Clumsy Clemens in Space by phi 2017-08-19T12:27:44Z
1. Lags too much 2. I completely don't understand what I'm supposed to do 3. I like cookies
Foon → Ludum Dare Explorer → Users → NNNIKKI
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | Planet Doom | compo | 262 | 3.71 | 3.19 | 3.67 | 3.58 | 3.92 | 3.77 | 3.87 | |
| 2019 | 44 | Your life is currency | 8-bit Knock Out! | compo | 88 | 3.73 | 3.92 | 2.94 | 2.26 | 3.55 | 3.92 | ||
| 2018 | 43 | Sacrifices must be made | VOID_SHOT | compo | 374 | 3.06 | 2.75 | 2.53 | 3.11 | 2.65 | 2.60 | 2.67 | |
| 2018 | 42 | Running out of space | Intergalactic Inhabitance Mission | compo | 437 | 3.25 | 3.10 | 2.87 | 3.00 | 3.17 | 3.20 | ||
| 2017 | 40 | The more you have, the worse it is | Super Slaughter Dungeon | compo | 426 | 3.22 | 3.14 | 2.55 | 2.83 | 3.05 | 3.11 | ||
| 2017 | 39 | Running out of Power | Thunderstorm | compo | 379 | 3.24 | 3.28 | 3.48 | 3.48 | 2.72 | 3.24 |
1. Lags too much 2. I completely don't understand what I'm supposed to do 3. I like cookies
This is the best Ludum Dare game I EVER played. It has exceeded my expectations by a LOT. If it would be polished and fleshed-out, it could be a great horror game for 1.99 on Steam.
I really got spooked.
What is going on???
Great game! Kinda reminds me of Mark Brown's video on Downwell. Did you get inspiration from him?
I don't understand the machanics.
It looks like a game from the 90's. I didn't understand how the blue orbs were supposed to function. Also, you should make holding the down button down should make it go down faster instead of making you immediately go down.
Great idea! Sadly, it's way too hard for me.
The effects are cool, but the gameplay is actually kinda lame. Not much to say.
Cool concept, but the modelling was bad and you could have different types of towers.
Good game. Nice idea of making the power your ammo. It makes the gameplay harder. I think that the menu music is kinda repetitive, so try and make it have more variety. Noice!
My favorite part is the ability to fart. XD
TheLukker & Mathiouza, my art is basically made pretty fast with Paint.net. I'm not an expert at Photoshop, sadly.
@sumgamstudio I dunno how to make the Linux version on GameMaker: Studio 2... so yeah.
@tjakka I changed it so that the Thunderstorm.zip is the game, and Sourcecode.zip is the source code.
Cool idea, but it's just kinda lame to go to the bed, then to the fridge, and so on...
Great game, but WAY too hard for me...
I have a few questions... 1. Why is there a fart sound when you touch the floating blue thingy? 2. Why is the game called "Made in GameMaker: Studio"? 3. Why does it have the GameMaker: Studio icon? 4. Why aren't there any instructions? 5. Why did you use GameMaker: Studio and not GameMaker: Studio 2? XD
When I opened the game, it immediately closed. So I didn't give a rating.
Great game and concept! Even better that time doesn't go on until you do something.
great game, but I felt like the controls were a bit wacky and it was hard to make small moves.
Cool game, but boring. It wasn't really fun and that's why I didn't like it. I also don't see what it had to do with the theme. Not minding my personal preferences, great game.
Cool idea and great game but a bit too few features.
I don't understand how it got worse as I got bigger. Also, why do the snakes always kill you? And what does the mother bat do? I want answers.
I think this game is kinda boring and uninteresting. Music also repetitive.
I was unable to run it.
SO ADDICTIVE
@goloso-games I think you should add more powerups tho.
For me, it's just boring. Sorry. No action, just go from one bar to another and drink. Also, in the bottom left bar, I didn't see the meter get filled for how much you have left to drink. However I love the effect you made (the blurring)
Thanks for the feedback! I'm gonna make enemies kill themselves after some time. It's a good idea.
@pur3 @paulhocker @casper Thanks for the great support! @saramartins I will add a difficulty setting and perhaps also a story mode. @everyone I will probably make a shop too.
good music, kinda followed concept (agar.io) and i found a bug that when you get to the border, you can't move anymore.
How are you supposed to play this?? The controls are so weird that you move waaaay to fast, when you're in stealth mode and a fish, it only some of the time is slowed down. This is unplayable.
This game is a bit too scary...
I have a theory that this game is impossible. The zombies have too much health. I'd recommend that you should add different types of enemies, getting more powerful after each wave, and also maybe powerups that would give you move damage, health or power.
I found a bug that when you move too fast in the virus room you can go out of the screen...
As funny and weird this game is, it's cool, fun and innovative. For only 48 hours, you've done a great job!
Love it! Nive and simplistic graphics (love the qwerky character), nice idea for the time-difficulty combination. The only thing I don't like is that it's hard to jump from one wall to another, but instead you have to jump on the same wall multiple times.
the buttons in the menus didn't really work that well, and in level 3 i lost because i didn't know where the cursor was. It's too small! Anyway, the music was bomb and the graphic style also interesting. I just don't know what it had to do with the theme...
It was so laggy I couldn't play it.
Nice! Good work! :smile: :thumbsup: PS How come you have the HMTL5 version of GameMaker Studio 2 im so jealous :rage: PPS I know it's GameMaker: Studio but still :rage:
@jiri-one I'm still jealous because the Desktop version for GMS2 costs 100$ and it's what I'm using right now, however the HMTL export costs 150$, and the Mobile version a whole 400$!!! But that's not all! If you want ALL of the exports, you have to pay 1200$ A YEAR!!! :rage:
Best game. Best game. I think that just throwing the chickens off board would be a *bit* easier.
This game was TOTALLY AWESOME BONKERS LOL!!! I loved it. I would really like to see a full version. And while I'm at it, I would also like to be able to sequence break (I was only able to get the 1st ending), like f.e. you can get the uninstaller before Safe365 starts downloading crap. Any way, this is probably my favorite game from LD42.
Wow, what a submission! I was impressed. Cool game! I don't have much to add. (How does the theme fit tho???)
Fatal Error: Can not create vertex buffer of size 147456 bytes 13299 vertex buffers allocated with total size of 1912864 KB at gml_Script_d3d_draw_floor_flat Yeah I got the same error. I have an Intel core i5. Yeah and I unfortunately published 10 blank comments because of lag. Sorry. I was really excited for this game.
Oh no sorry for sending the same message 10 times, LD lagged
Fatal Error: Can not create vertex buffer of size 147456 bytes 13299 vertex buffers allocated with total size of 1912864 KB at gml_Script_d3d_draw_floor_flat Yeah I got the same error. I have an Intel core i5.
I love how for every game jam, there is an artistically and philosophically astounding game. I really liked playing it. Got the 1st ending.
The way you wrote the story made me think that I was trying to kill the fish and I was so confused when it died and I failed. Anyway, I'd also say that the water sound was a bit too annoying, and the graphics looked really bad. The have this this-is-my-first-ever-game style, u kno wat i mean? Anyway, great game! I liked it.
I meant that, like it's the type of art you find in games such as "Elsa given zombie baby birth", flash games that are subjectively bad. Not really trying to say that the art is bad, just that I don't really like that type of art.
"We couldn't find this page! Error 404" Um.
I loved the retro styled art and sfx (even though the surfing loop was really irritating), but I would make the gravity a bit higher (I usually do *vsp += 0.3;*). Other than that, it's surprising that you did this yourself in only 48 hours!
Nice entry! This looks more like a prototype though. Here's what I would change/improve:
-The graphics. Most of the graphics are blurred/scaled/low resolution and they just look rushed and poorly made. The GUI, too, is inconsistent (the pause button is a clear resolution icon but the menu buttons are pixelated) and sometimes just hurts the eye. I'd recommend watching [this video](https://www.youtube.com/watch?v=bE_ZuNp1CTI) for help.
-The fights. They aren't really a tactical challenge, all you can really do is attack or defend, and by just attacking, I got through a lot of fights. I really would recommend a fighting system like in the Heroes of Might and Magic series (I espacially love [HoM&M III](https://store.steampowered.com/app/297000/Heroes_of_Might__Magic_III__HD_Edition/), I play it all the time :heart: ).
-The audio. Sounds would help immerse the player a bit more and the music could change according to the environment. One track just playing through the whole game gets quite tiring to listen to.
I really liked the whole idea, though. Making an RPG for Ludum Dare? Great work! :smile:
PS really sorry for my generic comment. I will try to restrain from writing such comments.
This is one of those games that's so badly made it's funny.
I liked it! It was interesting to become that monster. The graphics were great (aspecially for those posters lol). I don't see how it fits the theme though. Good work! :smiley:
This was ABSOLUTE CHAOS!!! I loved it. The audio was a bit too ear-rapey though. Maybe make it quieter or smthn?
How does this use the theme? I found that all you need to do is fly to the coins until you have enough to buy the 4x fuel and then all you need to do is just fly up. The game isn't really interesting. You should have made some interesting stuff, this is (I hate to say it, but let's be honest) boring. Sorry.
Quite nice. Good game. Too bad there isn't any audio tho.
This is such a humorous game!!! :smile: :smile: :smile: I loved the different types of popcorn, with their unique sounds and "personality". I had a slight problem with this game, namely that it's easiest to just pop all popcorns as fast as possible and hope that it will count as a win before they fall out. Apart from that, really good entry!
:smile:
14860. That's my score. Really great work with everything! I suggest you add more enemies, guns, special attacks, levels, and environments.
Really, really nice entry! I liked it. The only 2 things I would recommend doing are: -Increase jump height so you can jump 2 blocks. -Make an arrow to show you where the next block will fall. This will decrease randomness. Apart from that, great job making the game! :grinning: My score was 520.
@scott-purcival That was the tutorial. Start the game again to play the actual game. I will make a post-jam version which moves you to the game automatically.
wait until the update plz! it will come out in a few minutes
alright, update done!
@itsdemgames @scott-purcival @sharks @lilkkgoog Be sure to rate the game, as playing & rating has begun!
@ravenflame Okay! I will do that right now in fact!
lool @wolfrug i made the planets disappear to not clutter the screen. and also I think that the things they build don't really look like domes: fire.png but i decided to go with it thanks for the feedback! im kinda exhausted so ill just go and watch some more Danny Gonzalez videos on my Samsung Galaxy Tab S whilest eating cookies.
Everyone, thanks for the great support!!! :smile: :thumbsup: @maoap W to accelerate, A/D to turn, E to inhabit planet, Space to see the nearest black hole. I guess it would be a good idea to write them down on the game page. @rexpeppers Okay, I'll make one now. Unfortunately I can't make builds for other platforms, sorry. https://youtu.be/0BdbrMKNu7s
@dimlight @acuriosity @maoap @shp @kogyblack @tigerj Thanks to all for the great support! :smile: :hugging: @koala-squad The vid is still processing... not sure what to do with it
@psjuk0 @frozen-stick @dimesto52 @reax @rodrigo-denubila @suchista @wizard Thanks to all for the lovely feedback! :smile: :hugging: @paulhocker "iim-game-2.zip" is the post compo version. I don't see how you would die. All you need to do is go upwards and then turn right. Also, if you're stuck in the tutorial, you can press Esc to pause, then Q to quit, and the click Play again to play the game.
There should definately be more levels. This is a great idea!
I really liked this one! Not much to say, it's great!
I encountered some collision problems (once I got stuck inside a wall and died), and the graphics could be better. If you can't make good art, I'd recommend making minimalist art instead of bad art. Alright, I'm done with the negativity! :sweat_smile: Apart from that, pretty solid entry. I had a lot of fun playing through it.
I was seriously disappionted. 3 stars.
@gaming-night No, in fact, the problem was caused by the fact that when you shoot the Bell on top of St. Patrick's Church in Deerville with a LV 27.43 Accuracy Sniper Rifle it generates a slightly lower sound than when you shoot any other church's bell with it. This led to many incontinuities with Graham Heiler's story and side-quest, f.e., when he said that his mother "loved and always obeyed Christ" and when his father said that "his favorite saint was St. Patrick". This plunged me into such a huge depression that I decided to not bring back his 4th Huge Chandelabra of Oatmeal and didn't get the 59 gold coins and 14 skill points for that quest. This made me far too weak to tackle Rabarbara, the Godess of Fruit and Juice, and therefore I was unable to progress the main quest and story so I had to make a new game.
@gaming-night Oh, now I understand! It's a good thing you explained that to me because I was almost about to give up a second time. Thanks! Made it 4 stars.
The intro text way waaay too slow. I think that it would be better if you were able to skip from one text to the other. Apart from that, well, I'll say, it wasn't really hard or interesting, just click on good memories and don't click on the bad ones. The same memories get repeated over and over make for a simply boring game. This is a good idea, if you would make the memories disappear faster, or make multiple at the same time, you would have something interesting and fun to play. This is a good start, but not a very good end product.
Sorry for all the negativity... best wishes man! :smiley:
It's a nice game. Movement is a bit floaty (which happens to nearly all platformers) so you can't really perfectly align a jump. I liked the graphics and audio. Good work! :smile:
It was a bit confusing at first, I realised later that you can put packages elsewhere and that you need to stack them Big -> Medium -> Small. After that, it was pretty stressful! Nice work. Got 4 points.
This was kinda exhausting, but I got 17250! I like the idea of making bullets disappear after time. However, I think it would be a better choice to just give the player autofire (so I wouldn't have to mash my mouse button). I think some more weapon types would be apprecieated as well as new enemies and better graphics. But the game overall is really good and fun!
Unfortunately I couldn't move "UnityPlayer.dll" from the .zip file.
Nvm, I did something else and it worked. Loved it! :heart: Devilishly hard tho :rage:
Loved it! Kinda exhausting but really well made and polished.
Really great game! Loved it.
http://www.mediafire.com/file/16t175w2nlb89zm/Running_out_of_space.zip/file I exported it for you! :hugging: I think that you should check out [Shaun Spalding](https://www.youtube.com/user/999Greyfox)'s channel. He got me into GameMaker and brought me where I am [today](https://nnnikki.itch.io). Also, I recommend checking out [Mark Brown](https://www.youtube.com/user/McBacon1337)'s videos about game design. Keep learning!
THE MOVEMENT IS A NIGHTMARE!!! Really humorous game, it really made me laugh! :smile: Aspecially with the sounds and art. But how come all Unity platformers are so hard to play??? Like, when I move, then I need to press the arrow key in the opposite direction to stop myself, because if I won't, I'll glide waay too far! What type of controlling is this?? If not for that, I would have probably finished this game. :rage:
Umm, there's only a Linux build??
Nice game! If this is your first game jam game, then congrats! My only problem with this game is that when there's a game over, you acn continue playing. APart from that, I enjoyed it! :smile: Also, why did you leave out the rating for audio and art? It was great!
This is a great game! Congratulations! Making the colony was challenging. I think that the cracks appeared a bit too often so it was really hard to build the 3rd stone temple. Cute and fun! Consider turning this into a full game.
Umm, what do the blue tiles do exactly? Pretty much nothing. Also at one point when I pressed "Next level", nothing happened, so I quit and went to level 2, but there it said that I haven't unlocked it yet??
Neat concept, but I think that it would've been a lot more interesting if you made the tiles fall after a certain amount of time and it would be possible to fall down. In the 3rd level, I found that it was mostly about dodging the ghosts instead of worrying about the falling tiles. Anyway, cute and fun game!
Nice job! Good gameplay and music. Kinda buggy that the music restarts whenever you restart the room. I recommend you try fixing that (make it only play on the beginning of the game).
Loved it! Cute ittle puzzle game. Perhaps you could expand it and make it into a full game?
Wow. Just wow. What a game. I would never think that such a game could be made for a game jam. I was really amazed. Congrats!
Fun little game! I liked it, it was quite hard. Special Mode was also a nice feature. Obviously because of lacking time I can see that the game looks more like a prototype. Too bad @mapedorr already recommended Mark Brown's video on game juice, but if you're a newcomer, I really recommend watching all of his vids. They really teached me a lot. Good work!
PS This image is totally not edited and I really got this score:
1a4d1.png
I loved the tense and mysterious atmosphere. However my run ended pretty quick because of the clumsy controls and LIVES. Like, they were used 2 decades ago. Why does every game HAVE to have lives??? So anyway, the concept, art and audio are good, but the gameplay is bad. Try working on that. Try making movement fun and easy.
Quite nice! I liked it.
I was really excited for the game, but the stability took a hit. After the first 2 bosses (which didn't make any problems), I got into the 2nd phase of the Snapchat ghost, where I clicked 4 wrong folders and then there wasn't any speech, no buttons, no anything. Just the phone's screen with nothing on it and music playing in the background. A bit more polish would make this game a lot better.
This was quite a fun experience!
Probably the best game I've seen on LD42 so far.
I need to admit, I love your work. Your puzzle concepts are always new and innovative. WHat I find lacking though, is the "game feel". There's hardly any sound and no music, which I understand might be from time constraints or lack of ability to make audio, but I think that your should team up with someone who can do the assets and really make your game stand out. Great job!
ARGHH I HAVE TO WRITE A GOOD COMMENT AGAIN. RRRRHHHAAAAA
I have mixed feeling about this game. As Koala Squad noted, the puzzles were a bit lame (this is a problem I have myself!) The monsters were more skill-based than puzzle-based. However, the mood and art were great, the music a bit boring but good. Overall, great game! Good job.
Quite nice. I guess the controls could have been improved a little, because now the game is a bit too easy and that also makes it boring after some time, when you get used to everything. I also think that the bigger danger is the moving camera instead of the mantis power, which makes it pass less to the theme. You should make a gradually falling floor so you can't get too ahead of yourself, but also make it possible to stand in one place until your power runs out.
Those are my recommendations.
Someone probably mentioned that the further you put your cursor from the player, the more accurate it is.
I found the main game pretty--NO! NO NEGATIVITY! POSITIVITY!--fun! And the loss of your body parts makes an excellent conjunction to the theme. The only thing I didn't like was that, well, y'know... drones are the only enemies? Really?
I didn't have much to think about.. just 5 stars in every category. Probably the perfect LD43 game. This could easily become a full game, if you just expanded it a bit.
The best game on LD43 I've played so far.
Good boi. I think the only downside is that there's only fighting, and fighting, no camps or treasure along the way, or maybe imprisoned people who you would free and they would join you. I could clearly hear that you didn't have enough time (from the SFX), but no worries. This is a great start!
THIS IS AMAZING!!! YEEEEEAAAAHHHH!!!!!
Sorry. Got a little carried away there.
So, as you can tell, I really liked this. But why? I dunno. It's cool.
Idea was really good, and the graphics and level design was perfect. Unfortunately, it lagged a lot and the controls were really unresponsive, which led to frustration whilst backtracking. If not for this, the game would've been a fun to play and original idea.
GHHHGHHGGGGGHGHHHGHHGGGH.
"Oh, okay. I see. Now I should press the fire button aaaaand..."
BREAKING NEWS! The terrorist has escaped.
".......I think I did it wrong."
Well, I had a super fun time nevertheless figuring out how to use this weird contraption and blasting off to failure. Good work.
Very, very good. It must be hard to be a solo dev. I wish you the best of luck on your dev journey.
@wskilljoy @game-coder28 @cowa @gilborn @duck-games @william-derksen Thanks to everyone for all the immense feedback! 7 comments in 1 day, that's a lot. I played most of the time with mouse controls, which are much easier for me. Faster turning could mean too much turning, but I can look into that. The concept, while maybe a bit overused, I think I still made my own by having to sometimes sacrifice your life to get ammo. As for the freesounds, well, whoops. DIdn't know that. ๐ณ I guess the only natural thing to do is to make a post-jam version (which somehow ALWAYS manages to come out) and remove the sounds from the in-jam version. Oh well!
@megalink I wanted the whole thing to look similar to something like the game "DATA WING", where you kind of move around a computer console. That's where the player design and glitch effects came from.
@echo-team I mainly played with mouse controls, where it's much easier to turn around, so keyboard controls may seem a bit harder. Sorry about that. ๐ฌ
@ursagames The enemies WERE NOT spawning on top of you. They only spawn at the edges of the screen. What happened was that you lost life due to shooting, and then there was the "glitch effect" that always happens when you die. Remember that you lose BOTH health AND ammo when you shoot.
@marvalgames I just want to make sure that the player knows how the game works before starting.
@alysson-moraes @mohrro @antti-tiihonen Thank you all!
MMMM!!! That blood! That shake! It just makes killing so much fun.
No worries! ๐ Game jams are for game developers to learn, after all. If you keep on improving and learning, you will gets there eventually.
Edit: I'm a GameMaker Studio 2 dev too, so here are my tips:
-Build it as a ZIP FILE, not an INSTALLER. Why? You'll get better ratings. It always somehow works, though no one knows how.
-RENAME your game in the Windows Options. Because, in fact, you game is called "Volcanic Ritual", NOT "Made in GameMaker Studio 2".
-following from that last one, make an ICON for it. [Here's a very good PNG to ICO converter](https://convertico.com/).
This game really amazed me. Despite the poor assets, it was surprisingly fun and funny. I loved the bad speech-to-text and outright stupid solutions of the doctor (like really, every single thing this nibba does kills the patient). Anyway, after a bit of getting used to the controls, I found myself in a state of flow, though sacrifices didn't really need to be made, I saved everyone I could. I'm tired of writing this comment now ghoodybye
Clearly looks as if it were designed for mobile. I really liked the art and audio, and the whole concept, though as you said before it might've been a better idea to use a move counter instead of a timer. Good work!
https://youtu.be/bE_ZuNp1CTI
You guys should watch this. Honestly, I'm kinda disappointed with all those team members. It seems a bit... underdeveloped.
Edit: after looking back, ghghghgghghghghg. I wish I could word this. AYAYAAYAgood job.
Probably the only reason I gave this a three is because of the art, which is GORGEOUS. But the rest is, well, okay. Not really super good. And you will need to learn that it has to be super good, or super innovating, or super fun.
While I know this is supposed to be "funny", I couldn't help but quit after the first level. All the sounds and graphics were horrifying.
Mixed feelings about this one. I loved the idea and presentation, but (at least for me) it wasn't very.. intuitive? I guess that's the word. Blasting away was quite hard, it bounced you away a lot vertically but almost nil horizontally. The physics are a bit off. I don't know how to end on a positive note without feeling awkward, so I'll just write this sentence! ๐
Very smart puzzle mechanics! A bit more polish would've helped, but I understand that time during LD ticks fast. Great, really great game!
It's kinda weird because to move in one direction I had to press the arrow to the other direction and I didn't really use W or S much.
Good job. Game jams are there for you to learn so if you'll excuse me, I'll give you some very critical and critisising feedback.
LACKS POLISH!
PHYSICS ARE WEIRD!
THE LEVEL WHERE YOU LEARN TO ACTIVATE ANKHS WITH BULLETS IS IMPOSSIBLE! (i think)
NO MUSIC!
Thanks you for accepting this highly aggressive critisism.
Neat! Perhaps, to make it harder, you should die when an enemy reaches the ground, or stays dead for too long.
Really, really, unexpectedly fun. Fun and a lack of polish, models, or music. That's what this game is.
'ere ya go boi https://www.mediafire.com/file/2wacc2fijyta9mb/Downgradius.zip/file
I think that the theme could have been used more creatively, more in the game design than the story and theme. But good job nevertheless.
(oh no my english teacher will kill me for starting a sentence with "but")
Just like literally everyone else, I will add on to the endless wave of "Controls are unintuitive." 'Cause they aren't. Good work tho.
Wow... so many comments. So I guess telling you that this is a great game and awesome idea and that I love your games doesn't matter, does it?
AHH STUPID LAMP! I wish I didn't have to retype the entire code block every time I hit that stupid lamp. But I guess that's the whole point. Oh well. You might've also made it cleared that I actually need to type the code, nto mash the spacebar, but that's okay, I guess.
Just saying, the waves were WAY too boring. An enemy came up every 3 seconds or so, and apart from more health there was no difficulty curve, it was just constantly the same old point 'n' shoot. I actually never used the light because it was useless with how easy the game was.
Solid. Dunno how it fits to the theme tho.
You could make it cleared with how to actually play the game. The 3rd level was, as far as I know, impossible. I killed all the bards before getting to the end.
Miller, you have not let me down. This is such a cool concept! It would be nearly effortless to make a full game out of this, all you will need to do is make interesting block placements and see if they're possible to beat.
Really nice game! I think you could re-make it into a full game. I loved the calm music and the mechanics. A few small nitpicks would be that some of the UI was too high up and covered up by the bookmark bar, some of it was too low, and in the beginning, it was a bit hard to learn the mechanics, since everything was happening so fast. A tutorial would be nice. Apart from that, great job! :thumbsup: :smile:
Really cool animations. I didn't really see any real gameplay though. As far as I can tell, you just keep going. Once the "Tired" bar went empty but for some reason he didn't go to sleep.
Wow! Such a great game! You should work more on this, maybe make some more story and add different dialog when you fail the second time. It was laggy (escpecially when I flew past the leaves of the trees - it was ~4FPS), but that's for pretty much every single Unity game I play, so I can't complain. I loved it.
It needs some kind of "OpenAL32.dll"
I really liked it! The UI, graphics, audio, and concept are quite nice (even though it's a bit unoriginal). I had a small problem where I enter the game and there's immediately a sharp turn which I cannot get ready for, so I end up banging against the wall. A way to fix this would be to have the room visible for some time before the player appears.
This is exactly what I mean when I say that video games are art. This is fantastic.
Quite noice! I liked the gameplay, it felt good to whizz around and bang into everything :laughing: 2 small nitpicks: the road was texture-less, so sometimes it was hard to judge the distance to a curve, and I didn't really see the life decreasing as you sped up. Good job though! It was fun.
I loved the atmosphere. The big smile reminded me of Flowey. I just found it a bit strange that I sacrifice one person, and then they descend, the other one walks away, and then it says that the other one died. Did both people die or only the person I didn't sacrifice?
Anyhoo (it's quite a yee-haw word, ain't it?) the graphics and audio were great. I just wish there was more story.
Fun(ny)! I enjoyed it. :grinning:
Cool little twist there with the life being interchangable with other things.
If there's any nitpicks I can give you, it's this:
- You can sometimes "kill two birds with one stone", quite literally. I'm not sure if this is intentional, I just thought that it was a bug. - You should reload once you run out of bullets, not after every shot. When I was shooting quickly, the sound was kind of annoying. - The UI looks a bit unpolished... you should get rid of mistakes in the writing and make it more symmetrical, clean, nice to use.
As I said though, these are only nitpicks. Your game is fun, and that's what's important. Great work! :thumbsup:
Hi @spudward ! Thanks for the feedback! I actually also realized the strange control placement, but a bit too late. Could you tell me what the crash screen said? I'll do my best to fix the bug.
@erudis Thanks man! It's actually more inspired by Brawlhalla, but they're similar anyway :shrug:
@skalex Haha yeah, if I had more time and less trips to the church :angry: maybe I could add some more polish. What did the error say?
@joemanaco Yeah, I'm working on making Mac exports as well.
@devbat8712 It's kind of like you spend the currency that is your life on attacking your opponent... I'm not really sure what mu train of thought was. I first actually wanted to implement weapons, but time exists.
@majadroid You can also jump back in. You have a triple jump and a wall jump, you know.
@cogcomp @gamefive @franklins-ghost @jackson-makes-games Thanks guys! This means a lot to me. :smile:
@joror I'll add some more levels in the next post-jam update, and perhaps even different characters. Thanks for the suggestion. :thumbsup:
@ddrkirbyisq Whoops! :flushed: What a dumb mistake. :sweat_smile: The dashing has been limited, and the bug fixed.
It's really hard to get any points, because of a lot of factors:
- the camera moves slower than the cursor, and the mouse can come out of the window in the browser window, making it impossible to scroll further - the bullets don't shoot directly in front of you, but from the gun, making them slightly inaccurate - I wasn't able to kill even a single gray model - all things aside, the UI is pretty gross. I mean, you shouldn't put a big button right over some text, and maybe you should change the font/text size/color
Wow! Cool! I didn't manage to figure out the solution, but it's certainly an interesting game. I didn't really see the theme though.
The combat system is really cool and risk-vs-reward, but I find it a bit unpredictable. In an ideal world, whether you get hurt or whether you keep your shield for too long would depend purely on player skill. Art was great. Nice implementation of the theme.
First of all, this should be a full game with more stuff. It's a really great idea, and a great implementation. I loved playing it. As someone else said though, it would be nice to be able to rotate the components, as well as having even more powerful items. Well done!
More content, e.g. people, things to talk about, ways to impress them, would be welcome. Now, this game seems more like a test build than an actual game. Tip #2: try to make your game playable without any third party platforms.
Quite hard and addictive! Here's a few tips:
- I found that sometimes I would ram into a wall and it was hard for me to get out. - If it says "Invert controls" it probably means it will invert the controls shown in the tutorial. Therefore, if you put the inverted controls there, people will get confused. - If you have a build for another platform, remember to put it up on the Game Page.
Nice little dungeon crawler! I loved the artstyle and atmosphere. The fighting system is also quite unique. I liked it.
Just like someone else said, the walking is a bit tedious. I also didn't understand why there were blue jumping slimes in hell? I couldn't attack them? Some of them had half-filled health bars? WHO ARE THEY???
The idea is cool tho, I'll give ya that.
Cool concept, good execution. What I didn't like: * The lack of music (which is in every one of your games). I think even a simple background tune or even some ambience could help, at the moment it's just silent all the time, and it somehow feels less of a game. You can easily make music in something like https://www.tones.fm/tones/calm or, if you happen to know music theory, you could give Bosca Ceoil a shot. * The bland-ness ..? of the sprites. You could use a few random tiles to shake it up a little, it currently looks more like an abstract location than a real place. * The lack of juice. Just a bit of screenshake and particle effects and your game is a lot more fun to play. * And finally, why don't you try something new with your games? Chaseplays already said that you pretty much mastered the genre, and jams are there to try something new. Do something you've never done before.
Ayy, if it ain't good ol' Geta Gaming Inc.
Usually, I try to play games without seeing the instructions first just to see if they have a tutorial, or if they're intuitive enough to learn on your own. Honestly, I thought it was simply over-complicated. I ended up just holding down space and frantically clicking most of the time, and I thought it could do just fine if you'd only move the shield around. As a rule of thumb: if you can make something simpler without making it less fun, then absolutely do it.
In everything else though, I liked it, especially the punchy sounds, screenshake, and music. Well done.
At first, I was like, "what is this music", but when I discovered all the collision bugs, it was honestly quite fitting. Untitled.png I was ramming myself into the white zones until I discovered that the bar has depleted and I had to go to the next one, and when I went there, the bar depleted a bit, but then rejuvinated? I was confused.
* The window was too big for my browser. I could simply zoom out but I figured I would tell you anyway. * At first i was simply confused. Why couldn't I manually change my direction? Why does the bee simply fall through the flowers? Don't worry, I read the description, but I'd suggest putting a tutorial in the game anyway. There are people who don't read descriptions. * I liked the back-and-forth gameplay with the flowers, but the pinecones are simply unfair sometimes. You fall and rise too slow to react to them, and if they just happen to spawn in the wrong place, you're doomed. * I think being able to change direction manually could solve this problem. * I think the game should automatically restart after a 1-2 second timer. Currently, pressing the button is simply tedious.
I appreciate the idea, however I think that it's fundamentally broken because the player has so little actual interaction. You just tag some crystals and then have to rely on random chance to continue playing; there is little direct correlation between being able to play and your actual skill. What I would suggest is that after you die, you take over the soul of another crystal, or even something as minor as respawning immediately so the crystals have a higher chance of hitting you. That way, the player's actions will have meaningful consequences, and their decisions will be important.
I was often simply confused. How long is a bar? The dot moves way faster than the bar, so should I press the keys when the dot is there, or slower, or what? I couldn't get the guys to jump, either. Mostly I was just randomly pressing keys and hoping for the best.
On a side note, people will click on the window to focus it, so don't make it jump into the game upon click.
I don't really have anything to critique about this game. I personally didn't find it very fun, but I think that's just my personal preference.
When I opened the game, I was simply baffled because of all the numbers. It would be immensely helpful to include a tutorial in-game so the player can learn instead of being overwhelmed. That and the fact that it's a time-sensitive game - I played another game called The Shopkeeper which also chucks numbers in your face, but at least gives you time to process it. Most players will be overwhelmed and quit, not willing to learn everything on their own.
I saw your 1-month Steam game project and honestly, I was disappointed with this. The space pirates shouting had very audible noise, which you could've easily removed with Audacity. The colors in the background didn't look nice, at least for me. The character walking was also too slow in my opinion, and the text in the intro was too small. Pretty much the only thing keeping this game together was the concept, which I thought was quite interesting, but with the poor execution it felt unfinished and as if it didn't live up to the greatness of the idea.
I swear, I'm not usually this negative. But rating games has taught me to always be critical and tell people everything I thought was bad, because they already know what's good.
The gameplay loop doesn't allow for many choices, just move right, shoot enemy, take 1 body part, repeat. Which body part do you replace? The one that is damaged most, or the best one in the enemy. Your decisions don't have any long-term impact. I suggest that maybe you get some kind of score depending on which body part you choose or whether you take a body part at all, or that if your arms are damamged, then you can't shoot, and if your legs are damaged, then you walk slower, etc. Try to make some kind of conflict between staying alive and getting arbitrary points to make the player's decisions more interesting.
I won't point out the obvious, so here's what I didn't like: * There was no option to pause the game * There was no option to fast-forward * No level select screens or anything like that * I thought the game-over animation was a bit bland, maybe you could've made the guy explode or something?
Wow, that was creepy! It's uncommon to see a horror game made for a game jam. Sometimes the movement and level design seemed a bit wonky, in the way that you could fall through a crack that you didn't see. I would also suggest making some consequence depending on what items you pick up, e.g. when you pick up a battery you start to move faster for some time. I would also suggest adding visible vision cones/areas, but that might take away some of that horror tension and bring it into the carefully planned stealth category, so make of that what you will.
I think this kind of simulation/strategy game works waay better in 3rd person, and if you want to do it 1st person, you have to do a lot of fine-tuning to make sure the player sees and is aware of everything. Also, I placed down a bunch of pylons and then was stuck because I had no more resources.
@mantaraytv-games Thanks for the feedback. Tbh, I just wanted to really give the player that feeling of impending doom, though I might've gone overboard with the screenshake. I never know how much is too much! Do you think there's anything else that could've been improved?
@dev-dwarf @zyro I actually didn't consider epileptic people when making this, I'll make sure to do that next time, maybe also decrease the amount of screenshake. (I did that in my commercial game, I just didn't realize it would be important for a jam game).
@huvaakoodia Hah, just when I thought I finally used all my previous experience to make an actually fun game, this is what happens. Life hits ya hard sometimes. The energy is actually indicated by the color of the bolts in the core, and the screenshake is caused bythe energy, and the timer, and the amount of troglodytes. You're right, it would be better to send them to different places and I also thought about sending them in waves.
Huh, the one of your website didn't ever load, but the itch one did. Some of the riddles I found to be too cryptic, especially with some objects not being very identifiable at first glance. When I heard of the "golden thing that stores your garments", I thought it meant a clothes hanger. When you have to rely on the player figuring something out based on words, you really need to put a lot of time into playtesting.
This did spike my attention based on the premise, but needless to say, I was disappointed. The gameplay is incredibly basic - just check two things every time. it mostly consists of moving the passport-thingy and clicking the stamp. You should include some more things to check, because otherwise the player will get bored in seconds. The reason Papers, Please works so well is because every day you have to check more stuff, and it's not just one metric, but multiple ones.
Core gameplay: * I found it really fun to just hop around. You got that right. * It could've used a bit of screenshake and particle effects. * I also think that just going to the right by itself isn't very interesting, and gets repetitive and boring after some time. Maybe if you added some obstacles in the way of the frog. Bugs: * Eventually, the trees ended and I was just hopping around in T H E V O I D Untitled.png * The window popped up in the top-left corner of the screen, and I couldn't move it away. * Personally, I think that the animals appearing out of nowhere and the frog just disappearing looks a bit janky, even if you just made them fade in it would look a lot nicer.
The text in the help menu is way too small in my opinion. Also, some items seemed to disappear randomly after the first turn, and I seemed to be penalized once every day. Other than that, it just seemed to be kinda lacking in gameplay - you just give them the things they want, and that's it. There are no real important and tough decisions to make. Maybe the player should be given the option to see all other customers and what they want so you can decide who to give what items, or maybe different characters can give you different amounts of money.
117! I found this to be surprisingly fun, although simple. That shooting sound effect! Dat bass! It was fun. I did find it a bit janky, in a way, to control the shield thingy, especially when my cursor went out of the window, and I also saw no reason to not use the gun at the same time as the shield. Maybe disable the shield when you shoot with the gun?
Honestly? Super fun. Even though it's so simple. I would've loved to see more things come into play over time, and also I would've developed a system so that the things are constantly coming, but not all at once, ya know what I'm sayin'? There were times when you just kinda waited awkwardly, and then had to do 8888 things at once.
I don't see how this fits into the theme, tbh, but I love the idea anyway. Unfortunately, I got stuck very early on. What do you put into the drive letter?
I found that the main game kinda lacked in depth. Every level is just: put the plant away, explode all TNT in sight, take the plant, move on. If the game is meant to be a puzzle game, then make some puzzles that require thought and that aren't obvious. In addition, the plant seems to be only added as a link to the theme, it doesn't have actual gameplay value. All you have to do is put it away before placing the bombs, and then take it again. There is a simple law in game design that if you can simplify something without making it less fun, then do it. Sometimes less is more.
The game generally feels unfinished, in my opinion. I could levitate by holding W? Anyway, more importantly, I feel like the main game loop is too monotonous. All you have to do is shoot the enemies. If you had implemented another thing you'd have to do at the same time (a similar game called The Last Tree has you watering the plant), it could really spice things up. Suddenly, you're asking yourself, do I kill the enemies, or do I water the plant? Furthermore, this could be expanded to having the player move around the level to collect something.
Interesting, but the game loop is honestly rather plain. If only the game had more various interactions with Franky, or even some that interact with each other, e.g. the peasants going after the rabbit to kill it, it could result in a much more interesting game loop. Another nitpick is that moving your mouse all the way to the top-left corner and back is a bit tedious, I would implement hotkeys.
I liked that you put in some juicy sound effects and screenshake, but honestly, good graphics and audio cannot fix a fundamentally... simple game. Games are most fun when you have to make meaningful decisions, and when the best decision is not obvious. Currently, it feels more like a sort of 'test' than a game. You basically have to walk left or right to the nearest man and shoot him. That's it. Maybe if you included other pandas to save, or some other thing to do at the same time, the player could get stuck in a loop of "do I save the panda, or do I use that machine?" A game I just played called [Save the Earth Initiative](https://ldjam.com/events/ludum-dare/46/save-the-earth-initiative) manages to pull this off. It's very simple, but also very fun.
Jonas Tyroller has some good videos on decision making:
https://youtu.be/plj09H-aLOk
https://youtu.be/J_qQ76ouWXI
The gameplay loop doesn not provide much choice to the player. It's always "kill all enemies, then water tree". I think the game could be more interesting if the player was incentivized to get away from the tree, to maybe gather something. Maybe even halting the growth of the tree until you collected, e.g. if you had to find rivers of water to refill your watering can. That would introduce a it of tactics, variety and choice to the player.
I can't see how the theme fit into the game. Are you just keeping yourself alive? Because in that case, that's basically the premise of all action games, and I just don't think it's very creative.
A problem I see with a lot of jam games is that the gameplay loop is too monotonous. All you do here is shoot the robots, and continue shooting. If there were collectables, or something else to do, the game could be a lot more interesting.
You have a very good starting base, but unless you give the player some real insight on how the system works and what all the buttons do, they will not understand anything (like me), they'll try random things and be frustrated. If you have a complicated game, then teach the player how to play it.
This game is near perfect! You got the game juice just right. I honestly can't think of any criticism except maybe adding a menu screen.