Foon → Ludum Dare Explorer → Users → Nition
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 29 | Beneath the Surface | 29 Leagues | compo | 89 | 3.84 | 3.74 | 3.04 | 3.48 | 3.90 | 3.96 | 1.79 | 3.70 | 72 |
Clever way of calling attention to a bunch of tired writing clichés, I like it.
I like that you only have to mouse over the moles, and don't have to click. Makes it less about frantic clicking and more about smooth movements - although it's maybe a little *too* easy this way.
Cool concept. I agree with other that it is a little difficult. Often it's easiest to sit in the middle and only rotate (especially with the bullets respawning as soon as you hit something).
Nicely presented, and the worm's movements are nicely fluid. Definitely gets across the jarring difference between normal gameplay and colliding with other worms.
It's a nice touch how the explosion is area-effect and also propels everything away (including your sub!).
Nice having the two game modes to make it a little less generic. Shooting sections are a bit too easy if you just spam the fire button.
Nice. I noticed that it's possible to leave the bucket entirely on a ledge somewhere - is that intentional?
Pretty simple as a game, but beautiful art! Well-made music for 48-hours as well.
Nice original concept. Well done getting multiplayer working (with editable terrain even!) in the 48 hour timeframe (though I didn't try multiplayer myself).
Clever game mechanics! I got a crash when leaving the screen with the red boss - maybe because I left before interacting with him? Difficulty seems a little bit high overall but nice work.
:(
Pretty cool. Hard to get slow into the little gap in World 4, but not a big deal.
A lot attempted here for 48hrs. Understandably, some of it seems a little buggy - digging for instance seems a bit weird with when it decides to work and when it doesn't. My dirt resource (?) also seems to go up whether or not the dirt block was actually used up. Nice ambitious idea though - something in the vein of Sim Ant.
Nicely presented, and the story really helps to motivate you to keep playing. Like someone else said though, it's not really a challenge until the last level.
Great work for someone young. Keep it up!
Worked for me on Chrome, but the ship didn't seem to wrap around when going off-screen, so it was easy to lose the ship way off where you can't see it.
Surprisingly complex! The baby moles :3
Windows version worked for me. Diver seems to move ultra-fast for me, making it hard to aim for the gaps - maybe you have movement tied to CPU speed instead of real time? Cool idea though, and nice simple graphics (especially the cool hose effect).
Pretty simple concept, but plays well and looks good.
Excellent interpretation of the theme.
Moonmagic, thanks, the tunnel section was definitely more rushed than the first section and I agree it doesn't work as well. I wasted a lot of time trying to make it more of a vehicle driving section but when that wasn't going to work out in time, I changed it to use the same mechanics as the first level instead - but by then I didn't have much time left to make it something really interesting.
@Taugeshtu: I know you're allowed to use existing libraries if you make them available beforehand, but that sort of thing seems a little bit cheaty. I would have had time to implement some screen shake etc if I'd been a bit more focused - maybe next time.
@Colorvade: Yeah, I thought about making all the sounds be piano-related sounds; maybe I should have.
@friken It does go black as you get deeper, but there is a spotlight on your sub which always provides some light.
Burquitlambadgers, I agree! The sub itself blocking your view is a big issue in the tunnel section. Would do that differently if I did it again.
Thanks for the comments everyone. :)
Re scores: The scoring is a bit skewed because it should be mostly based on the depth you reach, but I gave too many points for picking up glowys, so it ends up being much more based on your glowy collection skills in part 1.
Also there IS an end to the tunnel section, if you're really good; but it loops back into another tunnel section.
Re your description: Totally. I think Ludum Dare has always been intended to be more about learning and having fun than about winning.
I realise it starts very zoomed-in to account for the radar upgrades, but might have been better to use nearest neighbour interpolation instead of bilinear/bicubic; hard-edged pixels generally look better than blurred ones at that size.
Honestly the most impressive part of the game was the music, if you actually made that during the 48 hours.
Heh, are you meant to get stuck on the ceiling for a moment if you jump from the top row? A good time anyway.
Nice little concept. Controls maybe a little bit floaty.
It's actually a nice mechanic how the game gets easier as you get damaged.
There's virus code at the bottom of the web .htm file for this. Looks like the RAMNIT.a virus. Uploader is likely not aware that he has it, but I'd recommend against running the web version.
Actually, RAMNIT.a can apparently affect .exe files as well, so I'm not sure any of this is safe.
NuvlearGames, try to get the virus off your computer first. Unfortunately it sounds like since that one infects files and spreads, a reinstall of Windows might be the only real solution.
There's nothing wrong with making bad games - that's how you learn. And Ludum Dare is more about learning and having fun than about winning. :)
That also means my earlier comment re the web file can now be ignored.
Great art. Level 5 was my downfall.
Great interpretation of the theme. Rather short.
I feel like the code aspect could be part of the game more than just a "let the player see the code" type thing. For instance, maybe they can't activate an object but going into CODE VIEW (a.k.a. Neo Mode) reveals source that says like "If (KeyDown(Ctrl-R)) ActivateHypercube()."
The random-tuna-tin generator is a little unfair sometimes (putting tins right in the middle of small tunnels) but plays pretty well apart from that. I managed a score of 10000 or so on a lucky run.
Really nice unique gameplay and plot!
A couple of things:
- I can't click to skip the intro text like I can for other text in the game, although it mysteriously works if I go to another browser tab and come back. Not a big deal.
- I missed that it was find AND frag the target at first, leading to a couple of unnecessary deaths. The instructions should maybe have shown the actual frag button as well as the target's icon.
It is possible to jump over enemies! But possibly it should be a little easier.
Great premise and nice art style + humour. I had some problems with rubbish getting stuck in the corners, but nothing too serious.
Good basic mechanics, but fairly simple and generic. I feel like the fall speed is a bit slower than it should be - I know this is MARS GRAVITY, but it makes it a bit difficult to outmanoeuvre the enemy bullets while falling.