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NMcCoy

Category Medals

YearLDThemeGameDivisionCategoryScore
๐Ÿฅ‰ 2010 19 Discovery Circus Peanuts compo Audio 4.33
๐Ÿฅˆ 2010 18 Enemies as Weapons Grabitas compo Audio 3.89

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCmCo
201945Start with nothing๐Ÿ‰jam
201842Running out of spaceMoon Marblesjam5.005.004.505.005.005.004.00
201841Combine 2 Incompatible GenresKartlikejam
201740The more you have, the worse it isZero One Infinityjam5.005.004.004.004.003.50
201739Running out of PowerThe Robots of PUZZBUTTcompo3.252.752.753.504.503.752.502.66
201738A Small WorldLittle Starscompo
201637One room6x4=1compo10
201534Two Button Controls / Growingo / Ocompo384.054.003.954.382.903.482.503.0040
201532An Unconventional WeaponAsterpoidscompo1673.653.533.503.783.893.533.4433
201430Connected WorldsFlopswitchcompo364.004.074.274.134.073.6020
20132710 SecondsTourmalinecompo1423.573.403.873.332.973.901.443.1245
201224EvolutionDragoncore Overdrivecompo10
201223Tiny WorldAtom Planetcompo303.943.503.674.254.143.972.853.7310
201122AloneEmberscompo1053.282.483.173.443.243.171.333.922.22
201121EscapePlanetary Missioncompo633.533.532.813.633.283.632.452.27
201120It's Dangerous to Go Alone! Take This!Kobold Goes Alonecompo343.543.962.922.883.003.782.263.12
201019DiscoveryCircus Peanutscompo353.503.722.443.332.564.332.463.15
201018Enemies as WeaponsGrabitascompo123.683.913.234.183.183.891.253.31
201017IslandsThe Floor Is Lavacompo363.503.563.713.822.713.172.753.065

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by NMcCoy

LD18 — Enemies as Weapons

Grabitas by NMcCoy 2010-08-23T11:34:00

There is indeed music and sound, so it might be a Java issue. There are some odd hiccups with Processing applets occasionally that'll prevent it from loading a file. A force-reload sometimes fixes it.

LD19 — Discovery

Circus Peanuts by NMcCoy 2010-12-20T07:33:00

I've discovered a pretty sweet dungeon at (-36, 1, 0). Watch out for the bats at those first stairs, though. And please feel free to post your own discoveries in the comments!

Circus Peanuts by NMcCoy 2010-12-22T21:06:00

Added a link to the "Post-Jam" version, which will include all updates as I add them (including that stairs fix!)

LD20 — It's Dangerous to Go Alone! Take This!

Kobold Goes Alone by NMcCoy 2011-05-02T17:24:00

The weapons aren't intended as a linear upgrade path but as a range of options. There's even an advantage to keeping the stick - the charge attack, while still only doing one damage, has great speed, reach, and knockback.

LD21 — Escape

Planetary Mission by NMcCoy 2011-08-22T20:24:00

Notionally, this is the very last segment (i.e., post-last-boss escape sequence) of a fictitious NES-era Metroid knockoff, being played on an emulator.

LD23 — Tiny World

Atom Planet by NMcCoy 2012-04-23T10:46:00

For the speedrun-inclined, it is (at least in theory) possible to accomplish the final task before the first dawn. I haven't managed it yet though. Anyone up to the challenge? :)

Atom Planet by NMcCoy 2012-04-23T11:06:00

Aha, just got it! Takes a lot of attentiveness, efficiency, and careful planning -- though not luck; as a special case, rain is always forced to happen on the first night. Consider it a present for the speedrunners. ;)

Atom Planet by NMcCoy 2012-04-28T03:13:00

Uploaded a walkthrough.

Atom Planet by NMcCoy 2012-05-09T04:34:00

"why a dinosaur?"

Why not a dinosaur? :D

Honestly? Because that's what I could manage as a recognizable silhouette in 8x8 pixels. ^^;

Virus Wars by Ingon 2012-04-27T07:39:00

Quoth Chrome: "This type of file can harm your computer. Do you want to keep virus.jar anyway?"

Virus Wars by Ingon 2012-04-27T07:39:00

And yes, that was a note of amusement, not a complaint. :)

LD24 — Evolution

Human 2.0 by dengzo 2012-08-28T20:40:00

Nice! I found the pace of the game to be a bit slow, but I like the visual style, and the sound worked well with it, too.

LD27 — 10 Seconds

SUPER ULTRA REALISTIC BOMB DEFUSAL SIMULATOR: SEASON PASS GOTY DLC EDITION by tony.pe 2013-08-26T20:53:00

Quality! <3

Seanan's Brewery by ZYXer 2013-08-28T01:59:00

Lovely game!

Time and Shapes by Woftles 2013-08-28T02:06:00

Heh, the screenshot makes it look like a long lost cousin of my own entry. Nifty game!

Notes of a melody by Zerkruemler 2013-08-28T08:05:00

Neat game, and as someone else mentioned, I think there's potential to turn this into something bigger.

Time well spent by T1 2013-08-26T09:52:00

A neat idea, and a pretty decent execution of it to boot. Good work. :)

LD30 — Connected Worlds

FlyWheel by ColdBrain 2014-08-25T12:53:00

I like the art, though the gameplay does get dull after a few minutes - there's no real pressure to it and it doesn't seem to escalate at all.

LD32 — An Unconventional Weapon

Agents of YIELD by nightlord 2015-04-21T21:52:00

Fairly solid! Some more feedback on health/death would be nice, as it's a little surprising to be dumped back to the title screen with no ceremony. How'd you do the music?

Kids These Days by Ithildin 2015-04-22T20:59:00

The game freezes upon restart for me. Are you setting the timescale to 0 on completion and not resetting it when restarting?

Asterpoids by NMcCoy 2015-04-20T08:45:00

Game crash when gate is destroyed (preventing restart) should be fixed now.

Asterpoids by NMcCoy 2015-04-21T22:05:00

Added some basic instructions to the description.

Attractor by LegacyCrono 2015-04-22T20:51:00

Game crashes and restarts for me as soon as it finishes scrolling at the beginning.

Evil Cube: The Game by lxd1 2015-04-22T20:49:00

Controls were a little awkward, and there certainly could be more to the game, but I liked the visual aesthetic of it.

Fungual Sizing by Maxom 2015-04-21T22:01:00

Had trouble playing due to a low framerate and the rather unforgiving death mechanics, unfortunately. Some combination of a gentler introduction to the mechanics and/or checkpoints would be nice.

Drop The Cube! by Portals 2015-04-21T21:18:00

A nice game that makes good use of the theme with a simple and effective design. Well done.

Darkness Consumes by mokesmoe 2015-04-22T21:05:00

Excellent style, atmosphere, and concept, well done!

Sock Ninja by monkeedude1212 2015-04-21T21:28:00

Pretty cute and an interesting take on the theme. A few physics and camera issues (in particular on the last level) but not bad. :)

Roll Initiative by Lynx 2015-04-23T21:36:00

Excellent! Well done.

Quest for the Golden Spork by squirrelbot 2015-04-21T21:09:00

The pixel art is pretty nice, and I like the narration in concept. However, the narration seems to cut out at the beginning and end of each clip (sound is not timed properly?), so it's hard to tell what's going on. Also, as stated by others, more feedback on the combat would be very helpful, and a way to pull the cart would both be very useful and make a lot of sense, since it does have a handle after all.

Magnetic Fields by oparisy 2015-04-21T21:38:00

Nice take on the theme - I like seeing games that incorporate unusual mechanics in order to fit the theme, and this does a good job of that.

Move Them by remiv 2015-04-22T21:19:00

A solid concept; it could use clearer feedback on the player's actions and options, and the controls strike me as a little unusual.

LD34 — Two Button Controls / Growing

o / O by NMcCoy 2016-01-04T16:21:00

The two video reviews I've seen were both struggling with how to advance. Tips: When you're large, you have a lot more air resistance; you need to be small in order to retain momentum. Thus, you can jump higher if you just tap the button rather than holding it. If you need to move backwards, you can do so by kicking off of a wall.

Double Jump by GameDevExtreme 2016-01-04T15:17:00

Creative use of the theme. Could have used some feedback on when a ball was actively being accelerated, as it was often very hard to tell what was going on.

LD37 — One room

6x4=1 by NMcCoy 2016-12-12T02:07:00

Bonus easter egg: After you've gotten a feel for the game, hit ` to see how the sausage is made.

6x4=1 by NMcCoy 2016-12-14T04:12:00

Thanks for the heads up about the link! I guess that's what I get for not testing my downloads.

LD39 — Running out of Power

The Robots of PUZZBUTT by NMcCoy 2017-08-13T11:31:17Z

"GAME OVER" is the bad ending. There's at least one other one, though it's no Frog Fractions. :p

Gradient Descent by Zelos 2017-08-10T11:17:58Z

Quite charming and atmospheric! The "eyes" part was definitely (suitably) creepy. With the last question, though, I wasn't even sure what I was being asked to decide... does "save yourself" mean rescuing the "I'm you" orb or "saving myself" as in selfishly fleeing? Perhaps that could be better phrased, unless the ambiguity is deliberately confusing.

Brittle Power by rubyleehs 2017-08-13T11:52:06Z

I really dig the concept - was considering making something very similar for my own game, but went with a different plan. That said, I haven't been able to figure out how to beat the first level - even if I build generators, I don't have the resources to fend off any of the enemies before they get through. Maybe you have some preconceived strategy in mind, but I haven't been able to discern it? Either a tutorial or some clearer guidance on the mechanics would be very helpful.

LD42 — Running out of space

Moon Marbles by NMcCoy 2018-08-14T06:07:22Z

Ah, whoops! Didn't realize that made it to the build. That was the working title when I started the project and only had a vague idea of what my plan for it was. The theme and details were on the fly decisions.

LD45 — Start with nothing

๐Ÿ‰ by NMcCoy 2019-10-09T10:42:52Z

All the source code is embedded in the html file, though not really documented or anything (I was kinda making it up as I went so there's some questionable design decisions), so to summarize: The core of the game consists of a dictionary serving as the "emoji pool", tracking the count of each emoji in play, and a dictionary mapping emoji->the "rules" associated with the emoji. Each rule is structured as "event:operation", the operation usually being a substitution effect (indicated with โžก) but sometimes a shorthand (e.g., bare emoji without one of my specially handled "verb" emoji is a shorthand for "replace nothing with these"). Hovering over an emoji lists all the rules that could currently be executed if the appropriate event were triggered (or all the rules if hints are enabled); clicking on an emoji fires the ๐Ÿ‘† event on that emoji, executing all the ๐Ÿ‘† rules on it. ๐Ÿ‘† and ๐Ÿ†• are the only events explicitly invoked by the Javascript framework, all others are triggered "in-engine" by the โ–ถ verb-emoji. When this happens, the framework iterates over all non-zero-count emoji in the pool and executes the appropriate rules on each of them, a number of times equal to the count for that emoji. In terms of presentation, I set it up so that there's a couple divs in the page that "request" specific emojis from the pool in a given order using a data-value in their tag; the "render" function first checks for the requests made by the page, grabbing those emoji from a temporary copy of the pool and allocating them, then puts all the remaining non-requested emoji in the main centered div. (There were a lot of visual bugs in testing, like when I forgot to add ๐Ÿฅพ to the inventory requests so they hung around in the main pool div instead.) Usable buttons (those with at least one ๐Ÿ‘† event that could legally be executed) are given an extra class when being written to the html of the page, which the CSS then gives an eye-catching rainbow-animated background to. Figuring out how to have the emoji game engine track if the player was in combat/had defeated all foes was tricky; I didn't implement a categorization system, so all the combatant emoji had to have a rule where they responded to an event to indicate that they were still alive, and a rule that removed them when the player fled combat. Halfway through development, I made a helper function that I could give a list of "these emoji are combatants" and it would append those two rules to the dictionary's rules for that emoji, saving me a lot of further repetitive emoji-typing. The โš  emoji signifies that the player is in combat; the โš :โš  rule that the combatants all have means "when the โš  event fires, add a โš  emoji to the pool" as an indicator of "hey, I'm still alive". The defeat rule for each combatant looks like "๐Ÿ‘†:๐Ÿ’ฅ๐Ÿ’ฅ๐Ÿ’ฅ๐Ÿฆˆโžกโญโญโœ”" -- when clicked, trade 3 damage emojis and a shark for 2 experience points and a check mark, if such a trade is possible. The โœ” has a ๐Ÿ†• event that removes all โš , fires the โš  event to ask if anyone's still around, makes a ๐Ÿ—บ if there aren't any โš  in the pool after that, then replaces itself with nothing. In hindsight there may have been a cleaner way to do it, but I think that it's a good solution for not exposing too much unintelligible "system guts" to the player, since *all* of the game state is stored/represented by visible emoji! In the end, I was able to disguise most of the mechanical state as UI - unlike in most games where the health bar on the HUD is a visual depiction of the internal number that tracks the player's HP, in this game the health bar literally IS the player's HP! Kind of a wild concept, if you're used to the model/view/controller paradigm of game architecture; here the model and view are one and the same, and the controller mostly consists of things taped onto the modelview elements.