Foon → Ludum Dare Explorer → Users → Norgg
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 33 | You are the Monster | Embizzle | compo | 262 | 3.40 | 2.85 | 3.55 | 2.85 | 2.61 | 3.00 | 2.83 | 36 | |||
| 2015 | 32 | An Unconventional Weapon | Flight | compo | 536 | 3.19 | 2.96 | 2.83 | 3.18 | 3.20 | 3.48 | 45 | ||||
| 2014 | 31 | Entire Game on One Screen | Snow Buddy Loves You: A Snowoperative Adventure | compo | 459 | 3.28 | 3.33 | 3.24 | 3.82 | 2.79 | 2.59 | 3.07 | 2.81 | 57 | ||
| 2014 | 30 | Connected Worlds | gardians | compo | 977 | 2.76 | 2.50 | 3.26 | 2.32 | 2.50 | 2.21 | 42 | ||||
| 2013 | 28 | You Only Get One | First Impressions | compo | 179 | 3.45 | 3.52 | 3.97 | 3.28 | 2.97 | 2.81 | 3.76 | 3.36 | 56 | ||
| 2013 | 27 | 10 Seconds | Hungry People With Swords That Are Too Big | compo | 758 | 2.86 | 3.11 | 3.17 | 2.76 | 2.47 | 2.71 | 2.59 | 64 | |||
| 2013 | 26 | Minimalism | Space Captant | compo | 283 | 3.45 | 3.33 | 3.82 | 3.52 | 2.98 | 2.88 | 3.36 | 3.42 | 100 | ||
| 2012 | 25 | You are the Villain | Hopesington | compo | 194 | 3.30 | 3.29 | 3.67 | 3.74 | 2.30 | 2.25 | 2.38 | 2.91 | 100 | ||
| 2012 | 24 | Evolution | The Kittelutioning | compo | 104 | 3.52 | 3.57 | 4.14 | 4.23 | 2.60 | 2.58 | 3.78 | 2.97 | 87 | ||
| 2012 | 23 | Tiny World | Smallworld Survival | jam | 218 | 2.38 | 2.04 | 3.19 | 3.13 | 1.70 | 1.00 | 1.50 | 2.29 | 88 | ||
| 2011 | 22 | Alone | 'malone? | compo | 589 | 2.08 | 1.92 | 2.12 | 1.68 | 1.88 | 1.96 | 1.31 | 1.45 | 2.06 | 77 |
I've fixed the invisible bullet bug now, there were some not being collected properly, I'm a bit unsure as to whether that's within the rules under minor bugfixes but I hope it's allowable.
Bullets do damage based on the relative velocities between them and you, so it's possible to take a few hits before dieing, I didn't get round to having visual feedback for taking damage though.
Pretty harsh being able to lose while you're reading the intro text...
Sorry, couldn't get this to run. I've tried up to date versions of Chrome and Firefox. What browser does it need?
Really nice. Love the cute innocence of the dinosaur as it playfully jumps on cities kills hundreds of people.
The cities and people scaling up too made it seem to me like the world was shrinking rather than that I was growing. Which I enjoyed anyway.
Awesome artwork and music and enjoyed the core mechanic too.
I don't agree with people saying the buttons were confusing at all, they were really prominent and clearly in the nice and concise instructions.
I found almost all of the levels to be on the easy side and the random generation kind of worked against the level progression, made it feel a little bit grindy. I think a few hand-crafted levels with interesting puzzles to work out would have worked better than the random generation here. Being able to just plunge off the side to get a light without really having any consequences seemed odd too.
Hit the vaporise bug here too. After restarting the game and using the camera controls... Boom!
Love the art, like the mechanic.
What just happened.
Really nice! I didn't quite understand how health worked, I assumed that getting the huge hearts would permanently increase my maximum, but once it dropped lower again it wouldn't go back up higher than the starting health.
It feels like for the most part gameplay-wise capturing creatures is more effort than it's worth. It's just double the XP, you've got to take them all the way home and then you've got to keep them fed and XP doesn't increase anything except what you can capture. Still, collecting them is fun and cool.
Picked up on the same tactic which others have where you just shoot out the bottom of the buildings, which makes the game a bit short, very nice and simple and polished otherwise though.
Nice traditional bullet hell schmup. Ending was a bit anti-climactic though.
Ouch, really difficult, got to the boss of the green level, hardly anywhere on any of the others. Having to try and look for something to beam off of, where the enemy is and dodge all at the same time is a lot to cope with. Fun though!
Really nice, fun little mechanic and I get the feeling I'm finding one of several solutions for most of the puzzles, which is something I like. Got up to overtime 11, some indicator of how far I'd gotten through them would be nice, as would some way to save.
Awesomeness.
Oh god the eyes.
Nice! Had to play through a few times until I'd got all of the keys, was slightly disappointed that nothing happened when I did. Sort of love/hate how bumping into an edge while jumping slows you down so you can only make it up one tile.
Scintilla is amazing and eye-melting but I didn't really get much out of the others. Great concept though.
Mesene: Thanks. Not sure why it wouldn't work on Firefox, it's a java applet and works fine in mine, might be an issue with your java install (applets are still kind of terrible, but it was the easiest way to deploy for now).
Anyone else trying this out, I'm wondering now how many people figured out what the shapes and colours mean (which should be reasonably easy to figure out) and how reproduction works (for which I suspect the details are probably a bit too obscure).
netguy204: Thanks! Yeah, this is a bit of a prototype for a much larger game I'd like to make that I'm still at the vaguely thinking about stage of. I don't think I'll be doing much more on this code base as such though, probably starting from scratch.
The best way to keep people alive and get them to reproduce should be to keep them spread out into smaller groups, though however you have people split up it still gets into quite a clickfest around population 30 or so.
oldtopman: Have put the source code up, wasn't a requirement of the jam to provide source, it's kind of messy. Also because I thought it'd spoil the game slightly.
I stupidly didn't keep the exact version that I uploaded for the jam around, the non-fixed version there should behave the same, but with an added debug mode if you press "d", showing the path finding as well as dark grid squares where the cached distance values weren't cleared. The fixed version clears those, making the pathfinding work much more reliably.
The pathfinding is a start at A* which wasn't properly finished because it worked "well enough" for this.
Nicely done, too much on the frustrating side for me though. The suddenly clinging to walls at the slightest touch kind of messes with what's otherwise a really fun flow of it. Would be nice if the difficulty ramped up a bit more slowly too I think so you can get the hang of flying a bit before being hurled into the really hard stuff.
Ouch, that grass texture... Otherwise well done for getting something multi-player going in a Ludum Dare.
Nice, on the hard side though, found it difficult to find tactics which wouldn't just take ages, like just massively upgrading one unit to out-range everything else.
Really nice, loved the balance of it, I like how well it punishes being that little bit too greedy.
Nice, liked it, especially the world generation, though just "played" and won around by sitting and watching it without interacting at all.
Huh, trying that a few more times it seems I was just very lucky with the setup that time, was a fairly clumped population starting on a larger continent, with one smaller island that remained uninhabited by humans.
I like the idea and would like to see where it goes, but haven't managed to get that far due to the falling out of the world bug.
Nice! Not got the time to play it again properly (not working everyone straight into the grave) right now but will try to come back to it.
Not bad, though there's a bug where dead birds keep on dropping coins if you shoot them.
One day I too hope to evolve into a princess.
Enjoyed the swarm/unswarm mechanic in this.
I didn't find this emotionally affective at all. It's simplistic gameplay to tell an over-simplified and one-sided story and your description over-sells it.
The graphics and sound are decent though.
Really nice start to this. Enjoyed the pace of discovery, hope you carry on with it.
This is awesome, I think I missed a lot of combinations, but was happy with where I got to.
Twisted Devolution: It is accessible, but it's not a syringe, I thought it was too.
Interesting idea. There's a flaw in the game mechanic at the moment, in that to "win", you just need to grab a few slugs and cast the spell, which doesn't require using any of the other game mechanics at all. One way to fix this would be to have an inventory limited to 5 or 6 slugs (or limited by weight like you'd intended I guess), so you'd have to find a way to breed better ones before you can win.
I don't get what's going on here. A couple cosmetic things seemed to change over the course of several rounds, and the base game of pong isn't engaging enough to play past that.
Interesting, a good start for something. It does get really slow when the population gets higher and there's a couple bugs, like adding a person says "-3 food" but doesn't actually subtract it from the total.
Could you post the source since this is a 48h entry?
One awesome little bug is that unemployed people will walk off the world into space.
Kind of interesting, but the error messages are a bit too vague when you use a correct command with an incorrect object.
Has the game finished when uni.bb is created?
Aaaaaaaaaa! That is all.
Satisfying explosion is satisfying.
Nice entry, really good graphics and the tortoise and the hare were decent challenges. I didn't get on with the 3D platforming though, it's something I don't really think works well as a challenge in general (with perhaps the one exception of Journey).
Cute in every way.
There's a slight bug which has caught me a couple of times. Sometimes you find a girl next to a hedge, if you decide you don't love her, she'll leave you trapped in the hedge.
@tripleVisionGames Haha, I am sorry it's so short. I will probably do some more work on this at some point, though I have other projects I really need to finish off first, may work this game in as a sequel-y thing to the game I've been working on for a while.
@AMSmirnov The number of kittens in the next generation depends on how many you rescued in the generation before, they mate in pairs. It's a bit randomised, but I think the theoretical max population by the end is currently 32, I capped it at 10 for the Ludum Dare version, but uncapped for the Kongregate version.
@tupperwarespoon If your kittens are upside down you have probably damaged the balance gene.
Haha, nice. I remember the map this was based on (and the tactics for it) well... Didn't even see what the first evolved critter looked like on the first playthrough.
Nice work! Enjoyed this and completed it to the end. Reminds me a bit of the infectionator or pandemic series.
I didn't actually find the game hard as such, I didn't feel like I was at risk of losing by running out of men at any point. Managers were easy to deal with by infecting and doctors only temporarily cured someone.
I found the last level to be pretty frustrating sitting in a save position with plenty of infected people, but having to wait for several minutes for someone to finally go to the top floor.
Argh! Mined. Do the gold ones do more damage? I keep dieing when I seem to have one gold one and several others on me, but I'm frantically waving the mouse but not shaking off the others successfully.
Found this to be fun but a bit too easy myself, the immune system doesn't seem to keep up with your evolution much and I never really felt threatened.
Nicely executed in general, although making the item values random makes the difficulty vary wildly. The first time I tried level 2 I felt like it was completely impossible because the TVs were valued very low, the second time I passed the level on the 2 TVs alone.
A nice start to something, it becomes a bit easy once you've got a stable source of food and stone though, would be nice to have something to be fighting against. The omnomnom sound is great.
Nice! I do like the random misbehaviours here, it'd be nice to be able to read them all once you're dead though, pretty hard to keep up with them while you're alive.
This seems to be semi-turn based, did it start out completely turn based to start with? Having time to think between moves might make for an interesting alternative way to play this.
Really difficult game. I managed to get a second pyramid up on my third or so attempt, but then got totally swamped by many, many more rebellion events than I could possibly deal with. Not sure if I was meant to ignore those and concentrate on the really vital stuff (like keeping enough logistics saved to rescue my pyramids), but it was pretty much impossible to click through everything in time. It's be nice if there was some icon to indicate the type of event so you could focus your actions a bit better.
Argh, but I forgot should add that I do like the idea and enjoyed it!
Victory at last! The AI on the hero is done really well.
Nicely executed game here, the mechanics feel nice and solid and satisfying and the graphics are nicely done.
It does match the theme, but that feels a bit jammed in at the end, could do with a little foreshadowing earlier on.
The graphics in this are lovely, I found the platforming physics to be a bit overly frustrating though.
In the web version the right-click to place dynamite brings up the context menu, which then takes you away from the page if you click wrong.
Okay, I actually really like this and think you packed a lot into this in the 48 hours.
The controls did feel quite clunky, and being held in place to perform one action at a time breaks the flow of what could otherwise have been really interesting combat. Things like being able to breath fire while flying or taking a running jump into flight would have been great. I agree with awppy's suggestion of running along with a claw outstretched to grab people to eat too.
I didn't quite understand what ducking did. The ingame text said it "reflected arrows", but I never saw them bounce back, and boulders still hit me.
The hitpoint system combined with just instantly respawning nearby when you died made death seem pretty meaningless here, just a very minor setback.
Yes.
Ran for me, put some lava around the place.
Interesting, there's a lot of depth here and the soundscape is nice, only got to level 2 just now but will be giving it another go.
Ran fine for me, and I really liked the little cutout people. It'd be nice to see some element in there to make it a bit more challenging, currently it doesn't seem to reward accuracy and you can just click away as much as you want.
Managed to find the first shopping cart (SPOILER: Just southeast of the spawn point), but couldn't find any others if they exist. Found some portals to Somewhere Else which were kind of intriguing and I liked that you'd managed to get several terrain types in there. Some indication of where to find shopping carts would be really handy.
Neat. Would like to see an expanded version of this too, maybe with a time limit or ramped up difficulty. I'd suggest moving the download somewhere without a queue too, was a bit of a pain.
Pretty interesting level. I found the feeling of slipping off the edge platforms to be pretty frustrating, bit of a symptom of a few Unity based platformers I've played recently which don't tweak the physics engine enough.
Nice graphics, but the hit detection seems kind of off, I often seemed to have my sword sticking through another knight without hurting them.
Nice graphics, though I didn't quite understand why some of the "healthy" things to do (like the treadmill) were needed to kill the person.
Argh! That last level is infuriating! Awesomely done.
Ohhhh, figured out a tactic for the last level and felt so evil. Beautiful.
Haha, and going back to it, the fact that you track the fastest time you've been defeated in gives it an awesome little moral choice edge too.
Strange! I actually enjoyed the combination of the crazy physics with the crazy music and the abstract artwork, made the whole thing feel quite unique, even though the actual gameplay doesn't have much depth to it.
This was pretty fun and solidly tied together, but I completed it on the first attempt and it felt very random, are the battles just a coin flip currently?
Nice, liked the storyline here, becoming as powerful as you want to be, played through killing everything, and played through again stopping as soon as I could (although kind of sad that you're forced to kill the first demon), definitely felt that just quitting as early as possible was the "right" choice.
Nice artwork on here, loved the scared people especially.
First playthrough: Click instructions, game crashes.
Second playthrough: What is going on? Oh, I guess I'm the guy at the bottom and I can buy extra units, I'll try clicking on a unit on the right, why isn't anything happening? I'll try clicking on the board somewhere, oh a guy turned up in that field. Oh, my opponent has a guy who I can't seem to touch who is killing me.
Third playthrough: Buy the cheapest guy and send him down the same lane repeatedly until I win.
The more expensive units seem insanely priced and unlikely to come into play here unless you played for a really long time from what I've figured out so far.
I don't really understand how this fits the theme.
So, the game was good but the meta-game where parts of the game are quite annoying (like back-kicker puzzle and looping the game over dialog with some small enforce pauses in), but not quite annoying enough to make you give up is goddamn genius.
Destroyed everything, left all alone forever, spending quality time with the blood roomba.
Cool! I agree with caranha's dislike of the goat walls, they kind of confuse it. It took me a few runs to figure out that the ship can take a few hits before being destroyed, is that displayed anywhere? At first I thought that the hit detection wasn't working perfectly.
Aww, really nice! Seems a little slow to get going having to repeat the same level like 10 times to get the first upgrade, but after that it gets awesome. Was playing this for a while but had to stop before I got to see what the seals upgrade track unlocks, sad that progress isn't saved.
It's really cool the number of unique levels you've packed into this, each with its own soundtrack.
I walked for a while in the direction the path leads but never found any people, only trees which eventually ran out and just left me in a featureless white emptiness...
I haven't tried the post-compo version, but I actually found the compo version to be quite well balanced. The movement was a little bit frustrating especialy if you ended up chasing the AI, but that pushed you into having to figure out tactics to catch it like hiding behind a tree until just the right moment.
I really liked the little touch where the AI gets more and more frantic ever time they spot you.
As mentioned by others, the balance here seems to be pretty off, I felt like I'd never be able to afford the shop items and was just hoping to randomly get through levels without many fights to survive.
Okay! I couldn't figure out how to get this into qwerty mode (what did you mean by using alt+shift to switch? It didn't seem to do anything), but this is actually a really cool game, the core mechanic here is really imaginative, having to keep track of what you've had to do with your mouse so as to dodge it afterwards. I hope you carry on with this.
I had a similar experience to EatenAlive3, the concept is good, but I found it too easy to the point where I just gave up and let them come to get me because otherwise I felt the game could just last forever.
Couldn't get past the 4th or so level where wookies go into a lower path and jedi go up a second one, seems like you've got to be really lucky to get enough powerup drops to fight off the jedi as they'll frequently avoid the traps.
Interesting mechanic and a generally fun and innovative game, felt a bit unfair when one enemy tank was able to shoot 4 or 5 of my tanks within a fraction of a second before I could react at all.
Nice. Rank: Thief.
Amazing.
Got thinking about this game again, and having the player play as a child is one really nice touch here. Playing from a perspective you're not used to to begin with, where everything starts out looking bigger than you're used to makes the mechanic that much more impactful when it clicks.
Nice game, I enjoyed the descriptions on most of the moves, and the final boss fight brings up some painful JRPG memories.
Nice! Loved the concept and the atmosphere and the animations and liked how it plays too.
Nice concept, managed to figure out the healers and fighters and got to level 7 or so before falling into the trap of selecting a buy tile with no money remaining. I couldn't seem to get a mage to work, it always seemed stuck on "reloading".
Right, this was okay, and I liked the stab at mindless game tutorials, but:
What does the car add to the game? Having it there made me want to try to get past it, but even if you manage to get past it before it "hits" you, you still die.
I'm not really a fan of this genre of troll game, where following the instructions gets you killed. The jumbled up "press [x] to Take" as a clue wasn't really necessary, it was more effort to decode that than do a playthrough, grumble at the lesson that taking things from people makes you too heavy and start over.
I agree that games which hold your hand every time and teach you to use WASD to move are a plague, but I don't feel this style of game is the solution.
@vandriver Oh yeah! I was probably influenced by that but wasn't consciously thinking of it at the time.
@recursive frog: Thanks! Having the people forget about you if you evade them for long enough is something I've added to this post-compo, not certain how I'll be releasing that yet though.
Totally legit comment.
Just seems to get stuck on the splash screen for me currently (the one in the main screenshot), no buttons seem to start the game.
Nice and clear little story, would have been nice if doing a pascifist run was recognised in some way.
Nice! Kind of ends up being an interesting take on a memory game. The mix of skills worked really well, and I like how they end up balancing themselves out.
This is really cool, love the neural network use.
I ended up finding a one tile solution to the final level too, in a way that seems to have tricked the AI, but would otherwise be really easy to solve. SPOILER HERE: http://imgur.com/6MNhy
The physics in this are really quite surreal at the moment, couldn't really understand what was going on but kind of enjoyed it anyway.
Nice little puzzle game, I'd have liked some kind of progression here too, maybe some way to attack the villagers, felt like the werewolf was kind of tame.
Nice, I really liked it once it got to the point where you could actually talk to people and each one is unique, thought to start with they were just there to mug.
Took me a while to figure out what was going on (had to go read the instructions, but managed not to have to resort to the playthrough) but was pretty interesting once I'd figured it out, enough that I completed all 3 levels anyway.
I think if you labelled the bars ingame somehow and let the player know why they'd got game over it'd make it possible to learn to win without having to give up and read the instructions.
Amazing take on the theme! Loved the pacing of it and the multiple endings.
This is pretty good, you don't seem to have gone for the theme at all though, do you have an interpretation of it in there?
The jar works for me now. I like the graphical style and the touches like the block physics. I found the way you stick to walls to be pretty frustrating in a couple places, especially the bit where there's several platforms blinking in and out and sticking to the walls throws your timing off.
The graphics and physics and theme here are all really cool. The controls were a bit tricky, some way to slow down or go backwards would have been nice, and the mouse didn't seem to be used other than clicking, so it could just have been entirely keyboard.
So, so good.
A (somewhat twisted) interpretation:
1: Oh no, everyone hates me, they're all running away.
2: Yay, there are other people like me out there after all.
3: But they're all finding partners... with the people who don't like me and going off to live their lives.
Eventually: All my friends have left to go be with their partners and live in isolation. Guess I better get together with the last person left, even though at first they showed me nothing but scorn. <3
I liked it.
Still a classic.
yes Yes YEs YES YES.
Nice cellular automata! Playing around I found that potatoes consisting almost entirely of leaves, with a top layer of shooters worked pretty well. Being able to save/load/share rules would be awesome.
I can see how this would be really cool hooked up to a heart monitor for each player, it doesn't work so well with a keyboard though. Keyboard repeat seems to break the mechanics of it too as you can just hold down A or M to shoot right to the top.
A really good start to something with the deformable generated landscape, but it's soooo grindy at the moment and could do with more variation as you move away from home to make that grind feel worth it. The combat starts out really easy too, even with the starting pistol and nothing else I never felt at risk of dying.
The real objective is feeding the potato monster as many potatoes as you can.
Fun and surprisingly challenging for such a simple mechanic until you've had time for the muscle memory to sink in.
Some kind of hint at there being an ending would be good, having got to the end I think a totally explicit progress percentage would defeat the point of it though.
The music was okay, though I think some kind of sound effect of footsteps echoing in the void would have given it a better atmosphere and I was kind of put off by wanting to step in time to the rhythm.
Overall: cool!
Kind of mini-MOBAy. Not being able to aim your shots and knowing that they're going to miss because they don't auto-lead was a bit frustrating in places, but it does work as a game.
Cute! Nice and simple and I liked the rate of acceleration, just about right to stop it getting boring.
Totally minor point, but there's a couple places where shapes weren't actually connected to the line (like the floating heart on the chest of drawers and the TV screens) which feel like they slightly break the aesthetic of it.
Nice game, really polished. The movement feels really satisfying and responsive.
Argh! So close! Nice game.
Yeah, arrow key movement would be nice, my A/D fingers were getting pretty tired.
Got that highscore for now. :D
Cool! Got to 2,928,650 on stage 7.
The movement started off feeling kind of clumsy, but then it really grew on me and I got into it. I like the feel of this in general and the drag between fighting off the enemies and destroying the square.
I think it could do with some more urgency though, currently you can just dodge and fight off the bugs getting infinite health and points indefinitely, while gradually killing off the square. If you could only get health back from killing firewall blocks or if there was a timelimit on rounds it'd give a bit more incentive to target the square at more risk to your own health. In the end I just let myself get destroyed.
Pretty fun, but the levels lasted longer than they needed to. I'd have found it more exciting if there was some danger too, I spent the first couple minutes desperately avoiding the walls assuming they'd kill me.
A couple of the puzzles near the end seemed to require luck for the spark to go down the right path unless I missed something, otherwise a really solid puzzler.
Very nice use of the theme, enjoyed figuring out how each interaction works.
A work of post-something. Or perhaps post-post-something. I suspect that it may even be infinitely recursively post.
I give it post/post.
Really nice connection between the theme and the gameplay. Was hoping at the end it'd zoom all the way out and show the fractal mess you'd created.
Cool! Nice set of puzzles and satisfying movement. Definitely left me wanting more.
Despite having realised that it wasn't the point I had to go complete the solitaire game anyway. So awesome.
This gets frustrating pretty quickly with the difficulty of levels being fairly high and the control being extremely luck based. If there was just a single projectile which you had more control over it'd be more interesting to me.
Ran really slowly on my machine for no apparent reason, which made it hard to play too. Interesting concept though.
Really nice art and atmosphere and the game had a lot of interesting ideas in it like the death toll and the layer teleportation, the platforming felt a bit floaty though, as if the gravity was really low.
I liked the blobby, perlin-noise terrain, it was nice and varied and fairly well spaced.
After the first run I found this quite easy, there didn't seem to be any real progression to it though or anything to be running to or from. Even just showing how far you'd run when you die would have helped with some feeling of progress.
The physics were a bit glitchy in places, jumping up into something from underneath would often leave you slightly embedded in it, and from there or the side you could move off and jump again.
Cute! Cool idea and it looks lovely.
I found the way you auto-dig a bit annoying sometimes though, it's very easy to walk into a block and pick it up by mistake, which can sometimes force you to backtrack your tower loads.
Looks great! The enemies that shoot as fast as you do were really hard to fight against without taking massive damage though, I only managed to get one token.
Beautifully put together game with the sounds, mechanics and graphics all combining smoothly. There was one level in the middle which was much harder than those around it which made the pacing feel slightly off, but that doesn't really detract that much from the game being awesome.
If you want a more intense experience you can play it in single button mode: http://imgur.com/6XWj6E0
My colourblindness makes it really hard to tell between the green and yellow blocks here, so the easiest way for me to play this game is just find a path through the plain blocks if I can.
Nice! Soooo many particles. Q and E were a bit awkward to get to while using WASD and my right hand wasn't really doing much other than pressing space, being able to rebind those or having them on the right side of the keyboard would be nice.
I got to level 40 without really using bombs, then they became very, very necessary.
Allowing repeats kind of breaks this.
The download link seems to have broken.
Nice and pretty little game. The best tactic I found was to just stay still and spam bullets in random directions as much as possible, got up to 8618 before my finger to tired of that.
Haha, I think *technically* using a painting by your niece is against the rules, but it's adorable enough to get away with it.
This was really cool, really minimalist interpretation of the trade-off between being fast and requiring accuracy.
Cute! One random idea: Give the user a random noun to draw, display an online gallery of the attempts.
Ow ow ow ow.
Runs fine for me on Windows 8, 64bit. The level design was pretty good, but the mechanic rubs me up the wrong way, making things seem needlessly frustrating, especially with the occasional movement glitch in there.
<3
Reminds me strongly of the awesome bits of Animal Crossing while being entirely its own thing.
Dammit you 58%. Really?
So, this is really awesome. I think there's a lot of multiplayer potential in there too, where you each play one worm and shout at each other to get into the right place.
Oh, and I ended up kind of solving the last level by mistake while trying to get one worm over another one and then somehow they were all just in the right place.
Really nice! The mechanics, story and artwork all fit the theme well. Seeing a highlighted block and discovering you could grapple onto it made me grin.
Thanks for all the feedback everyone! :D
I'm going to gradually carry on work with this, probably with the aim of doing a sequel with destructible potatoes that you can burrow into, a bunch more stuff to do out there and (hopefully!) multiplayer. I'll also be trying to fix up some stuff that people find confusing without ruining the feeling of exploration in this thing.
Shiny and wubby! I cheated my way through horribly, refusing to jump through hoops, but it looks and sounds awesome.
Well done getting something multiplayer going! I got this running locally after a couple attempts (defaulting the listen port for the client to 8889 would probably be a good idea since most people will be running both the server and client on the same machine).
I only played through it on my own, but it's definitely a minimalistic MOBA. If you were able to run a public server for people to connect to it'd really simplify trying it out.
For people trying to host and connect: it's not actually crashing when it claims the app isn't responding, it's just looping and not refreshing the GUI which confuses Windows. You then need to start a separate instance of the app for the client, connect to localhost, use 8888 for the connect port and then 8889 (or something else which isn't in use) for the listen port.
Yay, another ant game!
Cool concept and use of the theme, having to clear up the mess you make fighting enemies is nice. I got to level 5 but then hit a crash. In some levels there seemed to be solutions avoiding spawning enemies even though I felt like I was meant to.
Fun and frantic, took me a few tries to get further than the first couple clicks of the button.
On some runs on the PC the mouse pointer detection seemed to be off by half a block, so clicking on the lower half of a block would select the one below it. Will give it a go on Android.
Awesome! Played this last night just after voting, was a bit confused by the score tracking, but loved the games. The volleyball was great.
Pretty fun but feels unbeatable solo, managed to get up to level 8, but don't have pads available to try it out multiplayer. It probably needs to scale down in difficulty for single player.
Utah Teapot nostalgia.
Wheeee, the source for this is so cute.
I liked how magical the crystals are.
I liked the slow pace of this, though I didn't really find the ghost that scary, especially when it showed up tauntingly and I could just walk through it. It did make me jump a little first time it appeared though.
Found the fireplace, which it's been hinted has some secret behind it, but couldn't figure out how to get through it, then got killed by the ghost even though I could still see by the light of the fire.
So awesome, played it for ages with a couple other people on. Love that you can bring up the help menu and make yourself flash in-game as a bit of a taunt.
Where's the server located? I felt like I had quite a lot of lag on there connected from the UK, punches were taking like half a second to hit.
The controls felt really nice, responsive and smooth though and the bombs set up some awesome moments, especially the ones where I blew myself up by mistake.
Fun! The networking sometimes caused the ball to pass through people which could be frustrating when you then blow up, but overall it's a simple idea executed well.
Interesting idea and smooth implementation, but found the difficulty ramp to be a bit too slow, it's interesting once you need to start carefully planning where you place platforms, but that only starts to happen slightly around the 20k mark or so. I got to around 40k, but the pre-placed platforms were still frequent enough that I didn't really need to worry much if I went slowly.
The music is okay, but starts to get annoying after a little while.
Nice, played it through several times until I hit the big bucks. It ends up being mostly down to being lucky with what items spawn but it's still really fun.
Whoa, really thick atmosphere to this, captures that sort of creepy calm of people waiting to die you can get in certain parts of hospitals, as well as that feeling off doctors just fighting off the inevitable as long as possible. The calm music with a slightly creepy edge to it just adds to this.
The urgency of the gameplay against the calmness of the presentation fits really well too.
Okay, went back to see what I could get by way of a high score. My first impression was that the difficulty ramped up until it was impossible, but with good triage and fast clicking I think you can play indefinitely.
I finally got bored and let the people die (which made me feel pretty evil) and managed to score exactly 420: http://imgur.com/pfAPXjU
Really nice use of the theme, tight level design, interesting concept and well polished.
Brilliant. My thoughts as I played through this:
"Why won't it ever stop?"
"Oh, because life. :("
Tactics for later rounds: wait until the last second and then stuff as much food in at once as possible.
Alternative tactic: just keep your money for yourself and ignore him.
Thanks for all the feedback everyone! For people finding the controls awkward, that is pretty intentional, but it's possible to get quite smooth with them.
If the collision detection seems off it's probably due to that being handled server-side for fairness and you getting some lag (the server is in Europe), it's not doing client-side prediction of hits.
I'm not totally happy with the collisions not being spot on because it can make the awkward controls tend towards frustrating rather than comedic, if I re-did this I'd probably do them client side for the beasts at least.
Funky and a really cool idea! But oh god my brain.
It's really hard to keep track of which functions are in effect and which you still need to collect to win, I think symbols and function notation along the bottom would actually have made that easier, or at least having it display "override(shottype)" instead of just "override" when selecting an item at the bottom. I also had trouble quickly identifying the enemy types just based on colour to know which function to select to be the parameter when I shoot them.
Yea.
Nice! Impressively polished and really fun.
I found myself doing most of the fighting by going close to an enemy spawner, then reversing and shooting them a they fly towards me, the controls do make the game seem fast, but that fighting in reverse all the time does feel a bit strange.
One small bug: if you plant the bomb and let it explode (because, say, you wanted to see some fireworks even if it's the last thing you do), when your next ship spawns the bomb is still "planted" and you can't pick it up again, so you can no longer win that game.
I flew off into deep space for a while to see if anything might be out there, but just got hopelessly lost. Allowing you to get hopelessly lost is one of my favourite features in a game, but having some other stuff out there would make this even cooler.
Interesting idea for a puzzler, although the Q and W items seemed a bit similar in that you just have to time them right to stall the dungeoneer for a second. I'd definitely play a few more levels with a bit more complexity in.
Carl Sagankyou.
Fun board game, I found it a bit easy to beat the AI though. Did you make a physical version of it too? I would have liked to be able to examine the goal card again, never got quite enough time to read the flavour text.
Okay, wow. Impressively large scale game to get done in 48 hours. I like how the solar system is randomly generated, but you don't make a big deal about it.
I lost my first game, won my second game by just claiming as many planets as I could as quickly as I could on the slowest setting.
Then my third game seems to have got stuck like so: http://i.imgur.com/7oXBh09.png . I've got a bunch of planets sending military and various other resources to the only Virr planet, but nothing seems to be happening, the Virr don't seem to be expanding either.
So smooth. Loved the little touches like the icey patch.
I managed not to sink! :D
Fun and nicely challenging game.
Aaaaa, so hard! How do you know when the enemies are vulnerable and when they'll start shooting? Is there a colour change that I'm blind to? Most of the time my shots seemed to have no effect. High score: 6
Definitely fun though! I like the minimalist dogfighting of it.
19 seconds on hard mode :D! If you have to look at what you've typed, you're already dead. Haven't had to use those rapid-action number-pad skills in a long time... Have either of you had a soulless job in data entry in the recent past by any chance?
Nice game. I played vs an Easy AI and eventually got a strong foothold by just saving up for a few turns and buying mass frigates. Until then it was pretty stalematey even though I was trying to get units which would counter the AI's.
Not sure who was helping me make http://imgur.com/efnxlML but thanks for correcting my lettering. :D
Awesome idea.
In memorial to world #532:
http://i.imgur.com/bGsbgOe.png
http://i.imgur.com/VB529r3.png
http://i.imgur.com/OZA0Bxt.png
http://i.imgur.com/rLYK4hB.png
http://i.imgur.com/8qWiVoS.png
http://i.imgur.com/hukPDQk.png
Road to lion.
Nice little game. Found it a bit frustrating that the berries were sometimes hidden under a tree.
Nice and well balanced! I played through a few levels, some of which seemed impossible at first but managed them after a few tries. It'd be nice to be able to skip the dialogue without having to open the menu though.
Fun game! I managed to defeat the first boss, but those rolly ones on the next level are harsh. The collision detection being slightly off made it a bit frustrating and it felt unfair that the enemies could just go straight through the blocks.
Haha, awesome! Great use of the theme and really novel, though I really hoped it was going to mock me by showing me the horrible mess of a film that I had made a the end of each take. :D
Surreal! My first impression was annoyance at the movement, but the floaty platforming, the odd characters and the strange sounds actually kind of work together. The questions all being your own personal moral dilemmas at participating in Ludum Dare match my own thoughts, especially because I've just recovered from a bad post-LD migraine.
Oh man, that last level seems totally impossible, I couldn't see any way it could be done. Fun though! Kept me trying for quite a while.
From the look of the screenshot and what I can see, I think the two people I'm meant to link together are actually off the bottom of the screen, is there a minimum resolution?
That worked, thanks! Nice mechanic and I like the interpretation of the theme, although the time limit means that you don't get much chance to stop and read the descriptions.
Since the aim is to try and win as quickly as possible, it really needs to save a high score (or list of). The surrounding mechanic is cool, but the resources being completely isolated from each other seems odd, how about splitting it up so that things don't always only produce what they're captured with?
Awww. Lovely, short, understated story.
Fun puzzles, enjoyed finding slightly alternative ways of solving them like completing the last level without any killing.
Nice! Got a score of 256, found it relatively easy, but still fun to keep everything balanced, but eventually just ran out of squares entirely and couldn't do anything about the three squares that came along.
I like the idea and the feel of whatever is going on here, but without any way to interpret the meaning of the input or the output it just feels like I'm just randomly placing the items in the boxes. I was starting to see some connections between the two, but I didn't know what those connections meant either. I do enjoy the mystery of it though, just need a tiny bit more to go on or aim at.
I don't think I was a very good router, just sending packets wherever to get them off my plate seemed to work fine, leaving people with presumably ~75% packet loss.
Whee, really pretty. Love the way the buildings wobble. Found the puzzles a bit easy, and the controls a bit fiddly in places though.
Awesome game. I loved the bit where Benn has to fight pekuja on the rooftop, duelling with source code, while zaratustra dangles precariously from the gutter. The audio could use some work though.
Whee, saw this through the Patreon and winned it. That last level is haaard, but fair.
Fun!
I am pretty sure the snowman is the bad guy here, murdering lumberjacks and stealing carrots from rabbits. Towards the end I was half-expecting the cops or army to come in to try and take down the monster.
Gameplay wise I felt like the difficulty was a bit flat and on the easy side, there didn't seem to be any more or harder obstacles towards the end than at the start and I won on the first try. I couldn't really tell how near the tree was to being destroyed, how many hits does it take?
So awesome in the art and atmosphere and theme use, I'm not usually a fan of point and clicks, but it works well in this enclosed space.
Got the third then first endings, but now on the third runthrough it's not letting me walk and the bed won't come out, might be some state you're not clearing between runs somewhere?
Whee, got to the end. Pretty hard to get over the instinct to treat it like a normal thruster, and oh man that level where you're surrounded by spikey things is harsh. Fun and interesting mechanic though.
Is the link to the theme that it's all sort of one screen that you're just going through layers of through the distorty bits?
You win this round, Mister Snowman.
Good use of pitch-shifting. Also good use of vocal chords.
I will have been going to be fixing that mess.
Nice! The controls feel just right, you say you've got to escape as many times as you died to win, but I feel like I won just by getting out the once. :P
Really polished graphics and a simple concept which works well. Couple notes:
A few of the goals (like the 9999 gold and 500 items ones) seem really grindy, especially when I've unlocked almost everything else. Also, by the time you've got to those the bonuses don't feel like they'd mean much any more.
It'd be nice to have something else purchasable as a trade-off against paying to keep your luck.
Once you've got a high base luck I think it makes it really hard to complete the lower level quests, I'm stuck needing 3 smelly items and haven't seen any for ages.
Awesome! Really cute and relaxing, will have to give it to the kids to play around with on Android. Had to resort to a test snowball in the end because I managed to completely lose one of the lumps of coal after I foolishly melted it and sent it over a cliff, could maybe fix that by having them respawn after a while if they're left somewhere off-camera?
It took a while to get used to the locking on, but felt okay once I had.
Awww, nice. I so wanted to run those taunting files in the privacy screen, or to save the confession somewhere. First time through I made up a confession which was pretty over the top, so there was just so, so much slightly creepy awkward guilt.
The level could probably do with having much less open space, a lot of the fun of Bomberman was managing to trap people. It's also kind of annoying that how bombs block explosions without chaining.
Those just bug me 'cause I'm used to them from Bomberman though and you should totally go your own direction with it if you carry on with this, definitely better than nothing and still pretty satisfying to blow stuff up.
As a colour blind person, thanks for using really high contrast, it's at least playable. It's still pretty panic inducing for me having to search for things in a huge patch of random colours though.
Interesting take on a turnbased moba. I found it really frustrating that I can't defend the base on my own, or even stop an enemy mob from progressing towards it. Is there some way to damage or fight them while they're on the move?
Nice!
Interesting take on the theme, it was a tough one to interpret meaningfully.
Sometimes I felt the game was a bit too forgiving of bad shots where I'd only got part of one or both of the targets, or only had them in frame for a split second as I panned past.
With games in this vein where you're taking pictures of things I usually end up kind of wanting to see the shots I took afterwards to laugh at how bad they are.
Can't run the game on Windows 8 either.
@the31: Thanks!
They're officially known as Fire Things, the sworn enemies of the snowman race.
I'd have liked to have made them prettier and add some other enemies in, but got distracted by game mechanics as usual.
@badlydrawnrod + wife: Awesome! Thanks for making the video, really nice to see how you react to the game while playing.
Ohh, I like your interpretation of the theme! The first few puzzles felt a bit light on the puzzle and heavy on the platforming, in that the solution was mostly "activate all the things". Enjoyed where you went with them though.
I think I'd prefer it if there was a bit less emphasis on accurate jumps, I always find them kind of frustrating and sort of weird in a first person view.
Those names. Those beautiful, awful Simpsons prank call names. Had to complete it to groan at them all. Got 54.
Aaaaa, so big! Really nice use of the theme.
Whee penguins, and the graphics are really polished and super cute! The movement felt on the floaty side to me though, which kind of makes sense with it being on ice but was a bit frustrating when trying to be precise.
Looks nice and the controls feel pretty good, but the gameplay is a bit too simplistic to keep me interested at the moment.
Want mooooooooore! I was definitely hoping to find a doublejump powerup somewhere. :P
Nicely put together. I liked the progression, although I felt like it was suddenly super-easy once I'd gotten one of the later weapons.
Enjoyed the art style and the story definitely left me wanting to explore further, in a good way.
Nice. I found it strange that the ammo was used as currency in the shop, it meant that you're actually discouraged from shooting ever if you want to get upgrades, turning it into a game about looting and dodging (which is fine, but didn't seem to be the intention).
I found that quite often that when leaving a classroom a new student would spawn right next to you and instantly shoot you, which was frustrating because there was no way to avoid it at all.
AND THAT, MY DEAR, IS ~HOW BABIES ARE MADE~
Nice! Lots in here. Went through and got a couple different endings, are there any others?
The relative directions were a bit confusing at one point since I initially assumed they'd be relative to the entrance of the room (so that "left" would be "north").
I like the mechanics of this in general, although when it gets beyond just a few robots it starts to get really chaotic and they lose their impact a bit. Nicely done for 8 hours though!
I was trying to see what happened if the coconut remains unregulated, hoping to see some kind of coconut related disaster, but the man seems to sometimes hit it on his own, imbued with some kind of desire for self preservation.
652.658
Nice level-up system and range of abilities, though I eventually found it extremely hard to find any humans left to kill, gave up after finally reaching the next level up and not getting any more abilities around 700 points and let the next little soldier take me down.
Yesss, great story. I agree with Mantlair that this reminded me a bit of Andrew Hussie's style, though different enough to be its own thing.
I get how the animations are generally just a few frames to make it not feel too "static", but I think it'd maybe work better if they were just stationary, or actually depicting things moving.
Played through it to the end, there seems to be a hint that there's maybe some alternative end to level 1? I've tried shooting the "player" for quite a while, hitting them a bunch of times before giving up and flying on past.
I agree with @flokitall that the pace was a bit slow. The plot was interesting, though kind of unsatisfying at the end.
Hey, been having the same problem as @GBGames, the versions of libsfml packaged with the Linux version don't match the ones it's linked against.
Whee, managed to build it, but had to set:
CC = g++ -std=c++11 -D_GLIBCXX_USE_CXX11_ABI=0
Because I'm silly and using gcc5.1.
Fun for a bit, but by the time it got to "only eat hot pink girl" I was finding it a bit frustrating just having to wait for one to spawn and then missing her and not being able to catch her at all.
As a passive-aggressive vegetarian I approve of this game.
Also I am sad I missed you at edindies.
Enjoyed how surreal this was.
Only managed to get up to about 53 or so before I couldn't find any more people on the level.
Looks beautiful and I love the mood of this.
The gameplay felt a bit strange, especially with the attack speed not being limited to the speed of the animation, so the easiest tactic is to spam space as fast as you can.
Fun game with good atmosphere, but a bit linear. More branching in what happens based on upgrading different things would be nice, and would be cool to have the body parts nested (and collapsible?) so you can see what's connected to what.
I didn't hit any limits on what I could attach to the starting body (several heads, several arms, several legs), which made it feel like there wasn't any point in having more than one.
I know you were trying to provoke, but doing that through overt racism is just kind of cheap and still problematic.