Orchardstra by CyberStarLight 2017-05-01T20:08:08Z
This was a weird but enjoyable experience. But I had a hard time making the seeds land on the squares and lost a lot of time this way.
Foon → Ludum Dare Explorer → Users → Neato
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 43 | Sacrifices must be made | 👥 | Blood God | jam | 447 | 3.50 | 3.35 | 3.02 | 3.50 | 3.80 | 3.39 | 2.73 | 3.30 |
| 2017 | 39 | Running out of Power | Robot Guy | compo | 350 | 3.28 | 3.00 | 3.40 | 3.85 | 3.57 | 2.80 | 2.33 | 2.88 | |
| 2017 | 38 | A Small World | 👥 | Bazooka Freaks | jam | 181 | 3.71 | 3.47 | 3.82 | 3.63 | 3.02 | 3.22 | 2.97 |
This was a weird but enjoyable experience. But I had a hard time making the seeds land on the squares and lost a lot of time this way.
@nvrskipgameday Actually there is this faint red circle, but it's hard to see.
I had a lot of fun playing this game. Are rockets really necessary? The sound & music are played really loudly (2 out of 100 on Windows 7 was still too loud).
I love your entry: the sounds, the looks, the smooth controls, everything! My only complaint is that you can skip large portions of the levels by jumping the right way (add more spikes).
Simple, yet appealing. I feel like you could turn the gravity up and add to the drag force, so that stuff won't orbit so easily (I scored like 5 points in a row without touching the ball).
The two genres fit really nicely together and you totally nailed the mood of the game with audio & UI, personally I would remove the knockback of the first weapon, because turrets produce the same shots with much weaker knockback. Also the enemies don't scale well enough into lategame.
Really nice platforming (even if it's harder in first person), but odd controls. Why isn't it just like Q - rotation, E - time and rewind - T, that would be way more convenient.
3 hits to kill a rat? What is this sword made of? :confounded:
Really nice entry. Somehow I got stuck in a block by grappling one that was 1 over the one I was standing on and pulling.
Simple idea, yet so addictive. I only got to 2nd stage, but I'll download the android version and send you a winscreen-shot ; ).
Goddammit! I fucking died at the last stage with about two pieces of shit still attached.
Afterthought: At the last stage I was confused because the surface under the last layer is spiky. I thought you could not walk on it and tried to jump from floating platform to floating platform.
No need actually, it's all numbered and really easy to find.
Windmill is probably the hardest one.
Hey I got there. Nice game.
What an entry. I reached 53000 points.
Nice, but you should probably up the running speed so I can get those batteries.
Yeah I think this is an endless game. What i missed most is the ability to build more units at once with a binding like shift click or similar. A solid compo entry nonetheless.
Having your resources between enemies makes a really nice twist. The storm 1 spell is just really obnoxious so I almost always skipped it (one time I used it to kill 2 sheeps and miss 2 out of 3 enemies).
I found a bug: you can click buy if you don't have enough dough and then you'll loose that much (meaning go to negative amounts) without getting the weapon. Really nice entry, aiming weapons are a scam.
Amazing compo entry. Gameplay-wise you should make it so that the player can choose which side a domino is placed on if both are possible.
As I see it, because every part of you is a hitbox (which means that players usually don't need to move just the head) it would be a nice quality of life feature to make the hands just follow behind when you move the head. I really enjoyed the music and the tripy art style of your game.
I find it amazing that you've managed to coordinate such a large team for a game jam. Awesome game!
It kinda needs a limitation to the jelly splitting. You basically have exponential power growth.
It's not that hard with there being only the slow moving melee enemies and all. Really nice soundtrack!
Wow everything breaks down so fast. A pause button would be welcome & probably make the crews level matter more (linear subtraction doesn't cut it when things have 60% base chance of failing and crew levels range from 1 to 8). Other than that really nice compo entry.
Nice job, a solid entry for your first game jam. It isn't very intuitive that the laser only stops when people fall down instead of processing the ones standing too, though.
It's not really clear ingame that you loose party members for fighting (because it is not shown in the equipment screen). Amazing entry. I especially like the art.
The game mechanic is almost too simple, but the music and the art style are fantastic.
The game fits the theme very well. I had performance issues with this web build, everything was running slow (secret easy mode unlocked?), maybe the fog. I liked the music too.
I know that it's a stealth game, buut the orcs were so slow I just walked straight past them while imagining the benny hill theme playing in the background (I lost them after 10 seconds). Really fun entry.
With the combination of you don't see when you're getting a new attack and you can't sacrifice the old ones you replaced you can mostly only make correct choices for a level after you've played through it once. A really nice idea though and I loved music and art for the game.
Levitation is really hard to handle with that huge vertical speed. Cool game though.
Am I missing something or is it just the Windows build on itch.io?
Yeah, but there is only an .exe file (=Windows executable) (a Linux build would have a .sh and Mac .app).
You're using unity, you need to build once for each platform.
On "Build Settings">"PC, Max & Linux Standalone" there is a dropdown at "Target Platform".
That's ok, just so you know, on Unity installation you need to check "XXX Build Support" for the platforms you want to export to in future (if you installed with Unity Hub you can click on the three dots next to your installation (under "On my machine") and "Add Component".
The first 3 times I died of overloading because it's not clear enough that you loose health by going over the power limit (maybe it would be better to always display the power distribution).
The system with tiles feels kinda weird because the cannons aren't shooting and aiming on their own (from a technical standpoint it would be easier to make something that shoots at all angles when aimed manually - as tanks do - so it is counter-intuitive for the player), now if they aimed on their own you could think that the sensors for the sectors use power and everything would make sense.
Other than that there are some very good gameplay ideas in this game.