Lands of TSR Lore by Christina Antoinette Neofotistou 2016-01-04T11:10:00
Incredibly beautiful, though a little light/frustrating to play.
Foon → Ludum Dare Explorer → Users → Jonathan Whiting
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| 🥇 | 2008 | 13 | Roads | Only Forwards | compo | Fun | 4.05 | ||
| 🥇 | 2008 | 13 | Roads | Only Forwards | compo | Journal | 4.75 | ||
| 🥈 | 2008 | 13 | Roads | Only Forwards | compo | Food | 4.33 | ||
| 🥈 | 2008 | 13 | Roads | Only Forwards | compo | Polish | 4.59 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Po | Cm | Te | Jo | Fo | Tw | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | Nest | compo | 37 | 4.00 | 3.11 | 4.68 | 4.50 | 3.82 | 3.60 | 2.94 | 3.70 | 39 | ||||||||
| 2015 | 34 | Two Button Controls / Growing | Zunus | compo | 18 | 4.18 | 4.00 | 3.89 | 4.36 | 4.37 | 3.42 | 3.44 | 3.96 | 46 | ||||||||
| 2015 | 33 | You are the Monster | Bloodworm | compo | 5 | 4.33 | 4.43 | 4.23 | 4.15 | 4.13 | 4.13 | 3.86 | 3.94 | 49 | ||||||||
| 2014 | 29 | Beneath the Surface | Wyrmery | compo | 47 | 3.95 | 4.14 | 3.57 | 4.24 | 4.05 | 3.29 | 3.32 | 3.32 | 37 | ||||||||
| 2013 | 26 | Minimalism | hunter hungry | compo | 23 | 4.06 | 3.63 | 3.41 | 3.67 | 4.10 | 3.43 | 2.37 | 4.22 | 46 | ||||||||
| 2012 | 25 | You are the Villain | No rest for the wicked. | compo | 133 | 3.44 | 3.20 | 3.47 | 3.29 | 3.91 | 3.16 | 2.73 | 3.25 | 44 | ||||||||
| 2012 | 23 | Tiny World | Niña Nueve | compo | 23 | 4.02 | 3.84 | 3.85 | 3.39 | 3.89 | 3.47 | 2.48 | 3.31 | 52 | ||||||||
| 2011 | 22 | Alone | Craequ | compo | 9 | 3.98 | 3.51 | 4.00 | 3.14 | 3.35 | 3.33 | 1.65 | 3.44 | 3.27 | 45 | |||||||
| 2011 | 21 | Escape | Antagonist | compo | 39 | 3.67 | 3.60 | 3.03 | 4.00 | 3.53 | 3.43 | 2.13 | 3.68 | 2 | ||||||||
| 2010 | 19 | Discovery | Husk | compo | 45 | 3.41 | 3.33 | 3.31 | 3.42 | 3.31 | 2.97 | 2.09 | 3.44 | 3 | ||||||||
| 2010 | 18 | Enemies as Weapons | Collateral | compo | 8 | 3.80 | 3.67 | 4.00 | 3.48 | 3.48 | 3.13 | 3.20 | 4.22 | 9 | ||||||||
| 2010 | 17 | Islands | Isles of Color | compo | 4 | 3.98 | 3.84 | 3.74 | 3.53 | 3.79 | 3.00 | 2.00 | 4.30 | 27 | ||||||||
| 2008 | 13 | Roads | Only Forwards | compo | 4 | 4.18 | 4.05 | 3.43 | 4.00 | 4.09 | 3.39 | 2.88 | 4.59 | 3.35 | 4.75 | 4.33 | 3.25 |
| Year | MiniLD | Theme | Game | Rank | ||
|---|---|---|---|---|---|---|
| 2011 | 29 | Horror | Knoss | |||
| 2009 | 7 | Cryptozoology | Title Unknown |
Jonathan Whiting leaves an average of 19.5 feedback comments each event.
Incredibly beautiful, though a little light/frustrating to play.
Very nice prototype of a thing for 2 hours. Would love to see/play an 8hr polished to make it really good version.
Cute two button controls, but arrgh. The level design is sooooo harsh. Some warm-up please!
Pretty interesting thing you have here. I found the puzzle mechanics a bit opaque throughout, not sure why exactly.
Nice little thing, the timeouts felt a little harsh.
A very pleasing little experience, thanks :)
Simple but pleasing sound work, and I dig the mechanic mash. Fun stuff.
I like the idea of putting the 'asteroids' back together, but in practice a bit difficult frustrating. Really wanted to fly the ship around a bit too!
It feels like C + V are the wrong way around?
I dig the island art.
This is pretty neat. I feel you could have more to use/signal the moss surrounding mechanics, maybe less enemies and more puzzle pieces?
Hey, this is really nice.
Very, hard, and the complete reset on death is super harsh.
Some cute ideas though, and the music is nice.
I love the punch of the controls. Though I didn't feel *in* control exactly, just trying to return the ball. This is a nice game though.
This is a silly game, and I found it hilarious :)
Got stuck on level 8 though.
I dig this. I don't have a large stack of friends to play this with right now, but I do have a bunch of d6, so I had a play solo. A circular tower is a satisfying shape to build out of cubes.
I almost wonder if I'd be having even more fun if I'd just been tower building, and not having to do base 6 math too.
I really dig the graphics, and the play on the two button theme. Found it rather difficult to handle, a bit more warp-up/explanation would have made a world of difference.
Cant run this (naked java) so not rating.
I tried the web version, but it was a bit too glitchy to really play with.
Nice usage of the grow theme, found the controls, and high difficulty rather frustrating!
I feel sticky.
This was really wonderful.
This is suuuuper hard. Love the monster animation.
Such a cool monster!
That was a cute concept, I would have liked to see even more dramatically different movement behaviours for each of the friends.
This was cute :)
Dead goblins are good goblins.
Enjoyed the variety of visitors. Game lasted a little longer than I wanted it too.
This was a nice little thing :)
This is super good, thanks!
The eyes! The camera! The respawning! Oh my! I had fun.
I really loved this. Such a charming way to make so much from so little. Saw the twist coming from a mile off though.
An interesting thing. All the placeholder text (I assume it was placeholder text) gave it all a kind of strange poetry vibe that felt appropriate.
This was really nice! Very good level design. The movement was a bit glitchy in places, but impressive overall. The vertical room near the end was a pain in the bum, but I finished just before I started to feel frustrated.
Enjoyed the day/night cycle, but boy was it dark in the night!
I have never been so scared of fruit in a video game.
I genuinely had a really great time with this.
The best title screen! I kept on getting my guesses wrong, and never really worked out why.
Nice stuff. It felt a little like I was more at the whim of the RNG than my skill, not sure. Some variety in scream sound would be *very* appreciated.
(I think FreeSound samples might be technically outside of compo remit, but *shrug*)
Very beautiful, but not especially enjoyable. Failure seemed to come from bad luck, rather than player mistake.
The delightful animation and music really sold this.
This s really interesting, but I really need some easy intro terrain to get a feel for the controls, it's just toooo weird.
Does something simple, but does it very well. I could stand a lot more LD entries to be like this! :)
Nice art, and an interesting thing. Near enough incomprehensible though.
Really great, but reaaaally hard.
Nice concept+look+sound. Feels balanced towards players who already know exactly what they are doing, lost 5-6 times without really knowing why before I started to get the hang of it. Especially harsh if you run out of enough blue to do more digging.
The musical coins are interesting, and the art is pretty nice, but I found the low visibility of the rocks highly frustrating.
Cute idea. Pretty incomprehensible without careful poring through description. Collision detection feels over enthusiastic.
Getting "Error: Erreur de fichier!" when I try and run. Windows 8, 64 bit.
Enjoyed!
Couldn't extract the Win-32 build zip. Only 20kb? Seems dubious.
The mix of melodrama and comedy did not sit that great with me; and I felt like the captain was coming up with plans whilst I sat back, rather than me *playing* the captain.
Did enjoy the weird mix of art though, and the idea is pretty nice.
Super nice atmosphere, but got pretty bored once it became "just trawl through all the screens till you find someone and see if something happens", it could be that I'm being dumb about the glyphs in some way.
Oh, and somehow it took me ages to realize how to interact with people.
Was *really* excited when I got to the driving section, but as per the others, died almost immediately, which is a real shame. Lovely art style.
This is great. If only it had audio :(
Sadly crashes when I try to run it. No particularly useful information, just "do you want to send an error report to microsoft".
Well that was rather nice. I've seen similar ideas before, and the difficulty was fairly high, but I really loved the playful level design; particularly the amount of interest you rung out of a simple spring mechanic.
I found this frustratingly difficult so I didn't manage to finish. A beautifully realized game though. Really good for the theme.
Really interesting idea, but the player movement made it rather frustrating to actually play. The art is nice.
Haha, pretty amusing. Some of the games are a bit obtuse the first few times. Fun though.
The looseness of the collisions became very frustrating before long, but there was definitely some nice stuff in here. Particularly enjoyed the rolling boulder art.
This is really nice but some sfx would have made a world of difference.
Love the idea of mining diamonds to eat potato. Could have done with more signalling that you are low on fuel/hull.
Lovely pixelly machinery, but the game got tiresome. Was annoyed I didn't have a chance to play the turntable before I failed.
I love love love the aesthetics of this, super cool!
I'm not a fan of unity platforming at the best of times, and this was not that, so yeah, gameplay wise pretty frustrating.
Wow, I really can't figure out the mechanics on this at all. Pretty interesting though for that exact same reason.
Couldn't figure out how to make a fire.
Audio really sold the feel of a place.
This is great Craig :D
I love the mechanics, and the puzzles I've played so far are brutal but really clever. Shame about the lack of audio, would have really sold it :(
This is really great.
Couldn't find the way to actually become the villain.
Well, it's an okay missile defence clone. Wish there was more to it than that though.
Really like the graphics, something genuinely different which is great. Obviously I'd have welcomed something to do.
Reaaaally love the way you subverted the platformer mechanics to tell a very different story.
I'm a little muddled as to what was happening in the first altercation, just before the police take you away. Didn't wreck it for me though, the ending was quite poignant.
A fine first effort!
Web version isn't working for me (on Ubuntu), just get a screen filled with warning tape lines. Shame, looks interesting!
That was really nice. The writing was good, and the sound effects helped a lot with the mood. The css theme seemed a bit chirpy for the content!
It's entirely possible I was missing something important, but this was super-hard for me, even on easy.
Nice idea though, and fairly slick.
Title screen made me laugh out loud :D
Game was okay, but kind of tedious if I'm honest.
$104 damage!
So I the game feels rather abstract for it's theme; felt a bit isolated from the idea by lack of sounds/visuals of things getting wrecked etc.
It's a nice idea though, and the first time I sent a kid into sugar crash gave me a big grin.
The rules seem a bit light to really sit down and play (also I lack people), but I do like the idea. It's a bit hard to see that it will play a great deal different to a game of Cheat.
A surprisingly large amount of stuff in this, but the difficulty is crazy, I got past the first level, and then the second completely stopped me.
A simple idea, but lovingly produced. Exactly the sort of thing I love to see, awesome music too.
It took me some time to get the hang of what was going on (didn't read the strategy guide, like to figure this stuff out for myself). Had a lot of fun figuring out the system and how to do well, beat all the levels in the end. My top strategy was: MML-UUTRMCMCMCMC (the MCMCMC turtling is perhaps a bit too powerful, maybe games should stop a little sooner).
Absolutely charming concept. Lovely art/feel. Sinking mechanic felt a bit opaque. Sound should be on by default! (and ideally a bit punchier)
Lovely concept, very nicely executed! Really misses some music..
Haha, I absolutely love the early 90's cheap shareware vibe this gives me. Wish my bombs were a bit more powerful/less buggy.
A lesson for next time is if you only have 48/72 hours, half-life the rpg is probably not the best choice!
Reading messages with space and closing with enter was rather frustrating. Still, every hung together pretty well tech wise.
Web link doesn't seem to work for me. Windows 7 + Firefox.
Even easy is pretty darn hard! Did complete/enjoy it though. Level design was really tight. Liked the pixel animation, but theme did feel a bit loose generally.
Fun. Nice mechanic. Aches for a multi-step undo button/key.
Really awesome work. Very well envisioned/put together.
Neat idea/simulation. Gameplay was rather one-tone. Liked the sfx!
I've played countless games like this; the 3d is extremely well done though. Wasn't able to finish.
I'm not very good at enjoying things like this, but the graphics and mechanics are charming as hell.
Nice theme. Despite my best efforts I couldn't make it further than the initial platform!
Nice concept, well executed. Actually playing was a bit too much trial and error to be truly enjoyable though.
This game is way hard, even on easy. I find it near impossible to find more ammo, which combined with the audio gave things a neat survival horror vibe, but also made me stop playing in frustration before too long.
Simple, but charming. I love the wind riding mechanic. Was hoping for a cute ending.
Nice look, reasonable feel; good work, but it's very frustrating to play. Exploration game with darkness, hidden spikes, and no checkpoints? Ouch! I couldn't stick it out to the end.
Cheers to Zuieni for the windows build.
The height of the jump and the speed of horizontal movement really don't mesh. Art wasn't *that* bad really, clear, consistent, reasonable colour choices.
Generally very strong entry. Good mechanic, nice art, pretty polished. Controls are quite a way from intuitive (first time I played I didn't realise I could shoot grapple upwards).
After the initial ah-ha of the core mechanic there wasn't much else compelling going on for the rest of the game. It was just more of the same.
An interesting concept, and a fairly well realised one. The fuzzy photographs and bleary noise soundtrack do more for atmosphere than rushed together game art could.
I'll admit I got bored of the game pretty quickly and just let myself go. This didn't feel inappropriate.
You squeezed a lot out of a little. The combat mechanic was surprisingly pass-able, and the lack of health etc. was a wise decision. I can't say that the minimalist graphics hurt much either. Obviously not the most stunning entry, but it's still worthwhile.
I got through a few screens, but got stuck on "a stranger in strange land". I'm not adverse to this sort of puzzle, but the combination of hard to understand interface and seeming lack of puzzle direction isn't working out for me.
Loved the intro transition, and the billboard chars in 3d are surprisingly endearing. The RPG combat as puzzle idea was nice, but it was kind of awkward to actually figure things out. Also wasn't clear why by abilities kept on appearing and disappearing.
Flawed, no doubt, but a valiant effort nonetheless. I really liked the particle squidge on the jumps.
Pretty great for a first game. Art was nice. Unfortunately tThe controls do rather let it down though.
This was really good. The water effects and environment are pretty excellent.
The hiding mechanics were a bit inscrutable, and it would have been better if they were more obvious, but in ways the lack of clarity did add to the tension.
The scattered but obviously meaningless pickups annoyed me, though the end game payoff did lessen my annoyance at that considerably.
Good job!
Big props for finishing something, even if it isn't the most dramatic thing ever shipping it is all important!
Agreed on the hitboxes, deeply unforgiving. Also the insta-death combined with lack of precognition makes this brutally hard to players that aren't also the designer.
However, despite all that I found a lot about this charming. Especially the enemies :)
The mechanics were pretty interesting, but oh gah, arrrrg, the controls, OW!
Maybe I just suck, but I found this waaaay too hard, couldn't really achieve anything. Decent scope for a weekend, but I think you'd have benefited from less mechanics and more polish.
Liked the blueprint themeing. Had issues with the stealth mechanics, it was never really clear why sometimes I failed to kill a guard and sometimes succeeded. Voice acting was amusing/impressive.
Really lovely. So much done with so little in the way of code heavy mechanics is really inspiring. Really quite amusing too. Good work.
Wow. Enjoyed!
Surprisingly compelling despite the simplicity. The chasers add the required tension to break what would otherwise be a rather tedious task. I enjoyed myself, though I'm not sure I'll be back for another game.
This seems to have a load of potential, but it's perhaps a bit too confusing to figure out in its present state. Would love some instructions!
Having problems running this (on Windows 7), it appears on the task bar, but then sits there doing nothing.
Really solid experience, with a surprising amount to it. Does perhaps suffer a bit from its ambition, and it's a shame there's not a great deal to differentiate it.
Interesting use of theme.. I liked the art a lot. Couldn't get past level two, and the level up/down pop ups are quite irritating.
A simple mechanic rendered compelling through strong aesthetics, great work! I played a normal length game, and with the lack of substantial variation I was ready for it to end before it did.
Most certainly a discovery game, the sound effects amused me a great deal, and the title screen is great. The spike hit-detection seemed very aggressive, I kept on dying unpleasantly easily against them.
Potential, but not really realized. Was a lot of time taken up by tech?
I liked the concept, but the gameplay felt very loose (I couldn't see any great correlation with what I was doing to how well I was doing).
Great cohesive feel and nice mechanics. Somewhat let down by the unpredictability of the enemies combining with the sluggishness of the ground stomp attack, it felt more like luck than judgement. Also, essentially replaying each previous stage after the new one got tedious. I'm nit picking on a very solid entry though, good job!
Very interesting concept, but I found the interface very unwieldly indeed. I can't help feeling that the concept might have worked better if it wasn't a platformer.
Rather challenging, interesting mechanics, and pretty amusing. I liked it. Given the themeing it really desperately needed some music though.
I didn't manage to finish it (got stuck on the ring-of-tendrils style level). Seemed a solid exploration of a simple but well realized mechanic (always a good thing). The music was great and fit, strangely, it felt like it oughtn't.
I don't understand what the title and theme text have to do with anything.
I absolutely adored your take on the theme, and, whilst I'd expect replayability to be veeeeery low I did have a blast. The blast was well done too :)
The only real negative for me was that it felt like my impact on the world was less than it ought to be, and, specifically like you were pulling sides to make one side (in my case the blue) faaaar more effective than in other. As such my agency felt unjustly limited.
Congrats on your first entry! It was a bit confusing to start out, and a bit frustrating further in. I liked the dark 'patchwork' world a lot though, rather evocative.
Whilst there was an impressive amount of features for the timeframe I'm left feeling that a smaller but more polished set of mechanics would have felt significantly better.
I may simply be biased slightly for having ended my (previously only mildly frustrating) playthrough early by getting irrevocably and unfairly stuck in a wall.
I loved this. Genuinely hilarious and completely hatstand.
The exploding head mechanic worked out surprisingly well, though it wasn't clear why you might want to use a head as a weapon when the enemies *aren't* packed together.
Still, good effort!
4710.
An good variant on a missile command style game. The early game was a bit slow, but once the helicopters really started rolling in it got pretty great. The spring sfx was great.
Did feel like a bit of sideways velocity on the bellyfloppers would have added a lot of gameplay depth. Even more so if it was aimable.
Haha, I kept on accidentally setting the houses (and myself) on fire. This game reminds me of a story my mum used to tell about how she 100% genuinely believed that firemen went round setting alight to peoples houses when she was young.
I love the full title, and the solid fire simulation. Oh, and props for recovering from catastrophic source faliure (next time, version control! ;)
The controls are a little less lovable.
Really loving the graphics. It felt like the mechanic would have worked better in a less rigid puzzle-esque enviroment. Controls are a nightmare on a trackpad, but I can't really hold that against you.
Genuine laugh out loud intro, pretty solid gameplay, and generally fun. Without at least some evidence to the contrary I just can't believe you made the music. You'd need a full band of session jazz musicians.
The movement mechanic is fantastic, but very unsuited to the precision collection that makes up the goal of the game. Used in something with a more relaxed goal this could be beautiful.
Adored the atmosphere. It's a bit of the shame the gameplay wasn't a great deal more than "find the objects" but at least you did something cool with it. I loved the sea radio.
Solid, and alright gameplay (if a bit too tough to read the level enough in advance), but not desperately exciting. A little music would have gone a long way.
Really attractive, a well realized and interesting concept. Only let down by the lack of sound and brevity.
I'd of liked more of the level designs to involve moving through space your tail has previously been. The puzzles were perhaps a little apple+pellet heavy.
Also, some of the pellets seem impossible to get?
Still, pretty cool, enjoyed it :)
Got a lot out of this The dull roar of the engines, blink inducing hallucinations, and the ending were all pitch perfect. I also particularly liked the way the gameplay encouraged a sort of phased out hyper-awareness that's familiar from long stints of motorway driving, seemed very apt.
Didn't appreciate the parting theme stab though, felt needlessly bitter (critism deserved or not), and tarnished the preceeding endgame.
The shock was impressively, just that. Both attempts I died *very* soon after though, so if there was anything else to it it was lost in the difficulty curve. Excellent use of combined audio and graphics for the key moment.
Surprisingly polished, especially the fancy intro screen. Not desperately exciting, but certainly fun enough. The level design frustrated me, a bit too much "guess what the designer was thinking" because you often couldn't see the next platform until it was too late.
Nice concept, well executed, and pretty amusing. After the first level or two it gets *very* hard though. No-touching is brutal with so many islands in play.
Having problems running this (running "game.exe"), looks like python isn't finding the Ogre stuff:
Traceback (most recent call last):
File "game.py", line 7, in <module>
import ogre.io.OIS as OIS
File "ogreioOIS__init__.pyc", line 4, in <module>
File "ogreioOIS_ois_.pyc", line 12, in <module>
File "ogreioOIS_ois_.pyc", line 10, in __load
ImportError: DLL load failed: The specified procedure could not be found.
A truly beautiful sim, but sadly a little let down by it's balance and lack of longer term objectives.
Rather fiddly to get started with, and the depth I'd hoped would appear never really realised itself for me. For example the cannons were fiddly to setup, and then actually harder to use effectively than thrown items. Also having to manage the location of the pick axe so you don't accidently get yourself permanently stuck somewhere was frustrating too.
Please don't get the wrong idea though, this was really great, and the nitpicks are only present because of how much was done perfectly. Also exteremely impressive for the timescale.
As beautiful as I've come to expect from you. Gameplay was well balanced, if not overly exciting. Bonus community marks for being our link to the Cambridge contingent.
I love this, it was viscous, but clever enough for that to be forgiven, and seriously attractive. Really nice take on the genre... and really beautiful. Did I mention it looks great?
Nice mechanics, well combined, good! Found the red guys behaviour a bit too hard to figure out to be able to puzzle my way around them without frustration. Also the elements weren't introduced in as structured away as I'd like, but that's pure nitpicking.
Found the lack of reset combined with fish dropping *highly* frustrating.. Which is a shame, because a lot of the rest was pretty excellent.
Attractive, but sadly very little substance indeed.
Hardly innovative, but nicely cohesive. Noticed particularly good use of the bats in the level design.
Fun, cute, didn't outstay it's welcome.
The bots single minded intrest in destroying your island rather than you made this more compelling than I'd feared it might be. Felt pretty tense towards the end. Nice graphics too. Preeety neat all round, despite feeling in desperate need of audio (have a look at getting as3sfxr going, once setup it's pretty much instant good sound effects for flash games).
The load-out was a little too complicated and didn't feel important enough. The events felt pretty brutal and arbitrary, without deep tactics.. Having said all that I did enjoy pottering about quite a bit, and there's a lot of potential here.
Really liked this.
The wind arrow felt the wrong way round to me (a headwind should have a downward arrow surely?) As someone who used to sail dinghies I found myself wanting a slightly harsher simulation. I loved that you short for something different though, and that you actually made a sailing game rather than a drive your boat around game.
With a more involved world to explore and slightly refined physics there would be plenty here to act as a full game.
Rather awkward to control, but an amusing concept. Props for doing something different with unity :)
Can't rate highly because of the solo only thing. Still an interesting and engaging experiment though.
Cute, well realised, and enjoyable. A perfect example of how small but focused is a good approach to LD. Possibly a bit *too* small though.
Surprisingly compelling game mechanic, but I gave up in frustration on the second last island. The easier bits could/would work very well if combined with something else though, and it was pretty fun for a while.
An impressive amount done in the time, if a little too unbalanced to be compelling for long. Played a couple of games though, failed to work out what to do the first time and lost, zerg *ahem* dragon rushed the second and won. Amusing enough.
Attractive, good work on the content. Did suffer a bit from the seemingly common unity "find x things" effect, but the inclusion of some platforming elements raised the gameplay a bit.
Oh shit! Great use of level design to really pull the most of your games mechanics, something too often left out in short-timeframe games. Had quite a lot of fun with it.
Really very pretty graphics *and* sound (apart from the burp), especially in little details like the flying bird/s. Ultimately rather dull to play.
Incredible atmosphere, both graphics (animation aside) and sound worked incredibly together. The difficulty felt all-wrong to me though. First play, dived, caught a few shells, surfaced, tried to move forwards, found the locked door, backtracked, found shark lurking in shallows died, died, died, died, died, quit. Second play, hunted for key first, found it, drowned before surfacing. I persisted for a while longer, but the (often unfair) brutality just stripped the fun out of it I'm afraid.
The maze navigation mechanic was pretty tedious, and didn't seem to fit that well in the game. Which is a shame, because some of the other stuff you did (the water, story bits etc.) was quite interesting.
Uhh, well, LD is a solo competition, you're meant to do all the art and music yourself (even if it hurts!). So this doesn't fall within the spirit or the letter of the rules.
It's a shame though, because aside from that it is kinda cool.
This has annoying similarities with a game I'm working on elsewhere >_<
Ah well, nice concept (but I would think so), loved the sound, good graphics, and pretty fun. Thumbs up!
I would say though that the two goals felt a bit contrary to each other, which gave the gameplay a faint dissonance I wasn't so keen on.
A nice, innovative, complete experience :) Superb music.
The sluggish horizontal movement was a bit of a pain, mostly because it'd have been easily to fix. The back tracking would have been frustrating had the game been longer, but it rounded off at an appropriate time.
Not really sure I understand the philosophical allusions, felt a bit unfocused to be truly meaningful. I'm just nitpicking though, it was great.
Completely and utterly nuts, but in the great way.
The dragon animation was excellent. The flight was pretty satisfying. Unfortunately the procedural island generation and sheep AI didn't really make themselves felt. Found out you could overtake your own breath which irritated me a little when trying to make high speed bombing runs.
Still, pretty neat. Sort of reminded me of Magic Carpet
Really great, highly original, atmospheric and fairly fun. Though I didn't feel especially compelled to replay, there's a grain of brilliance here. An impressive achievement in the timescale.
Played it anyway (just to spite you :p). Not nearly as horrible as you claim, it amused me briefly. Also, better attention to theme than a lot of people ;)
Pretty interesting but very glitchy and hard to figure out.
Hah, well, it amused me :)
Hah, well it was quite amusing, and certainly pretty great for a two hour trainwreck style thing. As so often with physics-y based things the simulation causes the gameplay to suffer significantly. It's just too hard to predict the causes+reactions to get all that much fun from it.
There was some nice touches here, but, GAH, the enemies are b-r-u-t-a-l!
Liked what happened when I fell off the island. Didn't understand the pink things in the slightest. The death animation terrified me the first time I saw it.
Liked the graphics and AI was pretty good for timescale. Only really let down by a lack of longer term strategic depth, and the clunky menu system. As xeon06 mentioned you can have inferred the actions, cut the menu entirely and ended up with a much better game.
More than 2 players might have opened some extra depth up.
Still, a good effort :)
The game was presented pretty well, which meant I wanted to like it. Sadly there were just way too many frustrating things about it for me to do so. Firstly, and most crucially it doesn't quite fit on my 1024x768 screen, even with browser maximized.
The general gameplay physics, collision detection etc. feel pretty good, but the game is very hard, and unfortunately not in the "I'll just have another, see if I can nail it this time" way.
Finally it's barely on theme (protect the sideways road that flips gravity, umm eh?!)
It has potential, but it just doesn't realise it at all I'm afraid.
You're withdrawing :o :(
Your game is in the megapack, and played it before I saw this. Please please put it back in the running, even with the incomplete paths it's excellent!
I was genuinely touched by the low-fi beauty of the world and more importantly the excellent storytelling. I had to play it through several of times until I got (i think) all the endings. A very impressively large amount of content in the timeframe, and a significant achievement. Well done!
I eagerly anticipate the finished up version(and I'm not just saying that). It is a beautiful thing :)
A cute, novel, and well themed idea, and a pretty slick implementation too. So nice work :)
The controls however leave something to be desired, I realise some of the games challenge comes from it, but I was practically screaming out for keyboard controls to move the truck, and mouse reserved soley for the arm (or similar).
There's definitely some gameplay potential there, and with more levels, some polish, and in game tutorials it could be very neat. It does however feel fairly lacking, primarily because of how little content there actually is.
A Post compo version could be pretty cool, I'd like to see it :)
A very slick well implemented game, with some nice touches. I particularly like the concept of refueling with cards. The only real let down is it felt too luck based for the gameplay to really appeal to me, the concepts of blocking other cars etc. make it feel possible to be far more tactically rich (and therefore, for me, fun), but the board used doesn't really feel like it's taking advantage of it.
Oh, and much thanks for putting the MegaPack together, very handy :)
This was the first game I've played this competition that has made me laugh out loud. I'm particularly loving the advanced building collision detection :)
I got some strange bugs (including what appeared to be an outright crash), but I'm more than sufficently amused that I'm more than glad I gave it a spin.
It's like trying to rub your stomach, pat your head, and then switch the two round, whilst drunk, whilst on a tightrope.
After >10 attempts I finally reached level 2, took one look at it, though ARGHRHRHG, and quit.
The help screen was amusing though, and everything worked pretty well.
Delightfully surreal experience. I'm not really sure what it's got to do with roads (despite having a few in it), but that isn't enough to stop me from liking it.
It does actually feel a bit like dreaming, which is pretty impressive. The lo-fi graphics are very nice too. The music would be deeply irritating in most games, but in this it works well.
Despite the primitivness it has a certain challenging charm to it. It's also surprising and just how much the scrolling 'camera' makes to the game.
Amused me for a little while anyway. Cool that it's for a phone, and cooler still that you made sure it run well without :)
This is fun.
The pacing is a bit off (too easy to start with, way too hard later on), and the interaction between the bulldozer and the enviroment feels a bit buggy at times. That being said I enjoyed the time I spent playing it.
The idea has a lot of charm, and it's well enough executed and polished (above points aside) that it's still a lot of fun. The mini transport-tycoon feel is excellent.
There's some very nice stuff in here, but I'm not convinced I'd include the gameplay in the list. The camera angle makes it a bit too fiddly to plan and execute your defence.
I liked the 'drawn on' tutorial a lot :)
There's some potential there, but ultimately it all feels very unfinished.
I'm always impressed by the 3d entries, just because I know how hard doing decent 3d stuff is quickly. This sort of thing however is the reason I didn't go for it myself, I can't help feeling a more fleshed out 2d game would have been more enjoyable, *shrug* impressed nonetheless.
There is definitely promise in here, it's a shame it was too much for the 48 hours :(
Neat look, good puzzles, and an impressive piece tecnically (4k is going to be a fairly tight squeeze for any game). I longed for a 'speed up' button when running my solutions, and it'd be nice to have more content/polish. Still, it's very impressive given the tight limitations.
Cute game, amusing graphics, and initially fun gameplay (I did tire of it quickly however). It's a bit of a shame it only really touches the theme in name, I'm sure there are other things that could have been done to make it more road like (without even changing it a great deal).
Even so, it's a solid and well polished entry.
It's a nice concept, and the implementation is pretty solid, the graphics are nice etc. but the games puzzle just doesn't really seem to work, which is sad :(
Huge props for the initial *huge* surprise upon starting this off, fantastic, original, brilliant. I can't really fault it actually, there's a lot that would be irritating were it a more normal game, but it all kind of fits the idea well.
I guess the only real flaw is once you've got over the awesome concept there's just not a lot left to enjoy in it, but despite how that might sound I'm just nitpicking, it's a beatiful thing.
Theres some good graphics in this (I love the protagonist in particular), and the basic mechanics have a good solid feel to it. Sadly the gameplay feels a bit too broken in a few too many ways (no compeling goal, no reason not to just eat people immediately, unforgiving pure random spawns, etc. etc.) for it to be especially fun.
It's not perfect, but there is a lot that is good about this. I love the sfx, some of the animations are pretty neat, and the scope of the game is pretty ambitious and well realised.
Some things however let it down somewhat. I had problems fitting it on my 1024x768 screen, theoretically a small problem, but very frustrating. It also found it very difficult to to keep track of who I was, my friends were, and my enemies were in the heat of battle, and longed for something more in your face to tell me what's what.
The story is cool, though it'd be nice to see more of its impact in the game itself.
Still, a good effort in the timescale, the lure of l4d is strong! (I resisted, but it was hard work).
Ouch ouch ouch, this game is harsh! I quite like the perpetual frogger game feel, but this is brutal, a little easing in would do wonders for the gameplay (and reduce the overly strong luck element).
There's so much I loved about this. Which is probably why the car physics, and even more crucially the collision reaction got on my nerves so much.
Even so, the exploding zombies, fantastic theme, and awesome little touches like the occasional speech bubbles, meant I came away from it happy.
The graphics are fantastic, and I can't imagine the music possible being more fitting. This is an absolutely delightful little toy, brilliant, but it would (of course) been better as a realised game rather than a toy. Even so, I love this.
I liked this, and considering my initial reaction was "ick!" you definitely did well.
The weaknesses in the very simple mechanics are almost totally absolved by the fact the pacing is just about perfect (right down to the game finishing *just* before I was bored with it).
The inside/outside switch was inspired too, really helped keep things fresh.
The fuzzy scaled graphics did grate rather a lot (smaller but non-scaled would have been better, similar size but scaled *right* would have been better still).
I adore the look of this game. The world in general (streets AI etc.) is all superb too, and the game is pretty fun to play too.
I did however find the car controls almost unbearably twitchy, not sure if I was doing something wrong.. Even so, a sweet, impressive game.
Technically completely awesome, and the gameplay isn't exactly weak either!
The control style does however take some getting used to, and, as is too often the case the procedural generated content feels well, okay. I can't help feeling that a smaller handful of hand crafted tracks would have actually been significantly more fun. Hey though, I'm just nitpicking, and I know how hard doing content *and* code in the timescale is. Still majorly impressed!
There's some decent stuff here, but to me it feels kind of like the game has suffered at expense of the humour, and having said that I don't actually find it especially funny either.
The particle effects are nice though, it has a distinctive style, and it's relatively polished too, so good marks for all of those :)
LD37 — One room (7)
FACE MAN by Claw 2016-12-13T10:33:00
Yeaaaaaah. This is great!
Walkie Talkie by managore 2016-12-13T10:29:00
The concept is great, but it's the slickness of the platforming that goes with it that really impressed me.
Rhythm Rink by shillingburg 2016-12-12T23:42:00
This is really lovely. I particularly enjoyed the tutorial.
My Friend Bubba by TijmenTio 2016-12-12T23:34:00
This is super lovely. Me and Bubba had a blast, but I'm exhausted now.
Salvage Star by Hempuli 2016-12-12T23:18:00
Interesting stuff, I found it way too challenging to play around the robot. Just couldn't get on top of it at all. Felt very clumsy.
The Small Escape by liglet_g 2016-12-12T23:10:00
This is a neat concept :)
spring cleaning by 01010111 2016-12-12T19:38:00
This is real cute. Very nice. Only wish it was a bit more challenging to pick stuff up.