons. Would have been nice to have completed levels have some kind of icon or colour change showing they'd been completed on the level select screen too, but these are mostly nit-picky points of feedback.
Interesting take on the theme - kind of reminded me of a board game like Mysterium with the clues provided to work out the subject (or a really dark version of Guess Who? lol)
Would have been nice if you could make your selection directly from the 'board' of cultists, rather than a text only list of names, and maybe if you could see the spirits advice on that screen too, just to avoid going by memory (or screenshots ;) ).
Really solid compo entry that fits the theme well though.
Yeah, the movement controller felt a little clunky - I seemed to be getting snagged on edges a lot.
I don't want to nit pick a compo entry too much though; I like that you have everything 'on one screen' for the player to see what to do; it might be worth adding the controls to the ingame help screen too so its immediately pick up and play.
If you were going to expand on this after the jam, it would be nice to give some context to who your followers are and why they are different, rather than just having one a terrible choice to use when given the option; like snipers being able to shoot through gaps in the walls to clear the way after they're placed, or something? Just so I get that they're 'snipers' from more than that I'm told they are?
Pretty good compo entry, especially for a first timer!
Nice entry! Simple idea, but well executed. I seemed to do better just ignroing the cows and altars, and focussing only on kiting the mobs and avoiding them, as the only thing tracked at game over is time survived - maybe add points for killing cows to stop ignoring the objective a valid tactic? Its a compo entry, so I don't want to be too nit-picky, but I think maybe an unobtrusive ground texture would have helped break the game screen up a little, or some more non blocking objects like grass patches, but like I say, I understand how tight time limits can be in a competition entry, so that really is nit picking.
This is like a crash course in multi-tasking, fun little compo entry. It seems like if you lose your anvil, you're in an unwinnable state with no way to buy a new one? Particularly annoying a that seems to be the first thing the skeletons went to destroy, lol
100% accurate simulation of the angst zombies have about what sort of brains to eat to stay trim
Very clever take on the theme; its all good fun up until the point it really isn't, heh.
Really nice overall aesthetic; I think the turn speed was probably fine, as standing still and spinning on the spot spamming lasers in a death blossom while powerups come to you is a pretty effective tactic
really nice compo entry - I lost all my dudes on day 3 at the section where you have to quickly alternate between the guy and his dudes to get through the doors while a rat runs along the bottom path, as my mind struggled to map use+left/right to up+down, but thats just because I suck, lol.
A few weird little physics glitches (like sometimes my dudes would fall through the bottom of a lift as I was raising it), and there was an invisible blockage on a central platform in day 1 and 2) but those are easily forgivable in a compo entry that has quite a lot of depth to it
@julienlussiez - in testing I was racking up a lifespan well into multiple centuries even with a 50 year max bet - how long do you want to live for anyway??? :laughing:
Hey, this was a really cool compo entry; I made it to the good ending, and didn't even notice you could buy extra gun turrets until I retruned to this page and saw your screenshot :smirk:
Hey, cool, I think this is the first time I've seen a UE4 webbuild in LD
Hey, just as a headsup - its a good idea to avoid using ALT for player controls for games you do web builds for, as most browsers use ALT + key for hotkeys
Kind of like Flappy God Of War :smile:
Anyone playing on PC finding space is autoscrolling the browser below the game window, left mouse button does the same as space, so you can play that way
Solid enough compo entry in what I played, but I'll admit I didn't get to the end, because maaaaaaannnnn... no restart level option on death, back to the start through the tutorials again?
echoing comment above that "space closes shop" would have been a helpful line on the shop screen; also some minor 'nicety' features, like being a bit more generous with the trigger volume size for the fuel pickup so you can scoop fuel up while on the move a little more forgivingly (I found myself doing a little stop-start routine to grab fuel more than once) but getting into that level of nit-picking is only because the rest of the experience was otherwise really solid for a compo entry.
Graphics were a little barebones but more than functional, QoL features like an arrow pointing 'home' to fuel depot / shop were welcome and added to the overall sense of polish, and nice responsive and intuitive tank controls and sense of movement.
Overall the game felt like a reverse Desert Strike, heh
Nice first entry! I played for a week, and hit a point where I was forced to kill myself to take extra cards... wow, being a hotdog seller kind of sucks ;)
very macabre undertones as to whats going on...
I really enjoy a good TD, and I think this worked really well with the theme, even if it skews to the tougher side of things - very easy to ruin a run early on.
Also really solid use of retro aesthetic, right down to having your build menus 'in the world' rather than in a menu, and having two button controller style confirm / cancel selection.
really nice compo entry!
Yeah, the buttrock theme was great, gave Doom vibes.
Nice take on the theme - I did something kind of similar, and its always interesting to see where other peoples ideas overlap
Pretty simple concept, but well executed - bit of a stretch for the theme, but close enough that I'm not going to sweat it.
I really liked that you managed to get enough assets made within the compo deadline to give the levels their own visual identity, instead of each level looking the same with a different layout - speaking from experience thats tough to do in a compo entry!
100% accurate simulation of being a ball of money rolling down the street
Nice idea - the margin of error for transferring energy was pretty harsh sometimes - it took me a few tries to pass the 'tutorial' level, because I sat in the conveyor belt charger until it has drained me fully, and then didn't have enough energy to open the door at the end; might be nice to only take the energy thats 'needed' rather than let you 'overspend' to the point the level is uncompletable, but you don't find out until later...?
Its a solid concept, and with a little polish could easily become a project beyond the scope of LD
@attala - I was playing on the Web build, so if your drain / fill mechanic is linked to framerate (ie is in Update() method) that might explain why I didn't manage to open the door...?
Pretty solid idea for an entry, but your platforming physics feels a little 'floaty' by default, and the double jump is kind of bugged - it jumps further depending on when you use it, and it also doesn't seem to reset when you land, so you can pretty much fly.
Other than that, everything made sense and was intutive - I would have liked to see a bit more variation of some kind as you go on, but its a compo entry so I get the time pressures involved, and can't really fault you for not having a ton of different tilesets or whatever.
echoing the comment above, that not being able to tell when you've 'killed' an enemy messes with your sense of how you're doing, but I did like that you 'front load' your decisions and then test them out in game, rather than doing it midgame. Gives a slightly more stategic feel.
Its actually kind iof refreshing to find a more metaphorical take on the theme than a literal one after playing and rating a bunch of entries - this one is certainly unique.
If you wanted to continue with this post Jam, it might eb nice to have some UX tweaks - maybe some marking like photoshop grids to show things like the middle of the imge more easily?
Interesting take on the twinstick shooter - world freeze when shooting is a bit weird (not sure if its a bug or intentional, as it was on all weapons for me not just the second one) and makes things a little easy.
The LoS visualisation is very subtle, but a nice effect.
Was slightly disapointed I didn't get the boss fight I was expecting at the end... but hey, compo entry, I know how these things go, I figure the abrupt end was that contest deadline hitting.
I heard at the bottom of the ocean is a chest that will dispel all lies and then send the finder flying into the sky in a beam of light, and this is definitely true because I saw it on the internet
Unusual take on the theme, which is nice to see.
I have to echo others feedback on tank controls though XD
Simple idea that's well executed, and fits the theme. Personally, I think the screenshake and colour overlay goes a little too far and could maybe ramp up a bit slower, but I guess you were worried it would be too easy...?
This is a crazily ambitious compo entry! I'd quibble the theme a little bit, but I'm impressed how much game there is here and how you nail the feel of heading out into the unknown
Yeah, just echoing what others have said, you seem to be overly harsh upon yourself in your description - this is a very well executed compo entry, a decently fun implementation, and a really solid base to build on if you wanted to expand on it post compo.
@lokt02 - yeah, my inspiration for this was equal parts fl0w and Spores first stage, but both filtered through my memories of them, having not played either in years! :D
This is a charming little whimsical game, and what graphics there are are good - very nice little compo entry. I did find a small bug where you can moon jump by mashing the jump button in mid air
Solid compo entry, don't undersell yourself. Obviously things like animations / sounds would be nice, but compo time limits are what they are.
My only real complaint would be the lack of a restart button on game over.
I really tried to puzzle this one out, but I really found it impenetrable; not only was I not sure what I was supposed to be doing, I wasn't sure if pressing WASD or clicking buttons was actually changing anything, If you continue with this post-compo, I think it would be a really good idea to have some sort of feedback to the player that they've done something, and how thats effected things
Yeah, I have to echo what others have said that all of the elements are here, they're just not quite coming together in a way that I really get whats happening.
Theres a lot going on here, especially for a compo entry - maybe stripping it down a little bit and adding new mechanics at certain money thresholds? Theres NPC shop(?), pseudo-gravity flipping, light mechanics, and having to return to the start of the 'level' to 'bank', on top of the core mining and collecting stuff
Very complete for a Compo entry - some minor bugs, and I wasn't really sure what the criteria for anything other than limbo meant, so I ended up just ignoring any cats that had owners which seems like a successful strat?
I don't want to get into a big ideological thing about blockchain, but I was just wondering what the benefit of it is to your game, do you think? It seems you spent a lot of time working on it, but I'm not sure what the point of having your characters also being NFTs are...?
Hopefully you don't take this as criticism, I genuinely am curious what your design goals were here.
Really interesting take on the theme, and a nice little compo entry. That scanner noise is really loud though lol!
Interesting premise, although I seemed to finish quicker than expected by choosing the red portal? Couple of minor bugs as an FYI - A/D are actually left/jump, and I seemed to be able to moonjump by quickly spamming jump? Other than that, solid compo entry that fits the theme!
Always nice to see IF games show up on LD!
Nice logical puzzles, and good use of visuals and audio to set the mood (and solve puzzles). It didn't take me long to find a ladder and escape, but I enjoyed the experience - good compo entry!
Very interesting premise that is a solid fit for the theme - it does get very tricky seeing your 'nodes' as you get further and further down, but I was playing the WebGL build and you'd already warned me about that in the description, so can't complain too much
Nice compo entry, and good approach on the theme.
I would have liked a little more messaging on what was going on, like a bar that fills up as you catch fish to show something is happening, or an indicator on what my max rope length was so I knew it had gone up?
Hi, just to let you know your itch link isn't working - did you remember to make it public?
Very nice little compo entry! I really appreciated the generous checkpointing, it gave me enough incentive to reach the end credits screen (such as it is lol) rather than rage quitting when the difficulty started ramping up.
I'm not sure if there was a bug, or I was just playing it wrong, as at level 0 I could only build solar or engines, but was told I needed to build a factory, at lower levels after mining I could mine bays but couldn't see how to build a factory, and I couldn't build robots without a factory....?
I really enjoyed this - I got to the point where I found some kind of cavern leading back to the left at the ~1000m deep mark, but buying upgrades at the shop I accidentally tried to build a hull upgrade that didn't exist, and it crashed the WebGL build - oh well!
Very fun compo entry that fits the theme really nicely!
Congratulations on your first Ludum Dare entry, and you started in hard mode with a compo! Its a fairly simple idea, but it is executed pretty well, and fits the theme well enough. I'd have liked for your background tiles to be seamless rather than obvious tiles, but thats quite nit picky.
It was an interesting idea to have the main character grow bigger as they descend - they are huge by the time you complete the level, lol.
Really fun and solid compo entry - if you were going to continue work on this post jam, the biggest addition I'd like to see would be more 'patterns' in the cards (to expand on the zig zag move), and maybe finessing the move available (like a 'nugdge left/right' instead of big movements)
100% accurate simulation of sending eggplant emojis continuously to people on dating apps :eggplant:
This is legitimately brilliant, and not just in a "for a gamejam entry" kind of way - sure I could nitpick minor things like being forced to move before an attack, but for a compo entry that is exactly that; nit picking for the sake of it.
(Flappy was **by far** my MVP and one-shotted every enemy, probably due to my time spent on my entry, heh)
@apples-mmmmmmmm - thanks! The problem with using Flappy Bird as a template, is ultimately everything ends up as flappy Bird with knobs on.
And Flappy Bird straight up sucks as a game...
@morphine - I guess you didn't play the original Flappy Bird? This versions actually waaaaaaaaay easier with less 'jerky' controls, heh
@gdort - This was literally the first idea I had when I saw what the theme was!
@CaptainDreamcast - ah, a connoisseur! My disapointment is that Ikaruga is a _really good_ game and, well, Flappy Bird isn't, yet thats the DNA that comes through most strongly. Congrats on going for the 10k barrier though, I can't get past about 8000 regularly
@Ithildin - fair comments. Given one of the sources was 2D and one was 3D I wanted to represent that in the visuals, but I can't disagree going fully one way or the other would have been more aesthetically pleasing.
@XMoby and @alex-lemming - good call on the insta-retry button!
In teresting idea, but like @slashee-the-cow mentioned, it felt more like a compilation of minigames rather than being part of a card game.
Something like having a more traditonal CCG wrapper where, I dunno, the player who wins a game removes the opponents card and overall progress is getting rid of the enemys cards would have helped a lot tieing the whole thing together
I was a little unclear on the scoring - I went from a 90 point lead to a game over seemingly in one 'rally' and didn't know why... bug, or me completely misunderstanding how scoring is happening in the game?
I love Zuma and I love Tower Defence, so this was a pretty great combo, both conceptually and in execution. I'll echo a 'discard' option would be nice when moneys tight, but then - as in the screenshot above - I discovered that stacking heals is super powerful as they'll heal each other to full then get to work healing everything else
Solid compo entry - I think it would have been worth playing up the 'racing' element a little, as at the moment its still mostly just a game of concentration. Even just using images more relevant to racing than geometric shapes might have helped tie the two themes together more?
Very enjoyable little game - reminded me a lot of Crush on the PSP. Its always nice to get a game thats fully completable out of a compo entry game too!
If I'm going to nit-pick, it's a bit of a stretch to fit this into the "2 incompatible genres" theme...
Solid combination of ideas - you do get to a point where you literally only have no cards left to play and are just awaiting a game over or fluking into a card box, but I guess that pretty inherent to the nature of it being card based.
FYI, trying to play on Firefox gave me a "browser does'nt support web assembly" error, but it ran fine in chrome.
Really nice idea, I was a little disappointed in the execution though. If you continue with this post jam, I think the following tweaks might help a lot; - slower movement, or have a fixed amount of movement (eg move one 'tile' at a time rather than move continously) - "left" / "right" as keywords instead of "move left / right" - also some synonyms like "go left" - "controls" should open the controls helper in game, and "help" as a keyword should also open that
I was captured and stabbed to death by - presumably - cultists.
Very nice compo entry, both in concept and execution.
FYI wouldn't run in Firefox, but ran fine in chrome.