Pete, The Petard by Saf 2013-12-16T00:37:00
Love it! Impressive art style.
Foon → Ludum Dare Explorer → Users → Muffinhat
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 36 | Ancient Technology | Knight Time | jam | |||||||||||
| 2015 | 34 | Two Button Controls / Growing | PlantGrow | compo | 570 | 3.13 | 3.07 | 3.40 | 4.00 | 3.13 | 28 | ||||
| 2014 | 31 | Entire Game on One Screen | Ragtime Pot Toss | jam | 802 | 2.83 | 2.93 | 2.70 | 3.47 | 2.86 | 3.00 | 2.76 | 2.55 | 48 | |
| 2014 | 29 | Beneath the Surface | Underground Bike Simulator | compo |
Love it! Impressive art style.
Simple, but charming!
Fits very well with the theme!
Really nice idea. Love the art style.
Jeez. Lot of depth (pun intended) put into this game in 48 hours. Awesome game.
I believe there's a Tom Lehrer song called Lobachevskii... A neat looking game, but kind of a slow tutorial.
The game kind of breaks at time when choosing opponents, and the music gets a tad repetitive, but eh... neat concept?
Technically not on ONE screen, but neat idea nonetheless!
Love the whole "show don't tell" thing you got going on. The switching between activities isn't very responsive, but then again, that's pretty accurate towards project work.
This basically explains developer procrastination. Can't get to my computer without arbitrary QTE's. Neat idea!
I enjoy the whole non-explanatory part of the game.
Click and drag controls are a tad unresponsive. Love the art style, and the mechanics fit together pretty well.
Promising concept. Not sure exactly what I was doing until my second playthrough though.
I see you put time into the visual style. The audio is... meh, but the gameplay is pretty smooth if not a tad repetitive (no ramping of difficulty or anything). Overall... eh, pretty good I suppose.
The Fibonaci sequence is my favorite sequence!
Masterpiece. Bit difficult to get the hang of, but considering it's a QWOP-like, that should be expected.
I can see most resources were put into the art assets. Well done!
Like the ASCII style, but the intro text is a tad hard to read....
Floaty physics are fixed! Resume your brick tossing festivities.
I can see you got inspiration from Mirror's Edge. Functional enough for a runner, I suppose.
Hit detection is weird....
A neat innovation to the top down shooter. Love the way the difficulty curve is set up too.
This is adorable. Short, but a neat little game.
Basically what Ziggy said. I will say however that this is the best looking entry I've seen yet.
Pretty awesome for your first entry. I like how you combine top down shooters with Bejeweled-like mechanics.
This looks like an amazing idea, but the download didn't work for me. I got some sort of .dll error...
Not a necessarily innovative concept, but a solid one nonetheless. The only thing I have to say about the gameplay is that, assuming you're doing procedural levels or something, that the levels are designed to be fair on the player (as in, make sure that there's not a huge stretch of land in front of me when I barely have any size on the snowball). The artwork is nice and polished; consistent as well. Overall solid entry.
This is very well polished for a LD game. I love the premise of jumping on helpless turtles. The only thing I really have to say is that the audio isn't that great; it was quite loud and hurt my ears... Overall great entry.
Love the sound design. Game is pretty simplistic, but works pretty well.
This game is waaaaay to difficult to start off with, but I love everything else about it. The sword feels over the top and great, and it makes the whole runner game seem more worth playing.
This is a beautiful looking entry. The music, art, and gameplay tie together quite nicely. Just curious, how did you do the music?
Some of the mechanics aren't completely intuitive; I have no idea how to get upgrade or genetics points. The music is quirky, but I actually kind of like it. There might be a bit of a resolution issue, since the screen is cut off at the edges.
This is probably one of my favorite entries I've played so far (even though there's CLEARLY more than two buttons). I love the vague premise of preparing for the harvest, and the whole set up for the buttons and panels was elegantly crafted. I love the intentional complexity of all the controls, even though I had no idea I was supposed to scroll to the right until I read the help. Overall great and well polished entry.
Overall okay game. Might as well make a few points:
-The tutorial was extensive and detailed, but I still didn't completely understand what I was doing on the first level, since I got little to no feedback on how well I was performing. Usually if you miss a note in, say, Guitar Hero, you'll get obvious cues that you lost points.
-The art and UI elements were quite simplistic, but I thought the idea of the notes going around in a circle was quite interesting. Perhaps expand upon the circle idea in future projects.
-On the subject of UI, there wasn't a lot of screen space being used since the buttons were quite small. Often it's a good idea to expand the size of the buttons so that you're not wasting screen space. It's a minor thing, but I can see that wasn't the main focus.
-There's not much of an incentive to use the space bar other than being able to hear beats. Typically you want to give the player a reason to use the controls they're given. Perhaps instead of letting the player hold down the space bar, require them to tap the space bar on the beats as well as the enter key for the notes. That'll build a lot more rhythm-based tension to drive the challenge of the game.
ummmm... this seems a little to close to papers please. Toilet papers please....
A fun platform game with some pretty good controls! I did have some trouble with the pillars that have the top that extrudes out. Good job overall!
wow. its a game. that runs kinda poorly. on this pc.
Music sound good, game looks good, gameplay is clunky. It would benefit from polish in that area, like adding particle effects for hits, vibration for hits, and a more fleshed out character controller.
"Great Gameplay and a wonderful premise! I loved how the game played, from start to the amazing ending!"
I love you.
You made me meme all over my keyboard.
But on a serious note, I really liked your game as an adventure game. It had some great cinematography.
I did somehow guess the first code with the three numbers through luck somehow.
Good job writing it in SFML, I know how much work that can be.
I wish there were some way to block the bullets, at some points you just get screwed.
This would do well as a mobile game. Can you please add a jump button and a way to block.
Very good, but a little too difficult.
That was fun. The shooting was very ambiguous though. I wasn't sure where I was shooting though. Good job!
Wheelbarrow is hard to control. I guess that's the point. Interesting exploration of ancient technology.
The art assets were 9/10.
Wish there were more swords.
Looking forward to the improvements you mentioned, might come back later.