-- deleted -- by lesspix 2013-12-16T11:12:00
That was unfair ;)
Foon → Ludum Dare Explorer → Users → nander
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 43 | Sacrifices must be made | Heat Shield | compo | 375 | 3.04 | 2.87 | 3.54 | 3.18 | 2.73 | 3.13 | 1.90 | 3.02 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Card Mayor | jam | 555 | 3.47 | 3.42 | 3.14 | 3.40 | 3.69 | 3.00 | 3.40 | ||
| 2017 | 40 | The more you have, the worse it is | 👥 | Making Ends Meet | jam | 2.75 | 2.50 | 2.40 | 2.40 | 2.50 | 2.40 | 2.80 | 2.90 | ||
| 2017 | 38 | A Small World | The Lonely Captain | compo | 3.16 | 2.66 | 3.83 | 4.50 | 2.50 | 3.16 | 4.16 | ||||
| 2016 | 36 | Ancient Technology | The Chosen One | compo | |||||||||||
| 2013 | 28 | You Only Get One | Beep Boop | compo | 17 |
That was unfair ;)
Is the linux version totally broken, or is the game just weird?
The camera seems unresponsive, character doesn't rotate with camera, controls seem to make no sense at all.
Annoying rotation, bit hard because of that.
Art is nice though.
McMutton, I think you kept it in SSH mode, not in Telnet mode.
Only sending \r could be an issue, I'll look into it.
Only \r is not an issue to my code, since it replaces \r and \n by emptystring, and checks if the length of the string decreases. Ugly, but fast.
Sorry, there was a hidden, breaking bug that when you entered invalid input on the start screen, the game fully crashed.
I am terribly sorry about that.
Sorry if I just killed your session, I was moving the server from a bare SSH session to a session in a screen.
I'm incredibly sorry. I was adding a controls lookup thing during the game, and forgot to check for online players.
Remember, you have to use the correct port. The default telnet port has no game on it, because too many chinese hackers are trying to log in to it.
Cool theme, well-implemented, nice style.
No downloads on Itch.io?
Best art style so far (first game tested, but still, awesome art style!)
Game seems a tad bit too difficult at the start, or maybe I'm just stupid.
@voxel you troll..
@euske These are distances to objects you die if you collide with them.
The three numbers are dstances measured in directions; 30 degrees left, center and 30 degrees right. Since the world is full of concave polygons, you can easily go from even 20 to no measurement.
I kind of purposely didn't fully explain the mechanic, because the character doesn't know what's going on either. I didn't want to 'ruin' the story by having to explain mechanics.
Wow, this was a really nice and weird game. Thanks for creating this.
Fun game, weird win condition. I won though, so high ratings.
Cool mechanic, bit boring, because getting maximum scores means having to reset maps lots of times and just trying.
Caused by a memory leak, because of repetitively loading images. Fix will be released soon. The source code is updated; when I'm home, I'll release a bugfixed version.
@josefnpat it should be fixed now.
Really fun puzzle game. Well-polished and a nice thinking game. Could use maybe one or two more difficult levels, but other than that, yes, great game!
Server not found?
Still offline...
Fun game, old-school aesthetic. I don't see the link with the theme. Control-wise it's surprisingly playable, although it does feel a bit like those skateboarding games from the 90s :).
@morriss I could add Dutch if that helps, but that's it. I fear Ludum Dare games never get translated, it takes time which people prefer spending on polishing their games.
@jimbly ah yes, the feedback when buying... I wrote code for highlighting, but forgot to implement it.
Did you extract the zip-file before playing @linus ? It works fine here, and I don't see any reason why it shouldn't work fine.
Fun game, although the platforming is a bit too twitchy for my liking. Between knowing the puzzle solution and actually being able to finish the level, it takes a bit too long for me. I got to the fifth or sixth level, there it really became too twitchy and precise for my liking, especially since the game doesn't do in-level checkpoints.
Still, the main mechanic is really fun, having to figure out with how many lives to finish, and thus where to get damaged.
Interesting mechanic, platforming is a bit unresponsive. The music is quite good. The floaty aliens fell to their untimely deaths a few times too many, so I stopped playing though.
___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Draw Event for object vObj_cultists:
Push :: Execution Error - Variable Index [0,-1] out of range [1,8] - 132838.frame(100007,-1) at gml_Object_vObj_cultists_Draw_0 ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Object_vObj_cultists_Draw_0 (line -1)
^^ Crash after some time.
Other than that, really fun game!
Where's the source code? I think you have to spread that for COMPO.
Nice game. I would add one feature to it: spacebar to pause the game so I have to move my mouse less quickly. That would also allow more complicated puzzles for the player to solve.
Still though, very fun game.
The elevators make it non-fun in my opinion.
Well thought out game. Nice puzzles, although, in practice, it came down to just guessing for me. Nice aestetic, and good size of game for a Ludum.
Maybe some indication (besides color) as to the behavior of the arrows would have been nice.
Fun little game. Mechanically, it's very clunky though. other.png For instance, as seen in the image above, the enemies are very clunky in behavior. This is an annoying thing to fix, but your game really rewards the player for cheesing the monsters. It's a very hard game if you play it the 'proper' way.
mechanics.png Also, these half-width things are a bit silly. They mean you have to walk sideways, which, to me, feels like a bit of a strange hack or something.
Besides that, I feel like the game could have used a real 'ending'. The 'Press F' thing is a good reference, but it could have worked much better if you had then had a small text dialog thing about what you had done.
Very impressive game, really nice art, nice gameplay. I stopped playing in the third level though.
Even with four levels, still a bit short :). Mechanically sound, could add a mechanic where there are things that make you grow again? Or something that prevents you from moving through the same squares multiple times (like that ice-walking game).
Besides that, great job!
Concept is good, game ends too early, and the size thing is a bit weird and unpredictable
You're still permitted to port, even now.
Plays OK, interesting concept, although very simple to win once you figure out that you should first just get rid of your weak units.
Nice and gruesome.
Ah, the assets folder isn't the actual assets folder :). When I went to the folder you moved your 'fake assets' to, it worked.
Really fun game, really good mechanic. I would have preferred the explode key to be elsewhere on the keyboard. As it is now, I pressed it quite a few times by accident.
I really really dig the mechanic though, it's awesome. I also disagree with showing the level when you die, I think you're right in not doing that. Otherwise, the punishment for dieing isn't big enough. Now it's risk vs reward: if you run far, but die before you see anything, you don't get anything for it. However, since you get information only when you explode yourself, it's a risk vs reward thing. If I know I can go straight somewhere, I won't really care about the part above me.
My only problem with the game is that I find the double-jump to be annoying to execute.
Crashed multiple times, and the fireball doesn't seem to do fireball. I like the randomization of spells, but it seems only InstaDeath is worth anything.
Lost the game on the stage where you lose the roll, unable to progress further. Other than that, fun game. Could really use some music.
Needs tab completion, and somewhat improved controls. I needed the walkthrough because your terminal isn't CMD-compatible. You use `cd c`, whereas dos uses `C:`. Also, lowercasing the user input would have prevented annoyances with the drive letters.
Besides that, it has a fun theme. Could use some music.
The graphics are cool. The game idea is fine, although it doesn't play nice and tight. Maybe work on the speed of movement, as well as object placement. It seems to lack flow.
Also, I don't really see how it merges with the theme.
Ok game. You should remove yourself from the 'humor' category though.
I would advise you to look at other bullet-hell games. The player character is much too big, meaning it's almost impossible to dodge the bullets. Also, the bullets move much too fast for the player to easily dodge. Also, it feels like the player character accelerates while moving. The controls feel imprecise.
An example from another game (not mine, just a random game from the internet):
example.png
I circled the hitbox of the ship in this game. The rest of the ship is just artistic fluff.
One of the problems we had was that our code base allows a lot more dynamic cards than currently exist. If you bankrupted, then you would see one of them: creepers can force you to build. Basically, building is just 'one step' of the execution of a card.
The current creepers were honestly stop-gaps, because our mechanical insides only allow creeper cards to update money and population. Maybe the not enough work card should have increased population, at the expense of money, although that might have been too easy again.
@Densin I've copied your message into our internal telegram group, if we make a post-version (we were planning to, because we believe this game can become good), we'll look at your feedback.
Also, your population grows a lot quicker if you have more happiness.
'Are working on' are big words. We have ideas and best intentions.
Great graphics, fun concept. Mood is one of the best I've seen in a LD game.
Fun game, not much to say besides that. I'm not sure how incompatible the genres were, but that might also just be that you combined them quite decently.
ALso, after the timer runs out you switch to two-player mode.
It actually works!! The game itself isn't that special, but the technique actually works, nice!
Neat little game. Finding a control scheme was quite simple, but fun nonetheless. Pity it has no sound.
We have a winner here. This game is sooo brilliantly executed. Sure, it isn't the world' s greatest, I wouldn't even call it that special in gameplay.
But, the mood of the game is brilliant. All the little details of things getting destroyed...
We had a good laugh here!
Had fun playing the game, but played twice, once clicking all the cards, once trying strategy, and didn't really find much difference. That's a bit of a bummer. I might be a bit tired though.
Fun game, but too easy. Also, it feels like the genre combination didn't add much to the game.
Fun little game, but the real-time aspect seems to be a bit annoying, because your characters just are quite slow.
It reminds me of a customer at work, who, during lunch, put sugar on a boiled egg. The orders in this game are comparable to that.
Fun game. Controls on keyboard are indeed annoying.
Fun ambience, but I got stuck after turning the lights on (?) because I couldn't figure out the code.
Seems to be a fun game. I have two problems with it: 1. The music is repetitive and annoying 2. The collision for spikes is off.
Besides that, the platforming logic could be improved in my opinion. It plays still a bit stiff.
Fun combination of mechanics, but moves too slow for my liking. I love the concept though.
@K1mpp4 ha. It looked like a purposeful design decision, so you did at least manage to hide away a 'bug' as a design decision xD.