Alone In The Universe by zlaper 2011-12-19T07:20:00
Nice. I like the final dialog.
Foon → Ludum Dare Explorer → Users → nSun
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 29 | Beneath the Surface | Mycelium | jam | 548 | 2.90 | 2.78 | 3.39 | 3.10 | 2.80 | 1.67 | 2.16 | 2.59 | 100 | |
| 2013 | 28 | You Only Get One | Ultra Awesome Cartridge! | compo | 633 | 2.83 | 2.96 | 2.82 | 2.93 | 2.00 | 3.81 | 2.48 | 49 | ||
| 2013 | 27 | 10 Seconds | GO - NO GO! | compo | 596 | 3.02 | 2.72 | 3.40 | 3.67 | 3.30 | 1.61 | 3.46 | 2.54 | 79 | |
| 2013 | 26 | Minimalism | Mr Potato assembly-line | compo | 610 | 3.12 | 2.92 | 3.44 | 3.52 | 2.81 | 3.86 | 2.94 | 40 | ||
| 2012 | 25 | You are the Villain | AnteChristmas | compo | 219 | 3.26 | 2.85 | 3.13 | 3.44 | 3.59 | 2.69 | 3.04 | 3.10 | 84 | |
| 2012 | 23 | Tiny World | Tiny Flat | compo | 364 | 3.09 | 2.64 | 2.81 | 3.86 | 3.73 | 3.30 | 3.26 | 35 |
Nice. I like the final dialog.
@MurrayL : You're right, me too (more gameplay)...
It was my first LD. I spend too much time on graphics, and I was constrained by time, to finish the game without being able to develop 50% of my idea...
See : http://www.ludumdare.com/compo/2012/04/22/tiny-flat/
(explains the original idea)
Le jeu est excellent. Un bon concept plein de potentiel, mais qui exigerait du contenu en grande variété et quantité pour atteindre le top du top, ce qui n'est pas évident dans le contexte des 48h du LD...
J'eu un peu de mal a suivre quel vaisseau j'incarne, avec toutes ces etoiles qui defilent en fond.. Un sacre challenge, le "gentil" ne se laisse pas abattre facilement.
Bravo pour cette recherche, les vaisseaux de l'empire sont d'une bonne varitete.
thanks ;)
@ethankennerly : about scrolling
It looks like a bug/fail, but actually I made this scrolling for small resolution (height need 900px) Pressing UP/DOWN focus on top-screen / bottom-screen, so follow the player.
I code this effect early to fix that problem, but after that I dont find enough time to adjust perfectly with the game-play.
@Colapsydo : loose / game over
I agree, but missing time and have to chose between : finish top-screen game-play of making game over event.
It will be done on post-compo ;)
@rylgh : it's called AnteChristmas instead of AntiChristmas?
Of course. I wanted to reffer to the name of "antechrist".
But your question made me realize that in english the name is "antichrist"... "antechrist" is the name in french, and I thought it was derived from the Latin, so common in all languages. That's a mistake, sorry.
@Zener, @Jsmas : "sticky keys" (Touches remanentes)
Sticky-keys are useless for most users, I think. Personally I disabled it, and I think everyone should do it. But I know take this feedback into consideration the next time I have to set the controls.
About this game, it is not necessary to smash the SHIFT key, besides the fact that the action is triggered by releasing the key goes in this direction: Press to hold the hammer, release to hit.
TIP :
http://www.techrepublic.com/blog/window-on-windows/quick-tip-disable-the-sticky-and-filter-keys-in-windows/3910
(french)
Les touches remanentes sont inutiles pour la plupart des utilisateurs, je pense. Personellement je les ai desactive, et je crois que chacun devrait le faire. Mais je saurais prendre ce feedback en consideration la prochaine fois quand j'aurais à definir des controles.
Concernant ce jeu, il n'est pas necessaire de marteller la touche SHIFT, d'ailleurs le fait que l'action se declenche en relachant la touche va dans ce sens : Presser pour lever le marteau, relacher pour frapper.
Astuce :
http://www.commentcamarche.net/faq/870-windows-touches-remanentes
Fun, Theme, Graphics, Audio, Humor : I vote perfect.
"You have to choose between shit and spit." lol
The appearance and taste of the graphics are quite justified from the title screen (100% MS HD Graphics, Featuring Comic Sans...)
Should we interprete in two ways : "platform game" !?
(nice music)
I try key [M] to mute music/sound... Surprise, I gain a lot of money.
OK, I dont understand "any key" at first time, and I play as a snake-like game... Good work with this theme.
A potato through a maze ruined chased by a rabid vegetarian shark... I hesitate between WTF and why not ?... (humor +5)
Well done, you should be proud !
I think the glitch comes when there is 2 collisions ( x axis + down) : when the x-axis condition is taken, the program forget down-condition, and you go through the floor.
The art design (graphics and sound) are realy fine, but the level-design is not realy interesting...
Maybe you spent too much time for graphics. Personaly I think level-design is more important than graphic (gameplay prime on graphics). I made this mistake on my first LD, finaly I had good graphics, but not a game...
J'aime bien cet esprit d'économie de moyen.
Il ne manque qu'un petit reset des listes <select> entre deux niveaux, sinon on est obligé de changer d'option quand bien même c'est la bonne qui paraissait sélectionnée.
C'est déjà bien d'être allé au bout du LD. J'espère que tu ne perdra pas de motivation d'ici la prochaine édition.
I have no idea of what to do... Everytime I try to submit some word, I get mashed... You should give some clues for players like me, dont know about yoga.
Tu as laissé l'histoire de côté, enfin c'est juste qu'on ignore pourquoi et pour qui on part en guerre. ça se tient quand même.
ça me rappelle une scène dans une BD ou film (je ne sais plus) où tout un bataillon de bleuzaille est équipé d'un fusil, et le héros se retrouve juste avec un drapeau (ou un tambour..)
Il y a aussi le film Stalingrad, où c'est : un fusil pour deux, et une balle dans le dos pour les trouillards.
A l'inverse, il y a le film "Secret Defense" de Dany De Vito, une histoire vraie d'un projet de conception d'un char de transport de troupe, qui se retrouve sur-équipé à cause de l'entrain et l'idiotie de plusieurs généraux, poussant le budget au delà de 4 milliards de dollars, pour un char inexploitable et peu sûr.
Oui j'aime bien cette idée d'une armé low-cost !
Le reste est parfait, comme d'habitude tu ne va pas manquer compliments là dessus j'en suis sûr.
Same surprise as GertJohnny : Use heart-potato in the kitchen : something happens too fast for reading : back to the beginning.
This game seems minimalist, but I know it mean lot of work : write and describe everything.. Finaly maybe very time consuming project ?
Nice compo, well executed :)
YOU WELL COME WITH YOU GRAMMAR GUY ! X) (Why we dont use esperanto on next LD ?)
J'ai trouvé l'univers et les personnages bien sympathique. Même si les textes varient d'une partie à l'autre, c'est un peu dommage que les tableaux et leur enchaînement soit identique, ça donne l'impression de n'avoir aucune influence sur le cours du jeu.
ça me rappelle un peu la compo de deepnight du LD21 (escape : a tale about life)
Enfin pour ma part ça reste un plaisir de suivre cette histoire avec cette musique minimaliste très sympathique.
Thanks for your comments.
@lanz : Yes, this is the idea of game-play : The assembly-line walk as your mouse movement. So you dont have to speed, but need accurate and minimize (= minimalist) your movements.
@Colapsydo : Last time it was a conveyor belt, and player had to destroy something. Here you have to build something, so... I need a fresh idea next time ! XD
@Tifu : I think it would have been more evident if I could make a background animation (which would have also kept pace with mouse movements) It would take me an hour or two more ...
I'm torn between two opinions, because I'm not comfortable with the way the subject is treated : To present experinece drug as a "trip or die" game. In a sense, this is a very minimalist view. So it would certainly be consistent with the context of LD.
I love the realization in terms of graphics, animation, music and presentation. On fun and humor, I preferred to abstain from voting.
Great idea, very ambitious.
11:21.64 with 93 deaths...
La première patate après le premier checkpoint a failli me rendre dingue (j'essayais de passer par en dessous...)
En effet, c'est chaud (hitbox, inertie...), mais c'est justifié et cohérent.
Good job !
Good idea. I would have liked other levels.
Stop watch is great. No worries with AI, but 4 headshot to kill that's too much for my opinion...
Simple and efficient
Very nice overall.
It was just annoying that the recipe sandwich was hidden by the timer. Fortunately, this was not a difficult puzzle.
These ugly graphics are so lovely ! Realy enjoyable !
I agree with Colapsydo.
Maybe start in small room wil be easier at beginning.
Hard, but perfect !
Nice game, metroid-like. Most parts of gameplay (physic, controls, gfx, sfx) works very well. But I think the mobs are a bit too strong. since we only have 10 seconds per section, it is quite disadvantageous to spend an entire second to eliminate one of them.
145,72 meters !
Physics of motion is great.
I give you a bonus point for the name of Jeancloud(Is there any relation with some Jean Claude?)
Sorry, I examined each object (5), but I have not found any uses or solution, or I did not understand...
But the idea : limit to 10 actions to find a solution, is great puzzle. Maybe it would have been more efficient to develop your game with AGS : http://www.adventuregamestudio.co.uk/
ingenious capcha game! :D
Who would pay a ninja to destroy capitalism? A proletarian ninja who killing the rich, is is in a way to bite the hand that feeds you.
I'm sorry for that remark, but you must not lack deserved praises.
Deepnight is a gem for the Ludum Dare!
I love this kind of puzzle !
Your boyfriend is so ugly... What do you find him? You deserve better.
@Gaspar :
Actually, some items of the checklist has no effect, but some are fatal. Each wrong reports need some amount of time to resolving. If a wrong report is fatal and not resolved when rocket lift off, it explode. That's the idea, but i laked of time to equilibrate this feature...
@Gaspard
I'm sorry, you were right. I discover that the checklist has no effect as I expected. Cause : a mistake in my code.
It will be corrected soon, next the post-mortem version.
@Yngar :
Finaly, I made a new post-mortem release with sound-feature.
Thanks for the feedback (Previously, I had given up to implement sounds)
Good atmosphere and characters.
I'm not sure that "run for a total of 10 seconds" will serve the gameplay. It's a bit embarrassing to move so slowly when you know you're being chased.
Maybe "10 seconds of flash-light", something which freeze Emily when she's too close, could be better.
As Starspell, I think some icons or particles may help to understand what happening. They only live 10 seconds, so players need to fast evaluate each actions.
The graphics bias is very fine and clean. This puts the mechanics of gameplay in the foreground. It makes me think that it could produce several very different games, simply by changing the display.
I agree, your pixel art of leopard is great. For his walking animation, actually you can't draw it from sctrach, you have to look reals motions. Try a picture research as "motion picture animals walk".
I think it's brave of you, because the walking motion is one of the most difficult to reproduce.
Highly interesting. Personaly, i'd like to have some side informations on each system (gravity, periods, velocity, apoapsis...). Some data to try to find stable orbits after finishing the game.
I had sound effects but no music. Thus the "toggle music" button seemed inappropriate. Unless it comes from my configuration (chrome browser)...
The ugly face of this bear is so lovely.
The web-version has crashed 3 times before I could play.
Realy nice game, but I did not understand the relation to the theme... (You Only Get One... weapon ?)
So sad... Today we eat water. Bon appétit and especially chew well your water.
Beautiful graphics, cared for and highly detailed.
This is probably due to my screen resolution because the character seems very small. Maybe I would have preferred rendering zoomed (x2 pixel), to better appreciate the pixel-art, and also for a more immersive feel. Although my suggestion could hinder the understanding of the dispersion chests ...
A good concept, which maybe require more work on level-design (to inspire a gameplay mecanics, strategies), rather than a random arrangement of triangles. Otherwise we are not far from the pachinko.
I don't understand how making connexion between boxes, or test the game.
This is a great tool, but I do not think we can call it a game While I appreciate to discover, in the context of the competition is a little too off-topic.
Conveyor-betl bonus point : +1pt ;)
@JaymeeMak:
Actually there were a bug in the race game, the trigger "back to menu" was enabled at startup (and I dont understand why). But now it's corrected.
I'm curious to know the list of 10 mini-games that you had planned.
Si les gobelins avaient le sang phosphorescent, il n'y aurait qu'a les envoyer contre les murs pour redessiner les contours du labyrinthe ! (les economies de bouts d'allumettes ca compte aussi)
Realy nice game.
I dont know if I'm a bad player or if there is a small defect in the orc's AI. In normal game, they did not seem to care about to defense lich king, even though they were on adjacent cell where knights were killing my king...
Cool but hardcore... The better attack i found was "RUN FOR YOUR LIFE!!"
Then the game crash at the end of level one..
Nice artworks and sound-design.
Also get stuck into walls in last level : http://past.is/zhGZ
But I reach the ending point and see the big fish (nice ending scene).
I dont understand how you interpreted the theme, but I loved playing a flying pig, although I did not understand the meaning of all this. However, I noticed that there was ambition in the level design. I guess you had to find more ideas than time available to implement them.
Nice concept, hurting things is funny.
Sadly sometimes, the choice is limited between hitting the boat or shark.
A 3rd option may complete the gameplay, if the surfer could jump. In this way, just add another type of obstacle, such as seagulls.
I have no problems to play with Chrome ;)
I believe that a safe-place in the boss room would not have been too much. For shots, I doubt it is possible to overcome it.
Really funny.
I give you a bonus point in Humor category, just for this funny control explanation :
"Reproduce
Go near to your wife and press ENTER"
This is not really a challenge, but it is very nice
I would have to buy another sonar if the seller had offered me. http://past.is/Phbd
I enjoyed playing this game. The vertical gameplay was a bit annoyed (having to manage the grapple to perform jumps). I understand that you were have to do it like this to match the theme. Perhaps, regardless of the theme, a top-down view like a sokoban would allow for more design possibilities.
You make a nice "Depths Invaders".
I found the boats to be protected are a little too passive. These ships may play interesting roles or functions to enlarge gameplay. For example: a repair ship, defendera ship (short range), ammunition ship supply (to allow sending a powerful bomb)
I and every mobs glitched through the floor too, each times.
Everything glitched through the floor. Is this in reference to the theme? (Beneath the surface)
Great idea. In LD context, I like very much your submit.
As game, there is some details to be polished as:
- Fullscreen, I think it will be more playable in a small window, to allow to do something else on our computer, and come back from time to time on the game to worry about surviving.
- Original tamagochi has much unnecessary features. it would have been fun to implement in this post-apocalypse context.
Sorry: zip file still corrupted
I liked this game I would have liked the meaning of the different gauges are shown ingame.
I expected a poor game, where all anounced features where on expensive DLC, require to send a message to all your facebook's friends, to give your email adresse and pasword of your email account, or features anouced for eventualy next update...
Had it been so, I would have thought it would have been a very interesting point of view beneath the surface of nowadays video games and fee to play.
Note for AZERTY keybords, inputs are :
[J] [K] [L] [M]
C'est super beau, et j'aime particulièrement la maniere dont le jeu s'integre dans une page web. Je pense qu'une contrainte et un objectif auraient ete prioritaires sur l'histoire, pour qu'il puisse concourir en tant que jeu (a ce stade du developpement).
Maintenant j'ai hate de tester la version post-LD. Celle du lien "Web v2" ne m'a pas paru differente...
It's not quite a "puzzle game", in sense that the game does not really contain enigma. Or, it's a real puzzle, as it consists in arranging pieces in order. Thus the "puzzle" genre is much more appropriate here, than the term "puzzle game" suggests in the context of video game.
A game of patience and relaxation.
Note: il y a une faille dans le GUI qui permet de faire de gros raccourcis si on sait s'y prendre. a part ca, pas de bug a signaler ;)
J'ai senti comme un hommage a plusieurs jeux MT. La realisation est tres bonne et robuste. Le seul truc qui a pu me manquer, c'est de pouvoir renvoyer un membre de l'equipe pour engager une autre classe.
J'ai atteint le niveau 60 et ca commence a chauffer sec !
Oui il y a odyssey pour le graphisme, mais le concept s'approche aussi de minitroopers ou labrute