The Omicron Fleet by cerno-b 2018-12-04T10:24:39Z
Followed the development during the event - and was not disappointed. Enjoyed the difficulty progression and liked the story format. Would definitely follow future adventures of Nathaniel Lipschitz!
Foon → Ludum Dare Explorer → Users → Neon Glass
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Distant Assistant | jam | 560 | 3.38 | 3.40 | 3.50 | 3.14 | 3.16 | 3.33 | 2.52 | 3.45 |
| 2025 | 57 | Depths | 👥 | Yummy Depths | jam | 461 | 3.52 | 3.33 | 3.12 | 3.81 | 3.64 | 3.63 | 3.40 | 3.63 |
| 2024 | 56 | Tiny Creatures | 👥 | Backpack Dungeon | jam | 446 | 3.64 | 3.76 | 3.52 | 2.91 | 3.91 | 3.75 | 3.18 | 3.64 |
| 2024 | 55 | Summoning | 👥 | DemoNoloGist | jam | 594 | 3.55 | 3.10 | 3.81 | 3.63 | 3.97 | 3.76 | 2.58 | 3.97 |
| 2023 | 54 | Limited Space | 👥 | Dogtor Jones and the Holy Bone | jam | 330 | 3.81 | 3.70 | 3.72 | 4.35 | 3.87 | 3.70 | 3.24 | 3.51 |
| 2023 | 53 | Delivery | 👥 | Parcels, Please | jam | 780 | 3.39 | 3.18 | 3.31 | 4.23 | 3.26 | 3.60 | 3.29 | 3.25 |
| 2023 | 52 | Harvest | 👥 | Seeds Must Grow! | jam | 564 | 3.25 | 3.22 | 3.70 | 3.47 | 3.25 | 3.32 | 2.50 | 2.89 |
| 2022 | 51 | Every 10 seconds | 👥 | TeleSpy | jam | 326 | 3.75 | 3.79 | 3.75 | 4.09 | 3.09 | 3.85 | 3.47 | 3.45 |
| 2022 | 50 | Delay the inevitable | 👥 | Emergency Escape | jam | 980 | 3.30 | 3.05 | 3.52 | 3.30 | 3.50 | 3.50 | 2.97 | 3.27 |
| 2021 | 49 | Unstable | 👥 | The Last Light | jam | 847 | 3.45 | 3.13 | 3.81 | 3.75 | 3.40 | 3.92 | 1.96 | 3.60 |
| 2021 | 48 | Deeper and deeper | 👥 | Excavatris Inc. | jam | 452 | 3.80 | 3.97 | 3.38 | 3.77 | 3.55 | 3.95 | 2.19 | 3.45 |
| 2020 | 47 | Stuck in a loop | 👥 | LaserLoop | jam | 276 | 3.91 | 4.04 | 3.15 | 3.63 | 3.67 | 3.87 | 2.36 | 3.47 |
| 2020 | 46 | Keep it alive | 👥 | Keep it, Alice | jam | 1930 | 3.17 | 2.95 | 2.90 | 3.85 | 3.12 | 3.27 | 2.26 | 3.50 |
| 2019 | 45 | Start with nothing | 👥 | CAT-A-COMB | jam | 261 | 3.76 | 3.71 | 3.84 | 3.92 | 3.50 | 3.63 | 3.31 | 3.39 |
| 2019 | 44 | Your life is currency | 👥 | Yodin Defense | jam | 359 | 3.62 | 3.60 | 2.90 | 3.22 | 3.90 | 3.92 | 2.00 | 3.45 |
| 2018 | 43 | Sacrifices must be made | 👥 | The Tribute | jam | 3.22 | 3.40 | 3.18 | 2.81 | 2.77 | 3.20 | 2.59 | 2.86 |
Followed the development during the event - and was not disappointed. Enjoyed the difficulty progression and liked the story format. Would definitely follow future adventures of Nathaniel Lipschitz!
Really enjoyed the smoothness and theme! The sacrifice mechanics fit in pretty well, although I was a bit sad to only get fire rate upgrade thrice throughout my run.
I'll proudly say I managed to survive wave 11 with full hull health. :smirk: ...And yeah, I feel it would've been a bit more fun if starting from wave 11 every next wave would simply have exponentially larger amount of enemies than the previous one (^1.1 or so) so we could see how far we could've gotten!
A neat concept. While I did have a lot of troubles with jumping around bushes - pretty much any heart behind those wasn't worth it for me - I'd definitely want to see more, especially in the direction of expanding the "consequences" aspect. I.e. one can't see the platforms over a deadly pit, so one is forced to take another path completely.
A beautifully whole take on the concept of sacrifices and Chicken Gods! *A special shoutout to 6 egg-thingies accepting their fate on their own... successively.*
The art and music fit well together! I like the idea of a "building" incremental and it feels like it has some ways to be grown upon. It'd be fun to see some interactions between buildings on the Island, thus making it more about strategy and planning, as opposed to idling for banks to open the chest while just keeping one or two Hospitals more than I need to account in for random events.
Enjoyable! Having different endings was a nice touch. Although I'd prefer it to have a "win" sequence as well - as that's a pretty easy way to expand on the theme, while adding a *task to work towards*, thus prolonging gameplay a bit.
Very nice! Lovely visuals and interesting mechanics
Art style is nice, animations are fluid, beeps are as obnoxious as should be. But holy hell the worker is slow. It honestly feels robotic replacement legs would've been of more use. While I liked the idea, I'd definitely increase the overall tempo of the game to be more fast-paced... because - as sad as I am to miss everything further in - I really don't want to replay level 3 after failing it at 9/10.
I liked the idea of self-imposed handicaps required to progress. And I feel there are a lot of directions this can expand into to become more interesting. One of the obvious examples coming to mind would be to think more about the *order* of collecting *stacking* potion effects to get to the end (or the next level, huh?).
A great game! I love how scripted patterns allow to refine one's skills and slowly get better at the game - given one is patient enough, that is!
The only thing I wish was different would've been some kind of forcing player to be in correct spot during polygon transitions, but that still doesn't stop me from trying to beat my current PB for a few attempts every now and then.
@lauramei Oh thank you and sorry! It should work now. I completely forgot to toggle the draft -> public checkbox.
@monogatari thanks for playing! Currently, The Horde (aka exploding red balls) only target the Core (aka the main tower thingy). We had a lot more planned but that will have to wait for a post-LD version.
@taqoshaq Thanks!
From the art point, I've been using Aseprite to make all the assets, learning to work with isometric shapes as I figured what assets we'd want. That also kinda determined our general art direction this time.
On the programming side we've been using Unity's built-in Isometric Tilemap system.
@graebor Thank you!
Sadly, we didn't manage our time very well, so that's one of the things we had to leave out in priority of making the core gameplay. Lesson learned though, hopefully!
@artofsavannah Thanks! We didn't allocate enough time to balancing but at this rate we will post a post-LD version pretty soon (hopefully)! As of the towers not shooting, did you have some Warriors allocated?
@hpmnk Glad you liked it!
Liked the idea, the pace and dynamic soundtrack!
I'll honestly say that on my second attempt (aka after getting ok with controls) I somehow managed to destroy skull piles fast enough to disable other spawns altogether, thus gaining not-so-high score but surviving for over 2 minutes! ...Of course, afterwards Ninja got tired of knocking skulls around and was overwhelmed quickly. Tough luck, tough luck.
Very nice for a first game! Good idea, and I really liked the sound and the minimap :) Some notes: Jumping at KeyUp is a bit frustrating and unexpected, it should really be at KeyDown. Also, touching the walls somehow blocks the jump
But that was cool, good luck with further projects ;)
Loved the narrative and graphics!
The controls took a bit of time to attune to (I wish they were a little more arcade-ish - slightly lower gravity and/or a bit longer grace period?), but afterwards it went really smooth... to the extent of accidentally baiting the second boss out through the left wall. :sweat_smile:
Woah, that was solid!
The graphics are on-spot - and I hope I'll learn to make pick-ups feel as good one day!
Enjoyed the power growth a lot. It was slightly difficult to navigate the maze, so I kinda wish the Neutrals I've talked to were marked somehow... same may be said about doors, I guess.
Indeed I was expecting the fight with Observer (and/or a different ending on killing the Chaos uncapped, but, judging from your previous comments, getting there _capped_ would be the alt-ending?) but the wrap works really well already.
Overall, I'm amazed at the amount of stuff you've managed to do in the timespan given!
@anion-z May we have a hope to see the Observer fight post-LD, then? I'd definitely replay for that! :D
@marcin-j Thanks for playing! Sadly, we didn't manage to balance the game at all, to the extent of only being able to playtest after publishing.
One of the things left out was - indeed - moving enemies, and yet another one was timed spikes.
We are considering a post-LD rewrite/expansion of the concept - there's definitely more to it than we managed to make!
Thanks for playing and sweet feedback, everyone!
@anion-z With the actual timespan we had, making a really short gameplay loop with an 'endless' design worked wonders, it would seem. :D
@brokenmirrormedia Uh-oh, a lesson to me on adding the 'Controls' section - at least to the game page. While not having hotkeys for shop, we do have a WASD layout to Delve with the left hand!
@lychee To be honest, saving money on death was a bug. It did feel nice on testing, so we decided to leave it in! Also that was my first actual experience working with exponential values, so I screwed up the variable type, apparently. Thus I'll _claim_ overflow to be the win condition for now - and congrats on winning!
A fun ride! Graphics are astonishing and puzzle-'tutorials' are surprisingly self-explanatory. Definitely gives off The Witness vibe, and I honestly wish there was more.
Notable mention: turning camera upside down is a surprisingly interesting modifier to playing. :sweat_smile:
Amazing potential!
With a lot of stuff already said by others, I'll definitely be looking forwards to playing a full version in the future!