Tiny World God by Lawrence Esswood 2012-04-23T11:21:00
That's a fantastic game! I've been stuck in it for the last 2 hours... I hope you polish it up after the compo - there's something super cool about it.
Foon → Ludum Dare Explorer → Users → mrspeaker
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | Those Darn Nanobot AI Will Be The End of Us All | compo | 144 | 3.57 | 3.48 | 3.55 | 3.74 | 3.81 | 3.47 | 3.61 | 3.54 | ||
| 2023 | 54 | Limited Space | 👥 | Rumblebees | extra | ||||||||||
| 2019 | 44 | Your life is currency | takes money | jam | 853 | 3.12 | 2.66 | 3.07 | 3.16 | 3.11 | 2.98 | 3.37 | |||
| 2018 | 43 | Sacrifices must be made | Farm to Table | compo | 185 | 3.57 | 3.36 | 3.64 | 4.21 | 3.33 | 3.02 | 3.86 | 3.47 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Obaké | compo | 156 | 3.70 | 3.39 | 4.07 | 4.31 | 3.41 | 3.23 | 2.76 | 3.74 | ||
| 2017 | 38 | A Small World | Stable Orbit | compo | 189 | 3.51 | 3.58 | 3.35 | 3.97 | 3.47 | 3.66 | 3.09 | 3.79 | ||
| 2014 | 31 | Entire Game on One Screen | Cold Snap (Vegas rules) | compo | 433 | 3.31 | 3.43 | 3.18 | 3.54 | 2.96 | 3.43 | 2.75 | 46 | ||
| 2014 | 30 | Connected Worlds | GuBer Taxi | compo | 269 | 3.50 | 3.66 | 3.03 | 3.68 | 2.89 | 4.08 | 3.08 | 3.32 | 65 | |
| 2014 | 29 | Beneath the Surface | Metal Meter Madness | compo | 240 | 3.53 | 3.82 | 3.49 | 3.79 | 3.44 | 3.76 | 3.79 | 3.57 | 47 | |
| 2013 | 27 | 10 Seconds | Time Flies Straight | compo | 23 | 4.00 | 3.58 | 4.35 | 4.33 | 3.72 | 3.63 | 3.87 | 4.07 | 100 | |
| 2013 | 26 | Minimalism | Zmore | compo | 184 | 3.59 | 3.38 | 3.76 | 3.76 | 3.46 | 3.43 | 2.56 | 3.38 | 71 | |
| 2012 | 25 | You are the Villain | BIOMINT | compo | 288 | 3.13 | 2.88 | 3.58 | 3.08 | 3.28 | 2.55 | 2.20 | 3.33 | 60 |
That's a fantastic game! I've been stuck in it for the last 2 hours... I hope you polish it up after the compo - there's something super cool about it.
Damn rogue moons, messing things up.
Awesome stomping effect. I squished 'em good.
Wow! Nice work - hope you keep working on it!
"If you is reading this, you started the game or died". Genius.
I agree with zompi - can we have some more explicit instructions! (I also agree with "interesting idea"!
I have no idea what just happened, but I think I liked it!
Very Kubrick-y!
Holy cow, that's creepy... and great. Fantastic sounds. I wish there was more to explore.
Hey, we had the same-ish idea! (uid=9199)... your gameplay is more complete, but mine spins in a circle ;) Great minds!
Flippin' great! Great idea and great graphix... really fun too.
Ha ha, great twist on the theme!
Not on theme? You're stealing all the milk. ALL THE MILK! I so did love this harrowing tale, of milk and madness. Jolly good show!
Wow! That's fantastic... the flying cut-scene is genius! I'd never heard of Père Fouettard before - had to go off to wikipedia. He seems like the more unsuspecting (and therefore more villainous) version of Krampus!
With your tile collision detection, check the x and y movement separately so you can slide along the walls (you don't just stop dead) - then it'll feel heaps more smooth. Google "collision detection slide along walls"!
Hey - is there a better way to publish this - like as an applet or just a jar or something? The "are you sure you want to let this thing have admin privs" warning is too scary ;)
Looks great (neeeeeds sound!) - though I really just wanted a cactus. I guess I could use the cash I stole to buy many cacti.
Great work mister!
Lol... good idea!
Pro tip for future players: You use the lock pick first going "pick lockpick" - pick means "pickup"!
Ha ha... monologuing for cash. Genius. I think you should be able to squish while monologin' (like tcql said - it's a bit too tough to juggle them. If you could do both then you'd get more traps (and to balance it you could just send more baddies ;)
Great work though - audio made my day.
Fantaaaastic. Just what this theme was made for.
Great fun, and a great idea.
The best part about this game was the having that feeling of SUCCESS!
Very nice work. Maybe it'd be better if you had a "quit game" button inside the game, rather than the spoiler?
Love the intro credits!
Trippy man! I love the intro, but felt a bit slow at the start (climbing).
My favourite game so far!
Arrrgh! I don't get it! How do I play?
You need to keep working on this post-comp: great concept!
Nice concept and great style. Bit frustrating though ;)
Nifty idea! I really enjoyed. Bit of a pity the whole thing slowed down with 6 blobs on the screen ;) I was trying to profile it to see where the problem was, but man Dart produces some crazy nested javascript... Usually you want to avoid setting globalAlpha so much (try using rgba fillstyle instead) - but even that should be so slow. Anyhoo... was a decent game - and damn certainly not "worst game of all time"!
Fantastic game - I loved your "flow control" techniques and hint methods. And those graphics, beautiful!
No way! Minimalism too easy for ya? Times it by 8!
he he... great concept!
Nice work - I didn't quite understand the shooting mechanism, but the feel of the game is great: I think the "theremin alien sound" should be a (tiny) bit more menacing... because the overall mood is really good and creepy.
Woah! Fantastic concept... I only made it through a few rooms - but great idea. I had to switch my keyboard to AZERTY to use WASD keys though... why don't you support both? Or was that an art choice? In my entry (which also happens to feature invisible levels!) I let you set AZERTY via a querystring param - 'cause a menu would have messed with the minimalism ;))
I feel like you should move a bit faster too. Hope you continue working on it after the jam.
Ah - I didn't read the instructions properly either. I gets it now. Fantastic graphics!
Nice - and an entry that actually uses minimalism as part of the mechanic, rather than just meaning "bad graphics" ;)
Man - addictive! I used a similar concept in my entry (invisible levels) - but your approach was much more zen.
ah, so beautiful
"Steal the points" is about as minimalist as it gets ;) BTW: It just sits on the home page unless there is one other player connected (no login is needed) - I had to wait a few minutes before someone came... then you just have to bash them to steal there dots.
Such a great idea. Wish it had a bit of audio, but other than that I flippin' loved it!
Is there a keyboard combo for zoom in an out (seeing as scroll wheel is dead on HTML5 version)?
Woah - nice concept! Creepy!
Great idea, and nicely executed. I agree with Julien though, you should add a "pan down and up" before the level starts, because you kind of feel like the first pass at a level is just a right-off when you're running blind.
That's exactly what it sounds like when I gain XP too!
Took me a while to figure out what was going on - but then it was pretty addictive!
Cool pixel-y lighting effect! Nice work
THat's fantastic - Have to re-visit this one after work!
A much smaller first level would make it easier for newbies ;) Nice work though.
So. cool.
Damn, that's awesome. Eerily like my actual dreams.
very relaxing too!
I'm a sucker for city-builders. Nice work!
So cool. Gotta spend some more time on this one. Though if I make a creature, then remove all the components the screen goes all blurry and never un-blurs.
Damn, nice work! That midi track is a bit insane, but the game is cool!
Such a fantastic game - but not based on reality AT ALL. In real lift they catapult the animals on to the spikes in an ENTIRELY DIFFERENT FACTORY, and ship the frozen remains to the restaurants in nice happy trucks. Shheeesh.
Arrrgh! That is scary! I love that top down view... terrifying!
+1 for st33d comment - it don't make no sense (the .txt file only makes things more confusing)... and I'm an excellent dancer. Pity, because I want to play more - how did you do the pixel-perfect collision detection?
Ok, this feedback might sound very negative - but I'm only putting saying it because I think this game could be so great...
First, I absolutely love the pixel art, the controls, and the first two levels. Very polished, very nice game. But after that it's wayyyyy too cryptic!
Seriously - go get a couple of people (and someone's mom) to play it in front of you and DON'T give them any hints: Don't say ANY words. There's no way they will run-back-and-forward for ten seconds... that doesn't make any sense. Why is running back and forward for ten seconds a dance? After you told me to "run fast back and forward" for ten seconds I didn't go "Oh, why didn't I think of that", I went "wtf, are you serious?!". Even then it took me 30 seconds of random key mashing to get it to work.
If you want to do the dance thing, then you need to give feedback that I am dancing... some kind of "dance-o-meter" over my head or something - and show the blocking pole jiggle a little bit to show I am progressing. Maybe with some disco music ;)
Next, make them try the level with the three planks covering the holes with the spikes coming down. I have no clue what you could want me to do now... "dance" on each plank for 3.3333 seconds each? Jump up and down for 10 seconds? Mash all the keys in a circle? There's no logic to it, so it's not a puzzle - it's just frustrating. I don't want to waste time trying to solve it, because I know the dance level was so random that I don't feel like I am achieving anything by getting through it - it just feels random.
IN CONCLUSION
The first 2 levels of this game were so awesome and I really wanted to play more! The graphics and sound are so cool and the game controls really nice. But the difficulty ramps up too fast. Don't try to be too clever - the cryptic dancing levels and logic-less planks are no good - get rid of them! And then let me know, because I WANT TO PLAY MORE!
I came back and played this game again. It's really good! I think you should work on it more - add some more levels like the first level... add some feedback for the jumping-on-planks (like see them splitting)... it's really cool.
This is a fantastically polished game - do you have any more details about it? Post-mortem? I wanna know about your tech!
Buuttt - I haven't rated the game yet, cause I'm stuck on one of the the really early levels: the 3rd one where you first need the demolition guys... I dig through the first obstacle, but they won't dig the dirt around the narrow pathway about 3/4 through the level... is there a trick?! Why won't they dig?!
As good as Rick Dangerous... but more "punchy"!
Lol - I had NO idea what was going on then, but it was fun ;) Wish there were more players!
That's fantastic - I love the repetition aspects: I wanted to work the idea of "repeating time" into my game too (I wanted that feel that your entry gives where you go "what? this just happened!") - but ran out of time (is that irony)? Anyhooo... really great game.
That is so much fun. I don't know why I like counting so much!
Fantastic aesthetics - so much attention to detail. Would give more feedback but I have to go play it some more.
Controls could be tightened up a bit - but a very polished effort.
Oh man, I love mini-golf games... Especially futuristic pac-man mini-golf games. I felt like it was missing a "power bar" though to get a sense of how far you were shootin'. Also, sounds. NEVER leave them out http://www.youtube.com/watch?v=Fy0aCDmgnxg ;)
I'll take one of these over 100 generic platformers, any day.
Man, this is fantastic - I don't have windows but I saw it on a LD stream: SO COOL! You got the crystal... needs a remix!
Woah, I have to admit I have NO idea what was going on there - "ohh, shooting things! No wait, building something? No wait.. boss fight! Um... wut!" (Perhaps this was just trying to jam the "10 seconds" thing in there?) but damn, it was certainly a rollercoaster ride... Fantastic game design - excellent sounds and consistent aesthetic.
Hahah... fantastic idea... I hate the "10 seconds" part of it (why does the dragon only last 10 seconds? Is he a particularly lazy dragon?) but I LOVE the idea of the dragon mechanic - it felt really nice too. It would be great to see that expanded on into a game.
hahahah that was fantastic. Played it for far longer than I'd admit to anyone else.
Yeah, that visual feel is sooo nice! Wish it had some sounds though!
Breathtaking aesthetics on this - I'll admit it's not my genre-of-choice, but I did stick with this one a lot longer than I thought I would. Really solid entry.
Yeah - the fade/reset screens need to be faster and reset to the current puzzle... it took me forever to get past the pipes! I love the game though: great concept - the overall aesthetics and story worked really nicely together.
Oh, and the pipes could use a short "beep beep" or something to let you know that you're nearly out of time... even though, like 10 seconds is nearly out of time to begin with ;)
Hey - something gone wrong... I'm getting an error with promise when the game loads: "4 Uncaught Error: failed in Deferred".
Those harmonies are to die for. *snicker*. Hey, the firefox-loading version works for me. Great game: very stressful when everything starts going at the same time. I need a lil' lie down.
I love the aesthetics... perfect! This should have two player mode on the same keyboard though. That would be awesome!
Fantastic work! That boss fight is tough though... I had to throw 3 power chords at the same time as a "huh" and a "errrrrr" while doing a piano glissando.
I got to the boss fight! It's hard to figure out the jumping at first: you have to just lightly tap as you run. Once you get the hang of that it's really fun. The anti-gravity levels were pretty stressful. Nice job!
That intro bird-kick cracks me up every time. Fantastic work, plays really nice.
That's fantastic - I wanted more. Actually, if you keep working on this game I think it would be useful to implement some system to make it obvious where you'd already been previously - because the small fov of the torchlight makes it hard to get a sense of space. Perhaps some ambient sounds could give indications of your distance to "checkpoints" or ... I dunno... I just want moar!
I felt like I was always being cheated when I'd jump in time (I swear ;) but it wouldn't register the jump before falling. I know "technically" it was right, but like Mario Bros. the player should get a bit of slack!
Nice work. I think it could use a little feedback that you were running out of time (like a "beep" sound or something). - this would build some excitement too.
Dude. I'll never look at chickens the same way again. Though I usually look at them with a crazed grimace... so it's probably for the best.
Tough game - quite addictive. At first I didn't realise I was racing the other guy to the checkpoint. Once I figured that out the game was heaps more exciting too.
But there was one bug that was a bit frustrating: if you die, and get placed on the edge of platform then you have to press "up then right"... if you press "right then up" (I mean press them ALMOST at exactly the same time) then you fall. Maybe it would be better if you were placed a tiny bit in from the edge to avoid insta-death!
He he... saw this on N0_Named_Guy's stream: very awesome! So polished.
THIS is why there are video games. Felt like I was re-discovering really weird C64 games for the first time. *sniff*
I made it home! Great idea for a game... I didn't get the last tool though... will have to try again tonight. It would be cool if you could create new huts, so you could explore further
Wow... this is great! It reminds me of Pitfall II, but, you know... less square. I admit, I didn't find the treasure - but I had a really good time trying. The mechanic of finding oxygen is very satisfying.
I think you should polish this up, add some baddies/some-kind-of-conflict/extra mechanic and it could be a really great game.
Man, you are a FREAK! This is sooo good - that shooting mechanic is sick! Annnd great tunes as usual.
Cool little idea - works fine in firefox too... "F5 to restart" he he.
Wow, this was a fantastic entry. Amazing aesthetics - very emotive... which is incredibly impressive for an LD game.
DAMNIT! I'm a lowly Mac user and can't play this game - but it looks like the best game ever made ever. Do you have a video of it? Looks so freakin' cool. Plus... Dinosaur Jr!
Solid entry - the lil' guys dying was pretty heart-breaking though!
Hey, this is excellent! I find the jumping a bit to uncontrollable though: like it's so slow that it's hard to time jumps as you move faster - but I love the style and aesthetics... very promising.
Can't play, 'cause no windows. But I just want to say you should have written "Windoughs". Um. I'll go now.
I like the use of the "10 seconds" mechanic - great idea, but the controls are crazy... like when you played an old game on a fast computer!
YES! This game is a flippin' blast! Can't stop playing... or laughing!
My favourite so far - I played it for aaaages. Such a great idea... at the start I thought "errrgh, 10 second day/night... I'm just going to be sitting around waiting for night". Then the SHOVEL! Genius. My only complaint is the jump seems to be a tinnnny bit finicky - sometimes you press up, but don't jump. Devastating if you're trying to jump over an infinite hole ;)
Hahah! So good - i didn't know to click-to-run at first so I kept missing the bus. After that... was awesome!
This is a really solid game, but you need to ditch the "10 seconds" part for a post-comp version. A shorter time with smaller levels, and checkpoints would be even more fun: you could design the levels in such a way that the explosion is always right on your tail!
Nice game - I felt like if you hit the 10 seconds, and the world rotated, you should have a chance to "fall" into the next level and continue - that'd be awesome!
I loved this game, but I think it deserves a bit more appropriate music... it seemed a bit to "elevator-y"! Such a cool idea, and I love the metaphysical storyline.
Need a little help here! What's goin' on?! Can we get a bit of a description - that would help a lot!
Tegu did better than me... I ended up conceding defeat! Nice work on the game!
Arrrgh - wut? It has alll the elements I look for in a game: 286 aesthetics. Crunch chip tunes, busty cops, floating binary strings... but I didna get it! What was the antivirus thing? Gimme a hint - 'cause I'm sure I should be in love with this one ;)
Nice work - love the graphics. I jumped out of the level on one of them, and fell in infinity ;)
Very cool - could be a addictive lil' mobile game
LOL - awesome idea... need a bit-o-polish to make it fantastic... like some clue if you're doing ok or not: "RETRY, NEXT". "Wait, did I clear that level or what?!". I feel like the tune didn't quite match the graphical aesthetics either (it's a nice track, but doesn't feel particularly pixel-bodyguard-secret-service-y.
But you really have a cool idea for a game in there - plus you got tower defense worked into LD. WIN!
Yeahhh... this is great. That pixel art is so nice - great palette. I kept finding myself trying to hold down jump a bit harder to squeeze out a liiiiil' extra distance - it would be cool if this was a feature.
Great stuff, great stuff.
Very cool - my favourite Unity entry so far!
Oh man - this could be sooo cool - you gotta keep working on it post-compo!
Ha ha! 10 second dating sim. That's classic... I think you've started a new sub-genre. I think I'd do better with the ladies if real-life worked under these conditions.
"10 seconds later"... I see what you did there! Great fun!
Needs morreee wavvees!
Very polished I think! I love the level-morphing mechanic... very cool idea.
Crazy idea - very funny! I got the kid to the helicopter, but I didn't make it out alive. The controls are a bit weird though - so that's my excuse!
Yeah, very nice! I felt like there should be a "ok, I'm done" key - instead of having to wait for 10 seconds to expire every time. 10 seconds is a realllly long time sometimes ;)
WAT? I loved the text message before dying idea... then I noticed that SOME PEOPLE LIVED?! What's going on here then, hey?!
Crazy awesome style... I'd get rid of the "10 seconds" aspects post-comp - it just feels forced. I'd love to see a bigger adventure-y/puzzle game built on this aesthetic: the graphics and sounds are sooo nice. I don't even mind the controls that much.
HAHAHAHAHAHA... this is the best! It's like Qwop for... for foot juggling!
Fantastic idea... was pretty confusing at first though. I felt like it was a little hard to establish tactics given the crazy time pressure: maybe for like, level 1 you could get 10 seconds per robot, and then add times from there.
Mr Margarine II, I'll never forget you.
Nice ideas - just needed some animation on the player to add some character the whole thing.
Hey - thanks for testing my entry - just thought I'd let you know that if you got stuck at the beginning, then you didn't actually get to even START my game (my fault for making it too hard... but you need to die a few times for the story to make sense ;). If you felt like trying again then the secret is that there is a door way half way along on the right - this is where the game starts ;) Thanks anyway!
Woah, that is awesome! I feel like I'd like some more feedback when I was "near" and item so I could better tell how far away I could move while blasting things. SFX rocks too - matched perfectly!
Oh that is great. Super addictive and beautiful. And the sounds.... really polished and entertaining effort.
But they look soooo cute.... why do they kill you so?! This game is minimalism embodied: so simple, but still rich - I couldn't stop! Wish there were some more players - I stuck around for quite some time hoping to dual.
Awkward controls ARE THE BEST BIT! Don't change ANYTHING! Don't make it bigger. It's perfect. I keep sneaking back for another round - it's so cool when there are two or three other peeps.
Very cool concept - it took me a while to figure out the "rules" of when the guard could see me, but after I got it it was easier. I kind of felt like it was cheating that the guards could see through the red walls too ;)
Awesome stuff though - I played it for ages.
Great work. I love the "drop the gun" mechanic, but I don't like the "10 seconds per level" mechanic. I know that's the theme for LD, but I think if you do a post-compo version then you should get rid of this limitation. The game would be much more interesting as a puzzle-platformer without the artificial time limit.
The "different colour areas" idea is awesome, and the minimal drone sound track fit perfectly. Good stuff.
Woah, great... I kinda got stuck in the loop bit though... but hey, it was a good experience to be stuck in! Loved the sounds too.
Yeah, that's pretty insane and tasty! I I didn't really understand the shot system either though: As the ship was a lambda, I guessed it was like composing functions (awesome idea) but I found it hard to select the parameters with the number keys though because they are far away from the z key!
In the end my dominant strategy was to just try and get the "defence" parameters selected and shoot like crazy!
Hey, that's damn nice! Awesome graphics too. Funny how the timer reallly starts to stress you out... I'm glad the core mechanics were simple, otherwise it would go from exciting to petrifying ;)
Really cool idea... I feel like it would be more fair that you get a tiny glimpse of the level at the start, as you are always going to use up a tiny amount of your precious time that way.
I think the graphics and audio were perfect - the drone-y tones work better than a chip tune I think... more ambience.
Arrrgh... I loved this game a lot - but it was just too frustrating. There was no clue as to where the deer were, so my I didn't feel like it mattered what I did in terms of movements.. just walked randomly. And then there was no way to know how to get back.
This made for an interesting and poignant message: but also meant I rage quit after a few plays. I feel like if the difficulty "ramped up" rather than just throwing you in the deep end, it could be an amazing and addictive experience.
I gave you all 4 and 5's except for fun. I think if you "fun"-ed it up a 15% it would be perfect.
Looks great, but takes along time to set up the commands the for first time - i think the first levels should be reeeeally short ;)
Cool idea - i felt like I should be able to skip through the text faster though
Really great entry, but I feel like the "10 seconds" part of it does not help it - feels forced compared to the gameplay and aesthetics: sometimes it feels stressy to try and get a feather that should be easy to get. Then you get a "too late"... which... is weird. Too late for what ;) The core mechanic of big-and-little is really cool and I'd love to see that expanded on.
Just watched this on the stream... so cool!
HAHAH - that's ridiculous and awesome. It took me 4 goes to realise that I had to click... I was mashing the keyboard like a maniac trying to figure it out. Crazy idea though - more addictive than it should be.
You managed to jam a lot of stuff in 48 hours - super impressive. I'd love to see more importance given to the destructible terrain if you work on this post-comp.
This was a blast - when it started I thought "Oh great, another one button thingo" - but the difficulty and extra powers ramped up so nicely - made it really addictive. The graphics rock too. Reminded my of Wonder Boy in MonsterLand. The audio rocked too.
This is a good game.
I like how most of these themes are "in at least 10 seconds"... you go for "EXACTLY 10 seconds". Now /that's/ using the theme!
Arghh! I don't get it! What is the "customizer" bit? Why is it changing?!
Aesthetically amazing - not sure why you were calling it "honest" - but that line certainly had me sticking around to try and figure out why. I failed, but was oddly happy to lost in the desolate landscape.
Dude, well done. Really well paced and exciting game: really the core mechanic is pretty standard, but the tunes, the lighting, and the pacing makes it really fun! And the spike death sequence is so good I did it 5 times in a row just to watch it.
Had me at "turtle simulator".
I can't help it - I judged this on the post-comp version with sound. I couldn't not 5+ things - my favourite entry by far this LD. Fucking great!
Lol... annnd, just googled you. Makes perfect sense now.
Star-nosed Mole.
"HJKL"? DAMN YOU CharliLove, DAMN YOU! My typing brain only knows "JKL;"!
Fantastic game - damn tricky. I feel like it was too slow at the beginning (especially when you die straight away and have to wait for the lil' fella to fall) but thinking it was too slow doesn't last long...
Did you just call Van Gogh a "drawer"?
Funny? You guys are fucked up man! It was awesome. Thouugh, the end did make me lol out loud. That's a lot of lolols.
"Beneath the surface of democracy"... clever ;)
That's great - very addictive. I loved the graphics - especially the siren. The crazy long shape makes it very difficult to dodge a barrage of cannonballs, but I guess that's part of the game. I would love to see a tiny bit more "physics" applied to the movement - so there was a very very short "slow down" before you turned around.
Great effort though - one of the most fun and addictive entries I've played so far.
Ha ha! Great minds... I went with metal detectin' too - but nothing like your take: wish I had have thought of selling the goods... adds an extra dimension.
Fantastic entry. Beautifully used the theme (literally and figuratively!) and was delightful to experience. I only wish you didn't pitch-shift your voice.
Ha ha! Disgusting game... I love it! I think the slowness is part of the charm - I could totally imagine this getting a lot of plays on my Atari 2600
I can't run this (now windows, so didn't rate it) buut... Spelunker Boxing is the best game name in the comp.
Can't believe the first commenters said "not great on theme". Idiots, man... idiiiots! Fuckin great game - I would pay cash to have this expanded in to a bigger event.
That's excellent... I love the tutorial graphics, and the overall palette: beautiful! It took me a while to get the hang of the wall jumps - once I got it, it was smooth sailin'. Very impressive.
Missed the theme?! The where do you think the fish live, hey? I really enjoyed this after I figured out the controls (I expected the ships to be auto deselected after I assigned them something). Serious about 6 hours? I can barely get something on the screen after that time ;)
That was the most relaxing cookie-clicker I've ever played.
Ha ha - I like where you're going with this... one question - how do you imagine it evolving into a game that has multiple paths? Or will it be primarily a puzzle game that has only one "answer" per room/challenge?
Ha ha! Nice take on the theme - pity you didn't get up to the coal/gold upgrades, but I love the idea!
Maybe there is no goal, but I ended up running around the world for 10 minutes - much longer than many of the other games! I really like it... what were you going to do for the "connected" part? "Connect with the animals and trees"?
awww, this looks really cool - but I don't have Unity. I wish you had of exported it to the web player!
Ha - we had similar ideas! Well, conceptually! I wish I thought of adding lines to make the "connected worlds" theme more obvious.
I thought the controls were great too - at first you're like, WAT?! Then when you get it it feel really good. I think this could be polised up into a great game - lots of pickups, lots of particle effects == awesome!
Ha ha - I flippin' LOVE this idea - and I love the style and everything: buuuut, woah, it's wayyyyyy to hard: watch someone (who is not you!) trying to hit those platforms... it quickly feels like it's not the player's fault, but the game's fault - need to avoid that!
But please please keep working on this post-comp: the idea is brilliant, and so much potential.
Addictive... controls (with gravity) are like, 10% too hard I feel... almost perfect but if had just a tinnny bit more "give" then it would feel really natural, like you were a gravity-defying master!
Wow, ambitious! I love it! Took me a while to figure it out, but once I got it it was really engaging (though , took me forever to catch up on the unread notifications - wish I could click continue down by the read area)
Brilliant! Reminded me of the movie Silent Running (for some reason)... I love everything about this game. Just... brilliant work!
Is this the greatest game that ever was? At first I thought the controls were a little "twitchy", but then I thought "ba ba ba, ba ba ba-ran"
I came back and played again for 30 minutes or so.
I'll be back for more tomorrow, for I am soresoreserous.
5/5 for graphics... I loved them. Wish there was more games like this in the comp. I made it home. I was scared of the infinite void of space.
Man, this is why there's a "mood" category. So flippin' cool!
5 for mood - even though it was a bit... not finished, it had a realllly creepy feeling of switching between worlds - very satisfying. I kind of wish you could do a bit more in the disconnected state (not just "see ghost keys")... a lot of potential here though, I hope you keep at it!
I just found out I'm not good at doing two things at once! Nice work... I'd love a theme tune ;)
"The theme is Connected Worlds... how about... head lice?!" Genius! I played it for an embarrassingly long time - coworker started asking me questions. Damn it. Had to explain the head lice game.
Nice work - so happy that Papers, Please is inspiring people to make crazy cool games! I agree with Wesley Ding that the music was good, but didn't quite match the aesthetic of the game. Though, you squeezed a lot in the for the time, hope you polish it up afterwards!
Ha, great! I feel like one-player mode is do-able, but there should be more shields then, so you can concentrate on protecting the bridge, without worrying too much about the shields (because that's hard enough ;)
Liked the style... didn't get all the way through the stars though ;)
Aww - feel like you got cheated on the final score: especially "graphics": they were awesome!
Yeah, was pretty awesome... BUT, I really would have liked the opportunity to mix & match my pants and shirt in the customization phase ;)
I don't know if you changed the link to the web entry or something, but I don't get those comments about "too hard"?! WTF? It's perfectly difficult at the start. Fantastic entry, the way you use the music with the filter (on beat, no less!) is fantastic... great aesthetic, and reallly well done.
Hey, did the web version stop working? I couldn't get it to run in Firefox or Chrome (seems to be complaining about some 404s)
Nice nice nice... I agree with the top comment: a tiny bit more polish and you have a great lil' game here! I felt a bit like it should be a much shorter connecting phase - it seemed a bit "forced" compared to the rest of the game... I'd love to see a smoother transition between levels, so it didn't feel like levels at all... like there is no fade-out/fade-in just new balloons appeared and the bridges came apart, and new bits of land appeared/dissapeared all without the fade in / out - then it would feel like one continuous journey.
Anyway, fantastic entry! Great tune too - fit the aesthetic perfectly.
Yah, so cool! Very addictive, and great quirky style!
Haha - this is great! Though, I think the music most matches the asteroids version - when I was looking at the driving game I wanted an upbeat racing soundtrack... can you make it detect my eyeballs and play the right soundtrack depending where I'm looking? Thanks.
Hmmm... I'm seeing the indexoutofbounds too: "invalid hotspot" - looks like it's related to a custom cursor: http://bugs.java.com/bugdatabase/view_bug.do;jsessionid=c880cfe5c8ae91088f849e8aae26?bug_id=6179260 - I'm on a mac.
If you figure this out, come over to my entry and tell me - because I think your game looks hilarious and awesome!
This is the highest rating I've given a game so far... perfectly executed in every way! I was not only transported to the world of international drug smugglers, but to the world of SVGA and soundblaster16 cards. Played it for ages. I feel like there could have been a tree or two in the "jungle" (I thought I started in the city!) and it seems unfair that the cops chase you even before you've picked up any drugs: I was just going for a casual drive through the jungle, after all!
Fantastic game, anyhoo. That tune will be in my head all day.
Mwah-haha! You did it! That is all the pieces you need: I'd make the ball move 3 times faster - and that's a wrap.
Actually, it would be really cool/insane if you only moved each dot if you had _both_ controls down: so if you just pressed W nothing would happen, but if you pressed W AND down arrow then the white one would move up, and the black one down... so you have to synchronize... Also, make it a multiplayer online battle arena, ta.
I'll also add my "woot! old-school Leisure Suit Larry!" vote. Fantastic execution: very funny, but also no way I could stop before the end!
The animation of the vehicle and track/rail felt really nice - created a great sense of speed. If you applied that level of love to the whole game, you'll have something cool on your hands!
Great writing - very captivating and well-paced. Also, great take on the theme!
Nice work... It's a bit annoying that you have to click the menus to restart the game, seeing as the controls are just arrow keys.
Great idea with the R-G-B thing! I feel like I'd prefer a bunch of hand-crafted puzzles, rather than infinite generated ones: or at least, a "progression mode" - where you start with simple puzzles and slowly get harder... but nicely executed, and good fun!
(yodamaster - shooting is WSAD!) I like the idea, but why tanks in a coma world? I get the bears - they're cool, but tanks? C'mon ;) It would be great if there were sounds from the hospital that played while you were in a coma: this would really reinforce the "connected world" theme!
Wow - very effective... looks so good. It took me a litte while to figure out the way things moved, but I love that it didn't need instructions: very nice piece of game design!
I'm a sucker for modular synthesizers - so this game had me hooked ages ;)
Arrgh! I'm on Mac, but this game looks so awesome - I want to playyyy! What is a .mfa file?
Wow - that is fun... I played the first level and thought, eh, you just loop around the edge and that's it... by level 3 I was hooked. I love the concept too - would be great to meme-ify it 20% ;)
Noooo! I was browsing through the entries and saw "Disc Jockey Jockey" and went "YES! MUST PLAY!!!!"... only to be struck this terrible blow. POST-COMPO PLEASEEEE!
Ha, really good take on this concept - there were a few similar ideas in this LD, but adding the rolling marble aesthetic (with those ever-so-authentic sounds!) makes it my favourite of them. I'd say that the hit boxes on those holes was a hair too picky though - I feel like it would be a bit more "fun" if you could move fast n loose a bit more. Besides that, it had a really good feel to the movement... great job!
Yeah, that escalated quickly - my heart would thank you if the tank rush was timed a little more gradually!
Great work though - the aesthetic is really nice. I was making the sfx in my head though ;)
Woah, this just popped up in my twitter feed: https://twitter.com/Libroantiguo/status/542033974282182656 - look familiar?!
Arrrrghh... I don't gettit'! Can I get a clarification of what's goin' on?! I'm coming back to play/rate this again - because the gfx and that tune is flippin' radical.
Ha, I can't play it ('cause windows) but it looks hilarious: I made the same game idea as you - but yours is way more crazy!!!
Wow! This is flippin' delightful - great aesthetic, really polished, and cohesive... this could totally a great mobile game.
I get the same as jfreax though: level 3 doesn't start, throwing some create.js error in the console. Fix it please!!!
Yah! you fixed it! I really wanted to click on a wolf. This should totally be a mobile game... do it, else I will ;)
Ah, I figured it out! I played with it for about 10 minutes just listening to the lovely sounds and eventually went back and read the instructions!
So, if there is a red triangle advancing towards the center, you have to find the triangle on the Y-axis of icons, and click in the red panel on the X-axis.
Then tesla lighting will destroy it.
Very inventive, and very beautiful... well done!
So good... I lolled (like, out loud) when my arm fell off the first time.
Hahahah... that is horrible. Absolutely horrible. Took me 10 minutes to clear one screen. Horrible. Also brilliant. It really reminded my of the old C64/ZX Spectrum games - I kinda wish it had a grating and annoying 8-bit tune to go along with it!
Fixed the bug, saw the snowmen! It really needed some sfx and a glitchy tune for the full experience... hope you add it after the compo!
+1'd for the textbook camera stand. +4'd for the awesome game & concept.
I love the idea, need some more interactions though. I hope you guys keep working on it post-compo! Graphics and animations are excellent, and great take on the theme.
That tune is epic. It took me a while to figure out the controls - because I did my first couple of games without using the joystick, and got really far without crashing ;) I love the effect of looking around, and perfect interpretation of the theme.
OMG - this is like using the Oculus Rift... it makes me sick to play it, but I can't stop!
Wow, fantastic game! Nothing to fault - though, I knew there was an option to swap weapons but never was able to do it, or thought it would be a good idea: I think that's an unnecessary feature that could be dropped to make the game more "pure".
The ground spawning/changing feature is brilliant - really added a lot to the game and made each change exciting. Tune was awesome too - fantastic effort for 48 hours!
ha ha, this game is fiendish! Those controls are a nightmare... everything is going ok, then hit a wall and I'm bouncing around like an idiot: don't change a thing! Really beautiful game.
I.... I'll never play another game again as long as I live.
If I were more in touch with my emotions I would well-up a little, and think about the good things in life that I take for granted.
I came back to vote 5 stars some more. Can you ask the manual if it helps?
Good work - very interesting. But I'm not so keen on those controls - feels a bit "floaty and imprecise" to me. Maybe it's just because I know the original controls too well ;)
I don't have windows, but rated you highly based on the concept, instruction screen, and name alone. Squint Maze... genius.
*There's no such thing as "Cold Snap", and the rules have certainly not been standardized by any governing body
Thanks! (also, z-index changes when you click on the background, but costs you $$$ ;)
Yeah, this is secretly just a browser-based stress test: how goods your 'puter/browser? I get up to 50+ on my mac before slowdowns - interestingly, Firefox handles things better than Chrome... those guys are gettin' good recently.
Nice effort - the quick restart meant it didn't get annoying when trying to get back up through the level and hitting a bad guy (because I'm impatient). I personally would have liked a tinnnnny bit more float in the jumping, but it felt really nice.
Pretty sure I won that game.
"roam around on a small planet and kill stuff" hahah, great tag line... also, they are some biiiiig "grubs" xD
I enjoyed wandering around the planet - the graphics looked great, and the achievements were a good idea!
I liked the little story, and the L/D islands. But I'd have that text type at double the speed... even if it would make the story even shorter xD
Confusing, but lovely art... would be interesting to see where you take it!
I thought it was pretty good! I don't know if it's just on my machine, but there's an issue where the pivot point is not correct if you go left/right so it "jumps" a bit - but that actually makes it more challenging xD
My only complaint is that the music does not fit the game style - the graphics are super cute, and it's a game about a tooth who brushes teeth... The music should have been more "cute" rather than ambient-house so it would support the mood. But besides that, great work!
What is going on?! hahaha, so many rock jokes. I loved it... you guys are crazy. The music was perfect too - great job!
Ha ha, weird game! I was a bit horrified when my person went into a house, made a baby, and the baby was instantly taken by aliens. That's life I guess. It goes a bit wacky when you run around the planet enough (the player starts doing the limbo) - but I like that. The sound effects were great... the music, a bit nuts but matched the feel of the game. Great work!
(also, yep: confirm runs well on mac - but if you could do a web build I think more people will play it)
Yeap, I agree the blocks fall too fast and are just unfair (rather than challenging). Also, I found jumping to be way too dangerous, so just never did it - just spammed the shoot button and stayed as still as possible... maybe in the next levels you needed to jump (or release the shoot button) - but I couldn't figure out how to get off the planet. I went to the escape zone and pressed all the keys I could, but couldn't trigger anything. What's the trick?
But all of those points are minor, balancing things. I played this game for ages (it took me a long time to survive 30 seconds - I think the initial difficulty needs some tweaking ;). It's got potential to be really fun.
Also, I kind of liked the "follow" camera more than the static - the bullets look really cool as you move around. Anyhoo, great job!
Hey, does this work properly on web? In your screen shot there are "<", ">", "B", "A" buttons - but i don't see them. I can't figure out what to do!
I kind of feel like the idea is you're zooming in down to the atomic level... but not sure what to do there as the atoms fling off into space!
Anyway, that music loop is awesome and will be stuck in my head all afternoon.
I won (but lost my no claim bonus :)). I liked it all except for that screen where you had to zig-zag back and forward like you were in the line at the airport. That's not fun in the airport, and not fun in a game xD. Those alien characters are pretty creepy too.
Great effort!
Dang it, windows only - I really wanted to play this one. It looks really nice - so much style - I wonder if you could do a asm.js build or something so we could run it in the browser?
Holy crap - that's a LOT of work you got done! Amazing! I wish there were some "tool tips" when I moused-over screen icons, because I had to load the intro screen in another tab to remember what the icons were for for a while. Really great effort though!
Cracked me up! "Don't make me stop this car" is a great title. The game play is pretty tough though: hitting a 5 lane traffic jam, and smashing into the back of a car with no place to go seems a little unfair!
Instead of "You won", it should be "have to pull over because someone needs a toilet break" - then on to level 2 xD
I liked it... very original! I thought it had no strategy at first (like, you just put people down then math.random())... but by the end I was being VERY careful about when and where I placed people. Great idea!
omfg... what was that?! Took me a while to figure out how the different fruit worked... and when I finally did, there was a - well, no spoilers for anyone else.
This game was great: that wacky theme tune, the weird sound effects. I'd write some more, but I gotta have another go
(Also, Microsoft Office listed as a dev tool xD )
Nice effort - i really like the feeling of the game: quite relaxing! I think to make it more "meaningful" it would be good if you were collecting the pollen for a reason: like, collecting pollen fills up a power-up bar and when it's full you get a life back.
Annnyhoo, good work!
Wow, you managed to get a lot of functionality in there! That was also quite a relaxing game. It would be better with some anitations (digging/chopping) - but obviously that would have resulted in less content. Still, I really enjoyed this!
Yeah, I agree with @astrkl - really great art! And the way it segues from one area to the next feels really nice.
There should be some kind of indication that the enemies are planning to jump... like, they should have a pose for "about to jump" otherwise it feels a bit unfair that they randomly jump up and hit you and there's nothing you can do.
"Be careful of the people of the world who want you dead for some reason" made me laugh out loud for real.
Dang it - looks really intriguing, but I'm on mac... any chance of a port?!
That is one cute main character! I gave you extra marks on graphics just for that weird little moving animation ;). The way they move when they attach is feels so nice - kind of feels "spring-y". The game play is pretty simple, but surprisingly fun!
Wow, great game - my brain is all mushy now. Is that an original concept? It's very cool. I feel like there were too many concepts introduced in a row without giving a chance to try them out - like, after introducing the basic rules of color splitting, there should be a few levels of just this before you introduce the next lot of mechanics... but that's a minor nitpick, it was really cool!
I loved this - excellent idea, that kept me intrigued and happy.
You had me at "Intergalactic Lemonade Inc", but unfortunately it wouldn't load in my browser (Firefox) - just got stuck on some ad screen (why is there ads xD)
Wow, great little game and nicely polished. I love the sound effects and theme song... Was quite a challenge to orbit, but that just made it worth the effort. If I do say so myself.
@homineludens... oh yep, I think you're correct about sfx vs tune volume. Really I should have made the "fail" sounds a lot less... annoying, as you're supposed to fail often.
Pop is my own library - it's just for learning/teaching purposes, and I wanted to make sure it could actually be used to make a lil' game!
haha, I'm a sucker for outrun games... especially for ones where you can magically drive from Rio to Lisbon via Canada xD
The collision detection was a bit frustrating in that if you hit a car, you'd stop - and the car you hit would slowwwwly move away, so you'd just hit it again. It would be better if the car zoomed off faster so you had a chance to avoid it.
It was fun though: i played it for way too long!
Excellent idea, and well executed... I could not succeed though - relationships are tough!
If that's Pacman's cousin's dinner table... how big is Pacman's cousin?!
I don't know why, but this entertained me for a lot longer than it should have. It was almost relaxing! Weird and awesome.
WOAH! I am a sucker for put-put games anyway, but this was AWESOME! (I played it in the browser, played fine) The graphics are great, it's a hilarious concept, and the "pinball" mechanics are super fun - really fantastic work.
I had heaps of fun playing with this... i kind of wish it were more "zoomed out" to see a bigger picture. I spent ages trying to get something in orbit (because my game was about getting something in orbit!) - is it possible?
Really felt like I was sacrificing team mates... I was always hesitant to flip the switch! Great work, very complete and satisfying effort.
Perfect LD game for me... interesting, beautiful, entertaining. At the start I thought the "ammo == health" idea was not really that effective, until I got hit by an enemy and realized the actual consequences of having less bullets. Really cool!
Fantastic! I just spent 30+ minutes on this... I wasn't particularly good at the levels - it was just really fun to play around with! Absolutely sublime graphics - the animations are captivating. I just want more contraptions when you release this for real, thank you.
"The people will keep coming, so don't worry about losing them"
I love it... the ultimate sacrifice! (Also, I'm feeling that "sleep for a week" thing right about now)
I like the style and the feel of the game, but I don't understand what the goal is - what do the K and P buttons do?
Yeah, I agree with @flaterectomy: I liked the game, but didn't like how it's basically RNG that kills you - I want to feel like I personally failed and could do better next time. Not sure exactly how you could tweak that to make the virus feel more "fair" when it starts.
I set up the game in two windows, and was playing against myself - but I couldn't figure out what the goal was, or what the effect of dragging things around was. Sometimes the thing I could drag had a picture of an alien/worker on it, sometimes it had something that said "office", and sometimes both. But I have no idea if "office" is good or why I might want it, or where I'm allowed to drop it. I saw numbers going up, but I don't know if it was good or bad.
I think I might be missing some knowledge about this genre of games (it seems other people figured it out!) but I still think a bit of guidance would have been useful.
It looked really interesting, and was multiplayer (amazing for an LD!) - but I couldn't figure it out. I really wanted to though, and I think it would only take a small amount of in-game guidance to make the goals more clear.
Very effective! I wouldn't say it was "fun", more interesting and thought-provoking (which is better!).
DAMN IT, windows only! I flipping love the look of this game! I love "dystopianmovie sports", and "Commodore 64 graphics" (see my entry... your game looks beautiful and exciting - like a game you'd see in Zzap64. Mine is confusing and ugly: like you'd find on a 5 1/2 inch floppy with 25 other "games")
Can you export GameMaker to Linux or Web? I'd love to give it a shot!
Hey, I spent a while on this but I don't think I got the "trick"... if I assign someone to the tower then a new person will come, but it's too slow by the 3rd round. What's the dominant strategy to get kick-started?
(I really love it though - it has me hooked!)
Arrrgh! I got stuck pretty early on (about 2 levels after the "gimme" levels). I love the aesthetic, so I have to come back to this after I've had some sleep!
Animations and sound effects really make it. It needs something to give it more depth, though perhaps I missed something: was the chat box part of the game?
Great music, and overall everything had a cohesive aesthetic - rare for LD! ;)
It made me smile! A perfect way to spend 10 minutes. Beautify graphics, a lovely sea-shanty.
What?! This was made in 3 days? That's it, I quit.
It's beautiful.
THIS is why I ludum dare. It's all so beautiful and heart-warming.
Stop and rest if you feel sleepy.
I was playing it for ages, mowing down demons and then eventually realized nothing happened when the demons got me... they just wanted to party, and it turns out I was the monster all along!
Screenshot from 2018-12-05 21-29-43.png
It took me a while to figure our what was happening. But once I got it... *BAMM* a metaphysical and ghostly take on the sacrificial business simulator.
Hats off to you.
@figglewatts - what song is it?! I heard a guy on the subway playing it and it stuck in my head. I had to go back and record it and made this dodgy version of it for the game!
@yyam and @figglewatts - here's the story of the meat grinder sound effect... a bit of hotel foley-artistry! ;)
https://www.youtube.com/watch?v=YsIcRauR3ZM
It took me a while to figure it out, but it was a fun learning experience ;)
There's no theme song, but I found my self singing Yakety Sax in my head the whole time.
This is beautiful and simple. I played it for far more totems than I thought I would! I grasped the idea instantly and thought I was done - but I kept wanting to build "just one higher"!
The theme song was perfect, the animations were great, the characters are super cute!
I think this could be extended into something bigger if there were a "combinatorial" aspect. Rather than just "find THIS character" there could be some kind of system for crafting characters out of primitive aspects. THe primitives could evolve outside of your decisions.
Anyhoo, this was perfect for a LD, held my interest for a long time, and made me smile. Great work!
I'll never look at google forms the same way again. Great writing (even though I feel like my character was a bit of jerk. I don't think I'd want to go have a beer with me) and great pacing; things certainly escalated quickly: required for us patience-limited LD-ers!
Ok ok ok... I'm not saying that they should never have made Super Meat Boy, but a double-blind test would certainly come out in favour of Muscles and the Gun.
The collision detection on Super Meat Boy *may* be silky smooth and flawless, where as matg may be slightly infuriating (the core head-jumping mechanic is so sweet, but the collisions make it so much harder than you realise!) - but there is simply no comparison when it comes to the lore, and the prose, and the muscles, and the gun.
The music.
Can we talk of that for a moment? That is one FUCKING AWESOME theme song. I don't know if it's because I'm sleep deprived (I currently *do* keep seeing visions ALF out my window), but I can't get it out of my head. PLEASE make it available for download, it is catchy and dirty and beautiful!
Finally, big respect for some of the tough game-design choices. Nothing says "Shoot me" quite like a sign that says "Shoot me". Sometimes a cigar is just a cigar.
How did "meatless mondays" cost me 200K? Need to write an app to track that.
Great work, and painfully familiar! I like the minimal UI design of Quack way better than its competitor.
It wasn't really obvious when I should switch guns (or what I was sacrificing) - but it was good fun. My absolute favourite part is the "tutorial"... It was really smart: "shoot to begin" means that I absolutely had to understand the basic shooting mechanic to begin. Genius!
Hey, can you explain what the goal is, and how you play? I can drag the icons around and match up a whole row of the same icon but nothing happens. I can click the baby's bottle and more icons come and it says "It's a sacrifice!" (in a hilarious way), but I don't understand what I'm sacrificing because nothing changes!
Ha ha, I didn't see this entry before the compo finished, but I loved it! The graphics and gameplay were so weird and kooky! I didn't really understand what I was doing for a while (those controls are pretty brutal at the beginning) - but I still had fun. I think your scores reflected this: people assumed the game did not have depth because it was so hard to start. If they had have played longer and figured out the controls your score would have been much higher.
But for version 2 I request that you go even MORE over the top with the weirdness... changing backgrounds, weird flashing pickups... more craziness!
(Also, JavaScript fan here too - all my Ludum Dare entries are in JS: I love the "write some code, refresh the browser" simplicity of it! Usually I like to roll-my-own engine - like this [from-scratch minecraft WebGl thing](https://mrspeaker.github.io/webgl2-voxels/), but for this Ludum Dare I used Phaser3: it's pretty fun!)
This made me happy. I think you are a little stingy on the "special attack" allowances, seeing as the attack is just a kick!
The music and graphics are perfect for a 90s beat 'em up. I wish it were slightly faster and that I could jump, and also that someone would come up out of a manhole and throw the manhole cover at me. That's requisite for the genre.
Great work!
The controls felt pretty good, and the game looks amazing. I feel like there should have been a way to regen health without firing (maybe there was?) - I know the core mechanic is "sacrifice either health or ammo", but having to shoot an extra time at a bat when the bullet didn't track it - didn't feel like a sacrifice, it just felt a bit unrewarding.
I did like that eventually start to think "maybe I'll just not kill this person to save some health"... but then again, where's the fun in that ;)
Surely the technical montgolfier term can't be "jumps"!
I really enjoyed this - it was peaceful and tranquil and had a very well-drawn hot air balloon.
The "sacrifice" theme REALLY applied to this entry - I actually wanted to keep the painting, but HAD to ditch it at the last second to complete the level... it felt like I sacrificed something!
Great effort - I'm always a fan of conveyor-belt-y games (I have some in my game - but they are fake and really broken!)... I feel like this game was too slow to start: the first bunch of levels are easily solved in your head in 5 seconds, but you have to wait for EVER for 8 chickens to move through the level. A "fast forward" button would have been perfect, or just get into more challenging levels after level 1.
From "advanced splitter" onwards the game is much more challenging.
The graphics are fantastic too - really cool.
Great work! Perfect for Ludum Dare, but I feel like there needs to be one more element to give it some depth. Perhaps you should be able to try and "recover" a cat if you miss a crate: load and shoot the next cat straight away and if it catches the other cat then both are saved!
Good little game though!
Hey, not sure if it's an issue or I'm missing something, but I can't seem to start the WebGL version - I'm stuck on the splash screen! (it would be good to have that online somewhere - itch.io or github maybe?)
Hey @nakato53 - I really hate to be the "doesn't work in my browser" person... but it doesn't work in my browser! I'm on latest Firefox on Linux and when the game starts the robot-things fall down the extreme left of the screen - they start at the very top left and fall out the bottom (I can only see half of them)... Then the indicator update: it goes 1/3, 2/3, 3/3, 4/3, 5/3... "LEVEL COMPLETE! Click for next". 5/3 doesn't sound right ;)
I have "receive notifications" on for this post - so please let me know if you change anything so I can test again - it looks so beautiful I really want to try it!
[I'll test it out on my work machine today too... now I'm interested in what would cause that kind of bug, seeing as it's a Haxe game]
Now THAT is a unique concept for a game! What even made you think of it?! The little "post mortems" (hmm, wait they should be for the people you sacrificed... "post livums?) were a surreal, fantastic touch. Unfortunately for the people of Catastrocity, my nerd pop-culture skills were not so hot!
I found it difficult to figure out what was happening at the beginning (it took me a lot of trial-and-error to determine which color of thing I even was!) - but after playing for a while I think that if this had some more intuitive UI (obvious who is player, can tell what is selected) and some kind of quirky interface (the "pit" is more than just a rectangle... it's obviously a sacrificial pit, the genes have some character, the background is interesting etc - then I think you could get away with the "selecting for one characteristic" part.
I'd like it if I could "retreat" more safetly - like if there were some walls I could go hide behind!
Once I understood what you were going for I think it was fun - it just needs some UI polish to make it so the user isn't confused at the beginning.
You should have switched shooting/pushing at the last minute (beacuse pushing is the core mechanic) but damn, this was fun. Song is awesome, herding sheep is awesome (shooting sheep is meh... ditch that bit!). Herding is so satisfying. Scoring? Timers? Meh... random herding is where it's at!
I loved it!
Hey, for anyone who wants to test this, I played your game using an online emulator (I used [this one](https://virtualconsoles.com/online-emulators/c64/)). I downloaded the file from itch.io, dropped the `mazeofdeath.d64` on the emulator, and it worked. I had to switch the joystick to port 2, and then used arrow keys to play.
For the game itself... I have a question: when you were developing this, how many times did you finish a level? Because it took me 15 minutes and I wasn't even a quarter of the way through! I stopped after I started getting pain in my wrist from pressing arrow keys ;)
I love the craziness of it - but that's slightly too much. I think it would be better if brown walls were no-longer poison (it sucks to die while trying to get back to where you were - even though you can see everything!), and dying should expose more than 1 block: perhaps all 9 spaces around where you died.
Also, I think it would be good that somehow the uncovered corridor pieces (more than 2 tiles in straight line) - that are obviously walls and you will never hit - would become visible over time... then it will be more visually "busy" and look cool I reckon.
Lastly, wacky ideas, you can sacrifice one of your lives for a "light bomb" that exposes a bunch of the map, BUT, your corpse is then located in a random location (preferably somewhere in the path to the exit) - so it's hard to recover.
Anyhoo... I really enjoyed this! I was thinking of doing a C64 game (instead I just stole the color palette!), now you've inspired me for the next LD!
Great work!
How very "wilde"! (tee hee). Great idea - bit of a thinker, and surprisingly addictive! I'd like to see a "before vs after" or a family tree at the end.
Hilarious and awesome! I kind of wish there was a road-trip moving-car between waves (maybe just in the background as you were making choices)... but hot-dang, amazing work!
I disagree that the last jump was blind... I feel like by the last level I one at one with the game, and could navigate it like I was that Keno guy from the Matrix.
I understand why you can't just restart the level when you die - but perhaps if the game was bigger it would be useful to retry a level with the same health you started with... But for Ludum Dare, knowing that you had to do it all again if you messed it up made it super stressful/exciting!
Audio was great, the sound effects made me smile every time. Great job!
Great game - it had a lot of personality, and it made me smile.
I kind of wish that the levels were more like caverns rather than straight corridors: like, you would then have to go up or down to follow the path of the cavern - perhaps even with splits so you had to choose which way to go. That'd be cool.
The music was a bit insane (I hoping I'm not offending you here but I guess it was computer-generated?) - but the lovely up/down sound effects made up for it ;)
Delightful game, great work!
Hey! We had pretty much the same idea with almost the same mechanics - only you got yours to actually work and be a game with a goal ;)
I love the audio and the overall aesthetic. Great job!
I'm a bit drunk, so perhaps I'm biased - but I thought this game was awesome xD - I loved reading this list of things I sacrificed. Hilarious!
The game looked and felt incredible - really polished, and everything perfectly fit with the aesthetic.
I found the actual core mechanic a bit confusing though - it was hard to tell when I was doing good or doing bad, and hard to know when/why I should throw money away.
Because there was so much going on I just focused on what the screen was yelling at me: "low on fuel!", so I started looking for fuel. If it stopped yelling, I stopped ever thinking about fuel.
Perhaps it could be improved by introducing actions one at a time, and building them up? First it's just "dodge things", then you get the gun to "shoot things", and then you realize you're in trouble if you don't "sacrifice things" - if each one was taught by the levels then I think it would make the goals clearer.
Anyyyway - that's just some "constructive criticism" because - like every other comment here - my primary reaction was "holy shit, this is amazing!"
You had me at "GAME REQUIRES SOME KNOWLEDGE ON CMD". I found it hard to live without `ls` and `cat`, but I survived.
I didn't finish the game - but I spent a long time playing it: it's fun!
Wow, that sucks about losing your work - and losing the easy mode! But I love the whole game, very polished and impressive! I got the hang of the keys after a while - it's funny, I understand why the game goes right-to-left, but having it 90 degrees rotated from the keyboard makes it a challenge. Once you get the hang of it it's fine though (which would have been easier to do with "easy" mode!)
Best part, the "3, 2, 1, go" voice. Very convincing!
Haha, so good - I just enjoyed dumping the cargo hold and crashing into flying rocks - so satisfying! The graphics were perfect and the game is hilarious. Great job!
So sweet and interesting. Really unique idea, that still felt very "natural" to play. Also hilarious.
I really liked this - especially the "tutorial as level elements" (very clever!) but the controls were a bit too frustrating. The game is about sacrificing jumps, so it's infuriating to lose health when you felt it was the physic's fault, not your own. If the double-jumps felt more fluid and light and satisfying to stick, then it would improve it a lot.
But it certainly has potential, and the flaws are just tweaks - the core idea is solid. Great work!
I found this too difficult. It reminded my of Rick Dangerous-style level design where there was no way to know you would get stabbed by spikes until they stabbed you - which makes you blame the game, and not yourself.
Even so, I played it for a long time - because the guitars and awesome graphics kept me coming back for more!
Man, I was obsessed with Loco Roco when it came out, so I LOVED this game. It's beautiful and satisfying and delightful. Fantastic work!
This is fantastic - I want to see it expanded!
I love tower defense games, and this one was really fun. But I think that the music did not match the overall aesthetic - it didn't fit with the graphics, sci-fi-ish theme, or sound effects. Something more lo-fi would me more appropriate.
Other than that I really loved it and played for too long xD
Great work - I got pretty immersed in the story too! I love the animations, reminded me a bit of Pitfall II (which is a game I loved!)
Fantastic work - great aesthetic, and no way could I possibly stop until I got to the end. Really well done.
Nice work - I agree it was confusing at the start... but I got it in the end ;) Great graphics too +1!
Hah, that's so great - there was so many areas and things in here, amazing work and I kinda want to see it expanded! I'm going to be making that sword sound all day. Shhwwweew!
Oh my, I wasted too much time on that... lucky my life isn't currency!
That was great - though I admit that when I clicked the "Buy Window XP" button I thought my productivity was going to go down.
Awww - this looks fantastic: any chance of a web or cross-platform build?!
It's like Super Meat Boy, only more stressful to die! This was great - really cool. It took me a while to figure out the hitboxes on the spikes, but after that it was buttlump-free sailing. I think the shift-jumps were one-too-many things for me to account for, but other than that I solid 4.5 starred this entry (gotta leave 1/2 a star for your next LD)!
I liked the graphics, and the way you did the levels - I had fun and played until I beat the boss.. but I was a bit confused about the message of the game. I didn't understand the woman/friend thing: I think the "story" part of it could be more clear or simpler to really smack us over the head with the point!
Don't worry, nobody knows what they are supposed to do.
We're all just out here acting the way we think adults should act.
@lola awww, merci beaucoup!
Sadly doesn't work in LibreCalc (I'm trying to figure out the vb errors it's throwing - but my excel skills are low ;) )... Great idea though!
This was a fantastic game - creepy and engaging! I just poured 20 minutes into it. I was a bit upset when I finally maxed everything out (I lolled at the propulsion upgrades), and went to hit "retire"... and nothing happened. Then I reasoned that it's a metaphysical analogy. You can never leave.
I thought I was a pretty good tour conductor. I did what all good tour conductors do and made the same joke every single crossing: "Interesting facts about the river Styx - it was named after that band that sang 'Domo arigato Mr Roboto', and is located in the dead center of town".
Fantastic game, really great work!
Simple, but addictive - and I really loved the music, made it quite atmospheric. The controls felt a little weird: like there was input lag, or something? But once I got used to it it was easy to allow for it.
I ended up playing it for ages!
Great job - I played for ages: it took me a while to figure out the "dominant strategy" to beating the crabs (they would always come up to the same horizonatal line!). I wish the doors were checkpoints, sucks going back to the start after you think you'd cleared an area! But besides this, this was a really polished and cool entry - great concept!
This was fantastic - I had a blast playing it once I figure out all the controls (I wish the Q/E could be remapped to my left hand). I'm going to have another game now (a rare desire when rating LD games!)
I'm so sad that Placeholder_Game_1 is windows only :(
I was insta-head-wiggling to that theme tune. And the duck animation is the best duck animation in the history of duck-able player characters.
My only gripe was I felt the jump key was a bit unforgiving... many times (many) I would fall to my death though I was positive I hit jump in time.
Other than that, 11/10, would recommend A++++.
I love it: when I was a kid I thought this was all non-C64 computers were used for (and I was a bit jealous). Now that I can buy and sell stocks on my own authentic Oggle II computer, I realize the stress of it all wouldn't have done me good as a kid.
I love this entry (my first "5" for graphics ;) ) - i clicked on your "games" links because I wanted to see what else you'd made. Sadly nothing else was there, but I hope you do more LDs!
Haha, the "conversion into dollar bills" animation is beautiful! Great concept, fun and frustrating (but in a good way!)
I really enjoyed this, and loved the way you put everything together - it created a wonderful mood.
For "constructive criticism", I think the "arrow" blocks break the aesthetic a bit - why is there an up arrow in a dungeon?! And on my machine the controls are not tight. Nobody else seemed to say this, so it might just be me: but if I continually press left/right/left/right/left/right... sometimes (and randomly) a keypress won't register and I'll either stop moving, or keep going in the last direction I pressed. I noticed this because it seems like sometimes my jumps weren't registered.
(However, while I'm typing this very comment I'm noticing input lag - so it might be my machine! I'll try again when I reboot ;)
Anyway, I really enjoyed this game and I even though you used external music and graphics, you combined them well and the dialogs and puzzles made it feel really consistent and moody. Great job!
@luckydaisy - haha, no - it's a lovely block, it just doesn't look like it should be in a dark dank dungeon. Maybe add some grime :)
Just beautiful! So lovely, and such a complete game - not just a prototype! I kinda felt like it was unfair that the baddies could shoot through platforms and I couldn't... but the music made me not grumpy about it.
I loved the "story mode" of the game - worked really well with the overall aesthetic. I think that the hard-core level music needed to have an intro, so if you cleared a room in 3 seconds you didn't get the full blast xD
Really cool work!
Money shotgun. Genius.
I thought this was great - took me a little while to figure out all the mechanics, but then it was really fun... I liked how you had to prioritize over farming, brewing, creating. The "universal ingredient" is a cool idea - nice work!
This was really good - and not something I've seen before in an LD entry! I perhaps would have liked the music to be a bit more up-beat (doing the shapes was kind of exciting to do - but the music felt more meditative and relaxing)... also, if you keep working on this after the comp, I kind of agree with Synadiome above: the trading feels a *little* like it was jammed in to match the theme - it would be good to explore possibilities for this game without that (for example, the extra spells is a really cool idea and would be good to see that taken further!)
Great job anyway!
Great aesthetics and art - excellent polish - but I feel a bit sad that I don't quite understand the ramifications of my decisions, so I feel like I'm not fully understanding the message.
But I do feel like I got the *idea* of it, and I like that you're using gamedev in this way!
Nice work - I ended up playing it for more than 15 minutes (which is an eternity for LD games!)
I love finding weird & unique games during LD... this was something different, which is rare. I was terrible at it, but I really enjoyed being terrible at it!
This is beautiful! (I feel we both went with the same "message" for our games... though yours is actually a real game!)
This is the perfect LD game I think: short (like my attention span), fun, great graphics and audio. Good job.
You had me at Pomidorko.
You got a lot of features in here in a short time - really cool! It felt really good to me, but I agree that the terrain tiles didn't match the aesthetic of the other graphics: but besides that, great job!
I found the controls tough to get used to, but after that I really enjoyed it - I love the overall aesthetics - the tiny characters are really cool!
[oops, wrong entry]
Damn, just needs a bit of work on the wave pacing and you'd have a great game! But adding a "cheat" button was a genius decision and meant I played it for ages!
The only thing that I didn't like was the main characters creepy grin... why was he grinning like that while blowing up creatures and harvesting their souls?!
Nooooo! Windows only! Those graphics and animations look amazing... any chance of a web build?!
Damn it, this looks exactly like the kind of game I'd love... but I'm a lowly Linux user... any chance of a Linux/web build?
Ha ha, omg that's horrible - I love it. It took a while to get the hang of it - mostly because at first I thought the hand was the cursor... perhaps it would be good to have a custom cursor (rather than the standard browser pointer that is there on itch.io (also, lol, itch.io)).
Once I got it it was surprisingly complex to stay alive: seems like it should be easy, but it ain't. I couldn't crack 100 seconds... but sooo close.
Nice work, I played the game, and then spent even longer going through your source code - great to see an LD in plain C!
I sunk a lot of time into this one! Really enjoyable. I haven't played other games like this so I don't know if this is a feature or a flaw, but it felt a bit cheap that I could play my move by hitting into a wall (so, standing still) and the other creatures would just move towards me to be slaughtered. It was more fun when I self-imposed trying to move strategically to get them.
Anyhoo, great game!
I was about to rage quit on level 4 until I saw the "invert controls" button... then it all clicked!
Great game. The pacing is excellent: and I feel like it's just the right length too... left me wanting more!
Haha, how can squishing cockroaches be so delightful?! I love the concept and the execution (no pun intended!) - the art and audio is really impressive.
Buuut, I have some technical problems on my Mac M2: I think because it's retina display which has a "devicePixelRatio" of 2. It looks like the my.spline.design link does not account for this, so I only see 1/4 of the screen zoomed-in.
So I used the "small screen" version which works (but is small)... then around level 4 (the one with the metro card) I squish 3 cockroaches, but the death animation doesn't trigger when I squish 'em and the level doesn't end.
I'll try it at work today though on my ol' work laptop!
I kicked myself for not thinking of doing something making this before! So simple, but really genius. I've played with cellular automata lots before, but never thought about expressing the rules as part of the UI. So cool! So much potential in your IDE: damn great idea!
Ok, it look and sounds great, but I'm so confused: I have no idea what is happening or how I "capture evil base" (Which base is evil? Which guys am I even controlling?) Do those icons/controls on the screen do anything? It does not seem obvious if anything is happening when I click them... The instructions say "select a target and an action" - but I have no idea what a target or an action is... are they related to the icons? Are "targets and actions" just the friends we made along the way?
There's also a red or yellow dot under my cursor... is that important? And the camera scroll side-to-side when I try to click the icons? Is that important?! I need more information!
My favorite entry of LD56 so far. I'm getting "salad fingers, but more positive" vibes. The audio shenanigans are great! I really wish you had have been able to do the growing avocado mechanics: I hope you keep working on this post-comp.
Incredible.
Hey, really great looking (and sounding!) game.
It's a shame you did get more ratings: not sure if you know this, but your game will only be shown to other players if you play and rate other people's games too (it says "Karma from Feedback given: 1" which means you don't won't show up high on the list of games at the top of the screen).
It's probably too late now (voting ends in a day), but next time play more some more people see your awesome work!
interesting concept and cute art style! nicely done
Aww, this is delightful... a little buggy with the dialog interactions on my Mac, but floating around chatting with leaves made it worth it.
(Any chance of getting a web build for this? It looks amazing!)
Just, really horrible. Amazing work. Everything about this is creepy and icky. The way they spawn is creepy, the way you squish them is creepy, and they way they keep moving for a few frames after they are squished is creepy.
I am very grateful you didn't have more time to work on this during the jam, because I would be having nightmares for weeks.
Nothing to add that others haven't said (especially the "holy crap you did this in 2 days?!"), my only bit of critical feedback is that the music felt a bit inappropriate for the vibe of the game: either something more upbeat, or maybe even nothing at all. I know everyone says "adding music elevates your game", but if it's not done with intent then it can make things worse.
But, that's a nitpick. Still an incredible effort!
The peaceful music seemed a bit more ominous if I went only with tiny creatures...
tiny-creatures.png
Lovely game, very polished. I agree, the "click in any valid location and insta-move there is a great feature.
I sunk a bunch of time into it - alas, I didn't get to the end. I kinda just wanted to skip a level I was stuck on... I guess that's not in the spirit of the game though!
Ok, piling on the praise: Amazing work! I really love that despite being physics-based you still have control over where the can or can't go... I spent ages trying to break the jumps and leave-bends, trying to get somewhere I wasn't supposed to: but it was solid.
It was obvious I was in capable hands!
Ok, ok, first up I want to say the metaphysical and depressing nature of the game was not lost on me: I appreciated your artwork a lot. Futile and desperate attempts to save those who do not wish to be saved...
BUT,
(and I'm just saying...)
It's really funny if you turn down the beautiful atmospheric drone soundtrack and instead replace it with Yakety Sax
https://www.youtube.com/watch?v=ZnHmskwqCCQ
At least you feel less bad as they plummet into the void!
Really great game... I had heaps of fun with it and could see it being developed further.
I'd love to be able to just click and drag to place the squirrels. And my only real complaint: please change or remove the audio, does not match the vibe of the game.
But that's nitpicking, because I had a great time with the game overall, well done!
This is brilliant! I played by myself for like, 15 minutes... can't wait to test this out in the office tomorrow (especially as I've developed a few killer strats already).
I love the concept and the humor: well executed! I found the controls too floaty, but was ok once I got used to it. Also I wish I needed the grenades more, they were satisfying. Great job!
(P.S. your credit roll above cracked me up - it reminded me of an ancient Flash game "Quest for the Crown" https://www.youtube.com/watch?v=5_gpXFM7xLc)
Ha, tricked by the umbrella at the start - I couldn't figure out level 1 because I thought the umbrella was to stop lemmings falling to their deaths, not stop deadly laser beams! I love the music, but felt it was a little too epic for the game. But still, good atmosphere and great fun. If you work on this post-comp I'd definitely request a >> fast-forward option to speed up the waiting bits after you've set them all up!
Game name ends with .swf, so I already knew I'd love this game before clicking. Audio and overall style are incredible. The individual screens are all great.
In the "head dispenser" screen it wasn't clear that you move the mixers... i'd default them to not being directly under the dispensers so players knew they could be moved. Or maybe make the knob on the head machine change the head type and a button to dispense so you didn't have to keep checking the contents of the mixer.
It says you have to drag your completed mixer to the order - but it seemed like you could drag a mixer to the order any-ol'-time... not sure it it's not completed or I got it wrong (I'd prefer it just auto-completed) but I really really wanted to see A PICTURE OF THE DANG BEAR I JUST CREATED! Maybe I didn't make it far enough to see them: it took me a few restarts to get to day 2... maybe at the end of week there's a Goth Bin Teddy Bear Picnic.
Anyhoo... how did I end up spending so long playing this demented game? Great work, super original and weird and great, one of my favorite entries this LD.
Thanks to that damn tune, I spent way longer playing this that I thought I would (though, part of it was actively TRYING to run out of health, but I failed).
It should be easier to die (like, you lose 10 points for a wrong letter or something) so you'd be more careful with your choices. But, I do think there really is something fun in there: it's satisfying to solve it - a hangman RPG/puzzle game could be awesome. Plus, more terminal apps should have a soundtrack.
(Also, made a Mac build if you want it: https://ldjam.com/events/ludum-dare/56/tiny-creature-support-group/help-needed-macrust)
Nice work, i got sucked into this one and played it for ages. Like JustMars mentioned, the UI scaling was a problem: on my high-density display the icons and stats were extremely hard to read. But it didn't stop me killing a lot of pink blobs! Great job!
meow.png
Looks so great, I'm stealing this idea for next LD (though, it's not going to look that cool - it's just amazing!)
The LED world needs to be expanded into a cinematic universe.
Very unique idea, well executed! I'm pretty sure I wouldn't help that fairy out if it spoke to me like that though. Lucky for them there wasn't a "sorry, good luck with that" dialog option at the start xD.
I liked the kind of "lost" feeling you got - made the world feel bigger! But would have appreciated an onscreen compass (or more distinctive track marks) so I didn't do so many accidental 180s... but that's nitpicking. Great job!
Holy crap, I got jump-scared when I didn't realize an ant had crept up behind me.
The aiming and movement felt nice and weighty (maybe could have used a bit of knockback when you fired). Some more juice (like death explosions/screen shake) would make it feel awesome.
I think adding a second layer of requirements would make it more addictive: like, perhaps there are moving targets that you have to run over with your tank to finish the level, but the ants are also attracted to the targets making it dangerous to approach. Or something like that.
Anyhoo, great use of the theme: had a really good feeling of scale - and blowing things up is fun.
I'm blown away! It starts, and I'm all... "ha, little cut out cardboard animations, very cute" then suddenly it's incredible moving platforms and beautiful lighting and talking spiders. What an experience!
Nice work: the single vs all following mechanic really made it feel more "programmer-y". Is this thing turning complete?! I'm not usually a big sokuban fan, but absolutely enjoyed the puzzles here: they really clicked with me!
So much cool stuff in here - music, fun graphics and hilarious concepts... hope you all continue it! Though I'm totally stealing the term "vertical slice" for stuff I don't finish xD
Hey, it' looks like the embedded player isn't working? I'm seeing a 404 saying it's missing the index.html page.
I only figured out what to do after reading the comments here: I didn't even know that I was controlling the cannons! After I figured out that the orange things were cannonballs that I had to load the cannons with, then it was fun! I didn't finish, but got to level 7.
It's a cool idea, and had a great vibe: though, I thought the music was good but did not match the game... it would have been better if it was a bit more up-beat to match the frenetic gameplay!
Very adorable, and a great overally aesthetic. I never "won", but I was getting much better after a while (some more animations: like getting squished in the traps) would make it easier to understand what was happening to begin with... I figured it out eventually!
Also, the cigarettes on the floor made me laugh, you can tell this game was made a bunch of vraiment french guys!
Great game! Why do you have it in the "extra" category rather than the "compo"? (I can't vote on it if it's "extra" right?)
(Hey, I think the itch link is 404-ing)
That style of the textures is amazing, really unique. The game was great. I wonder if would be good if there was a "strategic" reason to park some of the ducks around - like, if you have more ducks you move slower, so you leave some by the TV while you explore one area, then come back and regroup.
Anyhoo, really delightful game - great job.
Damn it! Sad you didn't realize the time constraint: everything you did was really polished and satisfying. You've got a great base to build on and make some more interesting levels and mechanics.
I made it to the "maybe forever warm soap", huzzah!
The controls were tight and responsive and it felt great to move and jump: 80% of the battle of a good platformer! The camera was mostly good, but there were too many cases where you had to do a "leap of faith" - which are frustrating... though not as frustrating as doing the long walk back from the fan for the 4th time while you haven't figured out how to stay in the air yet!
Those two nitpicks aside, very solid work - great job!
Hey, I wasn't able to play this as my browser doesn't support WebGPU (that's a pretty recent feature: I think maybe Chrome is the only browser that has it by default). Could you provide a build with just WebGL? (I have Chrome at work, so could test it there tomorrow though!)
I'm getting the same result here and on itch.io. This is Firefox 131, on Mac. WebGl2 stuff works for sure. I'll test this on my work machine (Linux and report back though).
weberr.png
Update: Ah, I just remembered after I uploaded that screenshot that I had did have Firefox Nightly installed because I was testing out some WebGPU stuff: and it worked in that! (Not sure why the WebGL2 version is using WebGPU as well though: you might need to investigate)
Annnyhooo - I loved the game! It took a while to get a handle on the controls: the turning speed it really fast, but after I got used to it was ok. The climbing mechanic was kind of hilarious and fun how you snap vertically to the tree - I loved running up the side of the building wall too.
My main complaint is that it's too hard to see the nuts! The blended in too well - making it hard to tell I'd missed one in the trees or on the ground. Though, that did become part of the fun once I got the hang of it. My secondary complaint is that I shouldn't need to click on the platform when I return them: I demand auto-harvest.
(Also, the first time I encountered the dog, I nearly jumped out of my chair: very effective)
Great work!
Yeah, I have the same feed back as the post above me: the actual snail-race part of the game is a redundant, because it's more efficient to only look at the letters. I don't know if I'm winning or losing, I just type as fast as I can - so it's not exciting as a race.
A possible fix for this is either to have the letters just below your snail (so you can see the other snails in your peripheral vision) or to use words instead of just letters: so you can read ahead and watch the race as you type the words.
Hmm, maybe the simplest fix (without changing much) would to be to have some intentionally duplicate letters... like if there were three As in a row, you could anticipate it and then you could look up and keep an eye on the race. If you spaced the duplicates out evenly it would give a great rhythm to the typing too when you got in the flow: making both the typing AND the race more fun.
Annnnyhoo, I love typing games so really enjoyed your entry - I just wish I could have spent more time looking at your cool shaders!
I'm a sucker for path-switching type games and played this for ages: but yeah, when the rng gods don't smile it feels really unfair (I have exactly the same issue with my submission).
It would be good if the mouse had a "destination" it was moving towards so you could try to build vaguely towards it, and also some mechanic to change pieces: like, maybe random other tiny creatures spawn in the maze, clicking them re-rolls your pieces. An ability to move an existing piece (so you can save your ass now, but the built maze will be hard to repair if the mouse back-tracks)... Lots of places to go with this game!
My only artistic criticism is that the music felt a bit somber for the vibe: feels like it should be tad more upbeat. But that's nitpick... great game!
Really polished entry: great overall execution of a very unique idea (well, at least I've never seen something like this). My only complaint (and I this is just personal preference) is that it felt too slow: carefully setting each ball up and slowly making choices... I'd love to see a version of it that was more like Pachinko: lots and lots of balls that all affect the outcome a little each. So, dropping the ball would drop, like, 20 balls that bounces all over the place: some hitting targets, some getting eaten some not... and then being able to continue making moves before balls even finished.
That would make the game less strategy focused - but would make it more frenetic and arcade-y.
Anyhoo, a really cool original idea and well executed. GGs!
A great little tale, well told! Sure there was a lot of betrayal, but the true meaning was all the wow food we ate along the way.
I loved the intro level, but I thought the second level was just a bit of a generic platformer with overly-floaty controls - but then the third level things got real, and I realized that the second level was a great tutorial level for getting used to the controls that then needed to be applied to the confined spaces: clever!
I ended up playing this for ages - great job!
Holy moly, that's a lot of content you made - great work! I couldn't finish the game though: I did all the puzzles and it said "you need at least 7/12 to enter the cave" but I got 9/12... but couldn't find what I was supposed to do next: I walked all around the map several times and spoke to the gnomes a bunch.
BUT still, I played it for about 20 minutes and really enjoyed it!
Perfect. There is no need for anymore games ever again.
Yeah, I loved the music - it was perfect. I learned somethin' about life too. What more could you want from an LD entry?
Ha ha, what?! Pretty cool idea - I loved the sound effects, they were perfect. But the music seemed a bit sombre ;)
I liked it: I'm not familiar with the "gard game" genre - I feel like this is the perfect introduction, because I'm very familiar with infinite runners. The randomness of the cards annoyed me at first, but you can be a bit strategic by looking ahead, so when I lost I blamed the RNG and when I did something cool I attributed it to my skill!
The source code looks like it's Unity - any chance of a linux or mac build? I really want to test it out!
This turned out to be a lot deeper than I initially thought it would be - It's not really my genre of choice, but it sucked me in and I ended up playing for a good 20 minutes! Well done.
Very polished! I agree with ironygames comment: the aesthetics are really spot-on. Well done.
Wow, really polished entry! This theme has been great for me learning genres that I'd otherwise avoid: I'm not a rpg kinda person, but combined with something familiar like a 15-puzzle it becomes much more accessible and enjoyable. Really cool... I wish it had some sound, but other than that, very impressive!
I laughed out loud when I saw the paperclips... Wow, this was a great entry: the first I've tested - so you've set the bar verrrry high! Also, I want to make that recipe from the poem.
Yeah great effort - I thought it was going to be stupidly easy at first, but it turned out to be quite well balanced! Choosing to go fast (and pinball hilariously), vs low-and-steady and run out of oxygen was really cool because you'd have to change strategy half-way through. I found it hard to reliably win - which made me want to try "just one more time". Good stuff.
Damn it, just spend 45 minutes playing this! Just brilliant - so much character, and so many eggplant facts.
Today I learned I'm bad at dating AND RPGs.
This was a great game though - and I'm sucker for ascii: 5 star graphics from me ;)
Just like Tony Hawk, I could never nail the combos. All this needs is customizable characters and it would be perfect.
I love the idea: I remember I made a GoL version along time ago that was editable: and every move I'd try to spark life, but accidentally destroyed it. I never thought that could actually be a game mechanic!
I got 48.644 - after I figured out to quickly reduce speed before overheating! but my greatest accomplishment was getting the game running: I don't have windows so I ran it from source. Anyone who wants to do the same my steps were (and I already had python3 installed): `pip3 install pygame` and then `python3 ./dragtypist.py`.
Ok, back to the game: I thought it was a blast! (though I am partial to typing games... I made [Flappy Bird Typing Tutor](https://www.mrspeaker.net/dev/game/flappy/) a few years ago).
This game really reminded me of the hours I spent on Mavie Beacon Typing Tutor - they had a racing car game too! I personally like your graphics better - they are perfect.
I didn't really understand the cool down bonus system though... I like that you can't just type like a maniac to win, and had to "throw the game" to cool down, but I'd like more indication of how far away I was from getting a cooldown bonus. Like, if I new the next correct letter would get me a bonus then I wouldn't hit a bad letter to avoid overheating.
Annnyhooo, great work - I'm glad I got it running!
ha ha! Brilliant! Frustrating at first until you get the controls. It's a great concept - with some polishing and balancing this game could be really cool.
I really loved this game, and the interface is fantastic! It's a great idea AND I think the LD crowd would be into it - but it would have a much lower barrier to entry if you could get this on the web somehow. I don't know if it's possible, but via web assembly, or something.
Anyway, really cool entry - I just wish there were more people around!
I don't know what I was doing, but I had fun doing it! I'm not 100% sure of the goal... but I loved the mood, and it was suspenseful - I just wish there was a clear objective (like, some kind of checkpoint system - maybe there was, but I didn't make it - if I knew there was a checkpoint then I'd keep going).
I feel like there is something really cool in the core of this though - and it's worth exploring more. And theme, graphics, audio, and mood were all 5 stars!
(also - by the way, there is an extra unicode character in your web link so it 404s)
Brilliant! I want to see this at a bar, on stage - game projected on a wall, and you have to sing and play via controller. Make it happen!
"Once viewing the engineering panel, everything is fairly self-explanatory." lol, classic gamedev quote ;)
It took me a while to figure out what was going on (and I can read electrical diagrams... I just didn't understand what the goal was) but when I understood the point it was good fun - the pop up dialogs could get a bit annoying when trying to wire things, but other than that I think this was great: really worth fleshing out!
Excellent work... engrossing - I didn't realize how long I'd been playing it! And I really love the sound effects - they're spot on!
I really like the look of this, but am on Linux (also have a mac lying around too) - it's a Game Maker game right? Would it be possible to do a build for mac/linux?
Perhaps you could put up a video play-through? The comments here piqued my interest ;)
Multiplayer! Multiplayer! That's a great take on the .io games - I think it would be an awesome multiplayer game for sure. it took me a while to get used of the controls, but after I got it it was fine. I didn't even mind the music loop: reminded me of the original "heart beat" sound of Asteroids.
Dang it - that trailer looks flippin' fantastic: any chance of a build for mac or linux?! (Also, any chance of a post-compo multiplayer version: that would rad)
Awww, this looks really cool - I clicked on your download link just to see if I might be able to build the game on linux/mac, and itch.io got my hopes up by having the tux and apple icons... but alas! Exe-d!
Still, "Rockin' Horse". Great name.
This worked surprisingly well! I kind of wish it was keyboard driven instead of mouse - I found that because it was annoying to constantly adjust the sliders I just stuck with modifying left and right - with gas full and break 0. If the sliders were keyboard controlled it would better.
Also, that music loop was a bit insane - though I have a sneaking suspicion it was composed by Math.random...
Those points aside - fantastic idea... I played this game for wayyy too long, and I think it's something you should keep building on!
Damn it, 20 minutes later and I still can't break 4: and I got really good at Flappy Bird back in the day ;)
My only tiny nitpick is the power bar: there's no reason for it to go so powerful I think - Like, max should be 50% - 75%... it's frustrating (not the good kind) to accidentally go anywhere over 50% and then you know there's no way to recover. I guess it would be cool if the initial shot could be more influential or integral to how the flight part worked.
But this was great fun - I played for ages. I loved the "multi-stage-ness" of it. Perfect graphics and audio (reminded me a bit of the old StrongBad videlectrix games too - which is always a good thing)!
Ha ha, this is aweeeeesome!The graphics are fantastic - flashbacks to Excite Bike on the C64. Brilliant idea, I played it for way too long! I hope you build it out further after the compo, with a bit more time on some level design I think could actually be really solid. Man, I'm still laughing, this is great!
I really really really liked this entry. Running python from the web repl reminds me of the old "type in a million pages of BASIC from a magazine" days. Seeing the fishing game right next to the actual code is so cool - that's how I learned to code in the olden days!
Also, I sold a swordfish for $1000 so what's not to like?
Yep - agree with a lot of the comments above: really deep for a game jam. And unlike most of the games this LD (mine included!), you "combine two incompatible themes" in a really aesthetically seamless way: it doesn't feel like you've cluncked two different things together, it feels like a cohesive whole. And has an Airplane! vibe, so it's a winner for me.
I won! That was good: I just wish the cards actually did something... like you needed to keep and discard cards to get a good poker hand and then that becomes an uber-attack!
Perfect LD entry! Easy to learn, great fun. I think if you could introduce one other element or mechanic that would give it a bit more depth (force some more interesting choices) then this could be a great mobile game. Really cool!
Noooooo - I need a Linux build! Though, I'm terrible at coloring in the lines, so I'd probably be rubbish at it. That theme song - put it on soundcloud because it is stuck in my head now.
This is beautiful. It reminded me of Jason Rohrer's game Passage (Oh - I see another commenter said it reminded them of "Gravitation"!). Damn games that make me think I'm wasting my life!
Really, excellent and sublime work.
I'm no botanist, but I'm not sure that's how gardening works. It looks fantastic - any chance for a Linux or Mac build?!
Great entry - very polished and instantly playable! I had to take a phone call, and didn't realize I'd started a new game. The mouse sitting on it's own on the edge of the screen got further than I could when I was trying my hardest! (I got a higher score though ;) )
Perfect graphics: that's the best dressed pixel I've ever seen. There was no theme song, so I sung my own ditty in my head as I played. No more Mr Sad Platform for me!
This LD has been tough for me: I've never played a deck-building game and for most of the card-based entries I don't understand what is going on. But I get it now! This game was fast paced (for the idea) and my choices felt more purposeful. I feel like this game might be my gateway drug to card games xD
Ha ha! Great idea - it was a bit confusing for me because the first door I came to was "UP" and it says the joke about hurting your eyes - but just thought the doors were not usable! Figured it out after that though.
Raining cats was my favourite bit. I'm glad you didn't get around to making them deal damage!