Evolution Revolution by Test User 2012-08-28T17:18:00
Strange. I followed it and it took me to my site with the game. Is it an entirely blank page or does it have a blank box in it?
Foon → Ludum Dare Explorer → Users → Test User
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 26 | Minimalism | Jump | compo | 861 | 2.89 | 3.05 | 2.11 | 4.03 | 2.28 | 2.09 | 2.25 | 2.26 | 60 | |
| 2012 | 25 | You are the Villain | Lich Lord | compo | 10 | ||||||||||
| 2012 | 24 | Evolution | Evolution Revolution | jam |
Strange. I followed it and it took me to my site with the game. Is it an entirely blank page or does it have a blank box in it?
Hmm. My best guess is that you don't have the latest Java installed? I've checked again and it brings me to my page with the game on it, so I don't really know how to troubleshoot it then... dang
Hi jprogman. Sorry my instructions were fairly lacking. I realized after the submission crunch time that I had forgotten to post a rule set or anything, and wasn't sure if I could update the header after that, but apparently you can. So I put clearer instructions up and hopefully that should help :)
Also, to Syarahsy. Thank you, I'm glad you liked it :)
Damn those Icy Roads!
Hey guys, thanks for the input. I know the shopping carts are less than ideal to find, sorry about that. This is one of those games where I had to narrow the scope by the end so I could finish, and shopping carts suffered from that. There is a shopping cart in each area, but due to the short time I couldn't create enough spells to make them actually very useful for buying stuff, so the best bet is just the one shopping cart that is near the spawn (just a short walk SouthEast). Hope that helps with that part!
Pretty funny game. Movement was slow and such, but that wasn't the point of the game, so I didn't mind.
The art is cool, what made me want to check out the game in the first place. The control scheme is hard for me though so I keep dying quickly. Someone else brought this up I think, but health instead of insta-death would be cool.
Took a second to figure out that I was shrinking from not eating reds, but once I figured out the idea, it was fun, and minimalistic!
Nice game. One of the runthroughs I played, I got a magnet that gave me a boatload of coins, so now I doubt I can ever beat that score without another magnet though.
VERY innovative. I don't think I've ever played anything like it. My two suggestions are easier sounds on the ears and a little more global sense so you know where you are (maybe if the walls were still invisible, but the outside of the maze and the heart were visible so you have some sense where you are going and where you are in a relative sense at least). Really cool concept overall.
Agreed with the above comment
I walk toward the only thing in the game that I can see, then I hear a loud sound, then I can't see anything or do anything... Then, every once in a while I can see a bit of light again before repeating the process.
Fun puzzles, it looks procedurally generated which == replayability! One qualm was the impossible situations, where you spawn next to an enemy and get hurt right away without even doing anything, or when that one purple guy chases you so there's no right move. Overall, fun game though.
I have a hard time believing that all those assets were made in 48 hours for the compo, but it looks like it could be good as jam material. But I can't get past the room with all the beers on the table and the things on the ceiling. The door on the other side won't open, and given the commands I've been given, I don't know what else to do other than run at everything I can find and press 'E' to see if it'll help me move on. I really want to see where this game goes though, since it looks like you're developing it more still.
Seems like a cool concept, but 2 quick comments that might make it smoother. 1: Your key scheme is ESDF rather than WASD, and there is no documentation for controls, so I'm not sure what other controls I might be missing too. 2: I have to walk into the enemy sword to be in range to attack, so I'm killing myself faster than I can kill him!
I like how it went with the theme for the idea. And I like the bio's at the end of each level. Do the note things on there go with the music as a rule?
Really hard to control in the web player cause my mouse goes off the screen and I can't click where I want to, but I love the idea of just being able to move yourself through explosions.
Looks VERY well developed for a 48 hour game. Fun to play, only one thing I would like to mention that frustrated me is that you can only move when in contact with the ground, and since the shapes get weird it's really hard to control (but I think that's supposed to be part of the challenge anyway). Overall, nice!
I think I know what the flickering problem might be. You might need to double buffer your canvas or applet if you're using one of those classes, by drawing to an image then drawing that image all at once or using the Java double buffering class. Otherwise, interesting concept though, I had fun. And nice music.
Very on theme. Fun little game.
The graphics and sounds were awesome. Reminded me a lot of Antichamber's feel. I've played with Unity some, but I don't know the gritty details, so I'm wondering is npr easy to do in Unity? Like do you need to import any special shaders or are they included maybe?
The idea looks like it could have some potential if there was a bit of incentive or a clear goal, and I ran into the same issues with getting stuck in a block, but it looks like a decent start to something.
The collision detection did make it a little tedious to jump around, but besides that, it was fun running around the maze.
Seems fun, but the sticks are really thin, so sometimes they're hard to catch, and since they don't fall at the same time, sometimes the short stick is too far gone before I can tell that it's the short one.
Awesome game. I'm always amazed at the graphics work you have here. I agree that a tutorial from you would be very interesting.
An IF game, awesome! A little short, but it is a 48 hour game after all. I couldn't find the 2 surprise endings though.
Fun mazes. I might suggest procedurally generating maps, so that there can be more levels with less extra work if you continue working on this game. I really liked the text, it was pretty funny.
Nice audio, I like the music. A few balance issues with the monsters, but still fun overall
Very nicely polished. EXTREMELY hard and intriguing puzzles. Great job! Out of curiosity, what tools did you use to make this?