The Quite Annoying League by Pierrec 2012-12-19T01:30:00
Aaah, this is great! Could cut back a bit on repetition upon failure (clicking through the boss' speeches, repeating the setup of each scene).
Foon → Ludum Dare Explorer → Users → Noyb
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Po | Cm | Te | Jo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2009 | 15 | Caverns | Cave without Story | compo | 65 | 3.00 | 3.02 | 2.16 | 3.20 | 2.41 | 3.26 | 2.00 | 2.19 | 23 | |||||
| 2009 | 14 | Advancing Wall of Doom | Hackworth’s Last Kick | compo | 95 | 2.79 | 2.50 | 2.89 | 3.89 | 2.17 | 2.23 | 3.08 | 1.94 | 2.47 | 1.33 |
Noyb leaves an average of 13.0 feedback comments each event.
Aaah, this is great! Could cut back a bit on repetition upon failure (clicking through the boss' speeches, repeating the setup of each scene).
Well played. XD
Hahaha, I love the a capella buzzing soundtrack, always on the verge of descending totally into laughter, and the writing and graphics are quite cute. Text could be integrated a bit better: it either fully restarts or disappears almost as the line finishes being displayed depending on if you've stayed still, and tends to be occluded behind foreground objects near the end.
Love the ecosystem concept. Found 8 races so far. I like how some of the critters interact in ways that are counter-productive to your goal, like the tarballs killing trees, or the tomatoes blocking some animals.
Might be cool if producing one or more of a certain race unlocks a character bio telling more about it, like in Tanaka's Friendly Adventure.
Cute sprites. The cave palette somehow reminds me a lot of lemmings.
I found this oddly calming for a game about a guy who is on fire. The gradual dimming effect is well done. I'd like to see this expanded on with some level design or a more forgiving level generating algorithm.
Trying to download in Firefox 2 just left me with a local copy of a Ludum Dare website. Worked in IE, though.
I like the monochrome aesthetic. With some more variety and ambient sounds, I can see this being genuinely creepy.
I liked the music. :)
Vector graphics worked well for this game. Some color-changing every so often might have helped to give the player a sense of progression. I thought the game would go on forever until I reached the end room.
The inertial movement with the moving camera gave off the dizzying feeling of the cave moving towards my ship instead of my ship moving through the cave. It's also a bit disorienting that the ship rotates on a vertex and not its center.
25 deaths. Nice level design. Never felt like you were reusing ideas. Controls were a bit fast, but that was only an issue with some of the small trampolines or collapsible platforms. It also seemed to freeze slightly every time it played a sound, which made the guns pretty annoying. Other than that, a solid, fun platformer.
The graphical style worked really well. Nice color choice. I especially liked how the volcano at the top of the screen looked. The gameplay is solid. It might benefit from easier horizontal digging, and maybe continuously modeling the gold collection and lava damage instead of just calculating it once the entire circle disappears, but these are just nitpicks.
Fun! UI could use a bit of work (kept accidentally hitting the windows key when digging, there weren't many times I wanted to buy just one ladder, and at first I thought the cancel marks over items meant I couldn't buy them yet), but the main gameplay is solid and addictive.
Great atmosphere. I like how the cave environment itself tells the story, both in its design and writing on the walls.
I kept getting pulled to the right in the three tentacle room. Definitely needs some kind of visual indication that the current changes in that room, and some buffer zone that doesn't require you to start swimming to the left right away for no given reason. This is an unfair death, which is made even worse by the unforgiving respawn system.
Graphics were nice, especially the lighting in the last room. A few of the low-color sprites didn't quite mesh with the smooth gradient backgrounds, though.
It's really easy to fall of the sides of the screen, or get the character in a state where even the arrow keys don't move him in the intended direction. Were you trying to use physical force applied to the various components of the character to simulate walking? Could be pretty cool when it's in a more complete state.
Great sound design. Great level design. Great humor (especially the backstory in the readme). The second level is a little unforgiving, and the camera oddly shows what's behind me more than what's ahead, but otherwise I love it.
I was hoping this would be longer! Very promising start. Going back to the surface every time you needed a new bomb would get old fast, though.
That was awesome! Absolutely oozes style. Interesting game mechanics and enemy progression. I love how "dying" just knocks you to the bottom. Some of the normal levels went on for far too long (especially the 80+ enemy ones), but it kept me interested through the final boss.
Awesome idea. Nice execution.
Great work with the Gameboy-style graphics and sound. Nice sense of dread. The general setup reminded me of Gravity Bone in a death-as-game-prematurely-cut-short kind of way.
Maybe a fade to complete blackness for a few seconds, or a final line of dialogue or creature sound effect would make the ending feel sudden without seeming like a glitch.
Love the art style. Had a tough time with depth perception. Difficulty curve was a bit too shallow for my tastes, but it fit well with the ambient music.
Pretty fun. I like the concept of shifting planes, and the action levels reminded me a bit of the missile dodging in N.
The game itself felt a bit too long. Most of the levels before the missiles (and about 1/3 of the missile ones) didn't seem like they explored anything new in the concept. I did like that one early puzzle where you had to jump from one side of a stalagmite, shift in midair, and land on the other side of the same stalagmite to get enough height to reach some coins, though.
I gave up on collecting coins around that staircase level. Thank god I'm not an obsessive completionist or the rest of the game would have been infuriating.
Great idea. Great implementation. It's very fun to swoop around the level. I'd like to see a bit more transparency with the scoring mechanisms in-game, since it's not entirely clear what the star colors mean, or precisely how the number of stars around you affects your score.
Nice animation and model work, especially for the timeframe. They have character!
The cave generation and path finding seemed well done, though the caves were a bit too large for the movement speed.
I kept running into a bug where if one of my goblins came to rest on a dead enemy, I couldn't select him again.
Gameplay was a bit slow and free from choice/strategy, but you've got a nice baseline here.
Getting an error on launch in the windows build.
Type: ExerbRuntime::Error
Message: Couldn't call the initialize function in the extension library. --- ./gosu.for_1_8.so(Init_gosu.for_1_8)
Backtrace: gosu.rb:7:in `require'
gosu.rb:7
Crashed on level 4 for me, too. I like the idea, but I agree with the comments about lack of player feedback and motivation. Bats should have some indication (hitflash, sound effect, or otherwise) that they're being hurt, as should the player. It might be worth seeing how it plays as a non-scrolling game.
Scored 15 once I figured out the gameplay was a matter of alternately dipping the rod into the left and right pools. Simple but fun once you get used to the inertia. Minor bug: sometimes the orange pool doesn't accept a blue fish if you're too far down the screen. I like the music.
LD28 — You Only Get One (10)
Braid 2 by magicdweedoo 2014-01-21T12:15:00
Made it to the skateboard level before stopping. Bahaha, well played.
Lonely Crewman by Nate Kling 2014-01-20T19:32:00
Great work for jam limits! Pacing the ship's speed is a difficult design issue: too slow and the player spends long periods of time waiting, too fast and you make it more difficult to recover from mistakes, which is where most of the interesting mechanics show up. Would love to see this developed further.
Amol by Popsoya 2014-01-20T17:57:00
Oh no! Both web links are 404'd and the Windows download doesn't include the data folder!
Disc Runner by Zathalos 2014-01-20T17:26:00
Controls well! Takes a while for the level design to reach a point where I'm not just firing disks from a safe area, slowly picking off enemies one at a time.
Press R to Reset Rope by TheChris 2014-01-20T16:18:00
Nice voice acting!
I also had trouble attaching and detaching the rope to the hooks. I only beat the boss when the rope glitched out when I tried to drag the first cube into the boss room, causing the rope to grow infinitely long and flail throughout the entire space. Not sure if that was intentional, but it's the perfect ending!
Petrov by sonnym 2014-01-20T15:32:00
Stanislav Petrov simulator! Could use a little more setup/pressure, but I like the idea.
YOU ONLY GET ONE UNIBROW by theRestlessTaxidermists 2014-01-20T15:18:00
Made it to the third loop. Dig those colors.
Curse of the Glass Eye, You only get one eye! by MdotEdot 2014-01-20T14:55:00
The table design is super frustrating, but those are some nicely drawn disembodied parts!
One Star: Should Be Free by gavinbowman 2014-01-20T14:13:00
Cute sfx! I like the smooth transition between the game over screen and the game proper.
Save the World (with just one finger) by RexSpaceman 2014-01-20T14:02:00
Ooh, I like how the finger has a physical presence that can press down the keys.