Left & Knight by toaster 2013-04-28T21:00:00
Hehe, great job :)
The animations are cute, and I like the gameplay.
Foon → Ludum Dare Explorer → Users → nbilyk
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 38 | A Small World | Sim Sperm | compo | 307 | 3.22 | 3.09 | 3.00 | 3.54 | 3.04 | 3.81 | 3.25 | 3.42 | ||
| 2014 | 31 | Entire Game on One Screen | One Scene Prison | compo | 366 | 3.38 | 3.32 | 3.08 | 3.78 | 2.74 | 3.33 | 3.09 | 63 | ||
| 2014 | 30 | Connected Worlds | Title Unknown |
Hehe, great job :)
The animations are cute, and I like the gameplay.
I love it, I haven't played a game like this before. I want more, are there only three levels?
This is fun.
Overall this could be a very fun platformer, but there are a couple things that drove me nuts -
When you die, just restart automatically, don't make me press R, the faster I'm back to trying again the better.
The problem with needing to press R is that on the hard levels I start hitting R too much and then hit it by accident.
The falling blocks level (lvl 4 or something), was too frustrating for a few reasons, the R to reset, and you start off with 3 escalating jumps without falling blocks that are well placed for the jump naturally, but then you move to 3 escalating jumps that fall and they're too close together
I love it. Well done!
One suggestion - add a hotkey for restarting from checkpoint.
I did eventually get used to the controls and that's when it started to be fun. The only thing I really didn't like was having to start back at 0 every time, it was rather unforgiving that way. The graphics, music and gameplay were awesome.
Well done! It plays very smooth, and the controls and animation feel awesome. I thought it was a little too difficult, but I'm old. When you have to move along with the square I couldn't do it, the movement acceleration of your dude doesn't match the square's movement.
Great job overall!
Worked great on my tablet once I grabbed the keyboard. I was impressed once I realized that I was seeing the history of my previous movements.
Only thing it needs is an objective IMO.
Very well done. I love the mechanics. Controls and physics felt very good. Level design needs some work, the keys were an easter egg hunt but not enough to make that interesting.
Yes, 5193 points!
re: AntonyBaasan Yeah, a few things got dropped due to time, mouse cursors and audio. I wanted to have the characters say things that give additional cues.
To those getting stuck, I'll try to write up something below the game to give hints without giving anything away.
Re: Reyn Thanks!
The light bulbs are supposed to be replaced by the janitor, but I didn't have time to animate that. There is a bug there though that lets you take a light bulb from an empty socket. At least it isn't a game breaker :)
Yeah, the animation (I'm not an artist) took longer than expected so I didn't get to music and sounds. I wanted to do some oral hints by having the characters say stuff at you. If you're able to hit the wall that means you got Robby out, so the bullies should be coming by at this point. I wanted the bullies to be shouting things like, "Cmon! I need it, gimme the Sneeze!"
Hitting the wall with a rock hammer for 40 years was a nod to shawshank redemption, you can beat the game that way, but it's literally a timer for 40 years. Your computer would probably crash before then...
I really appreciate all the feedback! I have been working on a big game, but I'm realizing I need to make more small games in order to get more practice in making intuitive games people enjoy.
A great start, I'd love to play a full game in this style :)
I found the message at the end witty and the game was totally worth my time spent.
strangest game I've played today
Very nice! At first I was a little confused, and I thought the colors meant something, but once I figured it out it was a lot of fun. One suggestions is that the ending message is only whether you did 100% or not. It might be good to have intermediate accomplishments.
Anyway, nice work!
Amazing! Well done. I would love to see you continue on this.
The simple building your ship mechanic is awesome. The graphics are good and the gameplay is fun.
Things I would improve: camera controls, better enemy progression (It gets very hard too quickly)
When I saw the propellers, I was hoping for fart powered propellers
Hilarious. I love the bouncing rumour mechanics.
Wow... I've never said this to somebody before, but your game makes me want to puke. Good job!
I much enjoyed playing it with the controller. the controls felt solid, I liked the bosses.
Chrome blocked the download
My favorite game so far! I loved it. I wish there were more levels. I'd make levels and paste them in but the mouse wheel click to change the color doesn't work. Fix that and I'll make some :)
Well done! I got away with murder!
Please finish this, it's fun :)
What are the thumping sounds?
Bizarre ^_^
I liked the bosses. I died once though because I was standing where they spawned.
congrats on finishing your first compo. Haha, yeah, make it a mobile game :D
Cool game. I'd love to watch somebody really good play it, I feel like if I could master the controls it would be way more fun. It's almost as if you can launch yourself from the ship and get into a cool orbit, but I couldn't quite do that.
a nod to pac-man. Needs some polish on the controls (needs to be able to hold more than one arrow key at a time). Needs more visual feedback. I liked that the flow of how things chased you and the dots magnetized to you.
This is awesome! I've probably put in about 20 minutes playing. I can't beat it though, I'm too newb. Poor engineers, I've killed them all...
Well done. Rather tricky, but entertaining.
I learned to program from Nibbles in QBasic, and I think it's rather nostalgic to think of making this game in 48 hours.
Reading the comments below I'm seeing that there's a boss? That's interesting. I might have given it more time if I knew I was working up to that.
Very strange :)
I like the idea of the shared controller.
This is what ludum dare is all about. Just amazing.
Well done. This must have been very difficult to build in 2 days. I love the graphics and stats. There is a bug however that the game just restarted on me without warning. I'm not sure if I lost or something.
Too bad I can't vote for graphics, it's perdy. I like the specular highlighting. Needs fire, add fire please.
+10000 points for working on mobile
Very professional. This would make a great kids game if, you know, it weren't for the rubbing people bit.
I liked the upgrade scheme. Overall it was a fun arcade shooter :)
***************Contains spoilers***************
The last level is missing the boot, does that mean the bugs escape? Do they live after all? I hope they're ok...
I love it. This is one of those games that only Ludum Dare could ever produce. (And I mean that in a good way). Your audience is largely made up of programmers, so many of them will actually figure out how to play this puzzle game. I think you should get your game in front of some EE teachers, they'd get a kick out of it.
For suggestions, overall I thought it was great, but a couple tweaks would be welcomed - - Instead of auto-hiding the controls, maybe just a collapse button. - I agreed with Zorg, the Test feedback red/green made it hard to tell what state the pin was supposed to be at. (Not to mention color blindness) - Advancing to the next level as opposed to a main menu / quit prompt would be nice.
5/5 for innovation, fun, and theme, good job :)
Impressive! Hard to believe all that was done in a weekend. When I got to the second half I was pretty shocked to see that you guys had time for a second stage. I won't spoil the game for others, but the ending... bravo! My favorite game so far.
Yep, the ploy worked. I cracked up out loud at the music. I got some weird looks at the coffee shop. I'll probably be humming the theme music to myself all day now. The graphics and sound was awesome. I think the 'gravity' could be used more interestingly other than just visually. Maybe get sucked into orbits and stuff. Also the combat mechanics were a bit awkward.
The game felt like an allegory to how we take care of our planet ;)
This is the first time looking at the source code -- I've never actually used AWT, so it was pretty interesting to see how you made a game in 10KB. With some work you might have been able to create this game for a 4KB competition.
Very impressive for a 3 day game!
Very fun and intense. Overall a great game.
A few suggestions - - There should be a very slight time forgiveness when walking off an edge and when you can't jump. (Like in the old mario games) - Reset the level when you fall off the bottom faster. - Make the buzz saws slightly smaller.
Beautiful. A lot of time was spent polishing the graphics / music / ambiance. The gameplay is a bit simple, for a beat-em-up game the fighting was a bit too clumsy. If the hero could attack faster and there was some sort of feedback that you hit the opponent, that would go a long way in my opinion.
Nice job! It was quite relaxing and a great entry overall. I loved the ending. It could use a bit more of a progression. Currently the story arc was only in that the resources got more scarce, which was interesting, and you generally had to go lower (and more dangerously) towards the base of the mountain to get the last of it. If you had more time I think it would be awesome to add something more to the rising action. Maybe pieces of the asteroid are starting to chip away.
Controls felt pretty good. Maybe limit the acceleration so you don't zip past the top quite so easily. Also it would be cool if the landing had to be gentle, like in Lander.
@Quoclon Thanks! Yeah, as a compo entry I didn't really have time for much other than "render everything every frame", which meant that I needed to keep the number of draw calls down, which meant the wall pngs were a bit too small in order to fit in the sprite sheet. In the future I may add things to my framework that lets me keep the static scenery as a single static mesh.
I would say that I did a poor job leading the player towards discovering the 'tricks' to beating it. If I had more time I would have done a lot of things differently. For one, the green immune system cells were added way too late, and therefore didn't get much playtest time. I like the idea of getting those enemies to target your brethren, but the implementation was poor. I like the idea of safety in numbers, don't try to be the leader, but I don't think I let the player discover that strategy in a good way. It would have been better if the green cells chased you back to the herd, and let you ditch them in the masses. They also should have moved a lot slower, making it possible to evade them.
Here's sort of how I wanted the game to be:
- Start off getting shot into the vagina, kind of this chaotic beginning where all the sperm is struggling to get going in the right direction. - The cervix is like this bottleneck that lets in a cluster at a time with every contraction. So the fun here would be trying to time yourself to the contraction. Then you get carried away for a bit like a water slide. Around here there should be a bunch of acid clouds that you can't hang around for too long. (I think that's realistic, I did my research =-p) - Within the womb there are immune cells, that behave as I described earlier. - The Fallopian tubes then would be more like an obstacle course. No enemies, just tricky navigation and competition. - The egg part was the only part I think that I did the way I envisioned. You have a struggle to get into an opening, and you have to time your thrusts to get to the center first. To those that didn't make it to the egg, I think that's the highlight of the game for me ;)
Known bugs:
- Starting the player going South at the beginning was a bug, I accidentally introduced that at the 11th hour.
- The gaps in the walls were unintentional. I didn't have a visual editor, so it was kind of a gross process of getting the reproductive system to look right. Maybe in time for next Ludum Dare I'll have some sort of visual editor for creating abstract levels.
- The victory cadence was clipped. I'm not much of an audio pig and didn't record it right.
- Slow and choppy in IE or mobile. (iPad works ok)
I've been hoping I'd find a good innovative puzzle game for LD38, thanks! This is my favorite game so far in this jam. A lot of puzzle games have a problem where they are either too easy or hand-holding, and some (even The Witness) you get stuck on a puzzle and groan when you find the hidden piece (as opposed to figuring anything out). RGB has been nothing but "Aha" moments, which is great!
Only suggestion I'd add -- Make some sort of final victory screen. It's a puzzle game, I need my reward!
A good game up until my glops overthrew the government (me) and started building on their own. It wasn't long before my entire screen was covered in glop plots and quarries, building up for god knows what. I had to pull the plug and yank my laptop battery before they became too powerful. Nice job, but next time program in a kill switch please.
Why you start back at 1!!!!!!!!???
Hilarious! The mechanics were quite fun once you got used to them. I think what might have made the controls a bit more intuitive is if when you pressed W you jumped, and if you were jumping W again would grab, and you would stay grabbed until you pressed either W or S (W jumps from the grabbed position). Then space could be used to kick the patient. >:)
Loved it! I want to steal this idea...
I like the idea of the Joust like flapping controls, but they need to be tightened up a lot.
The mechanics were pretty awkward. I'm not sure how much of it was intentional - I could jump repeatedly in mid air, and holding jump while moving made like a machine gun sound. The idea of a small world gravity game is cool, but this one needs more polish.
Once I realized you could climb on the walls, the game got a lot more fun :). This could be a really good game with a bit more time. Music, sound effects, hit points, and a little bit bigger view area to see what's coming a bit further out. Difficulty was a bit too high. Overall a fun entry. Kind of like Undertale, but with a cool climbing addition.
Do you have a video playing it through? The gif you have looks amazing, I want to watch a pro at it :)
Also, I need a few more votes to get rated! Sim Sperm - https://ldjam.com/events/ludum-dare/38/the-best-game-ever-conceived
awesome idea. A suggestion that would make it way more fun imo -- instead of being random (which very easily leads to impassable areas), have it be more like a puzzle game and have a fixed map and card deck. That way you can come up with some interesting challenges people can figure out. (And more importantly, is guaranteed to be possible to figure out)