Space Shift by ogre 2016-04-18T05:23:00
I don't think it does anything in the registry... but I did use several third party libraries. Could be one of them. Have tested on Win8.1 and Win10, works in both.
Foon → Ludum Dare Explorer → Users → ogre
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 45 | Start with nothing | Star Twit: H. Nothing | compo | 281 | 3.34 | 3.47 | 3.45 | 3.67 | 2.97 | 2.62 | 3.01 | 2.75 | ||
| 2016 | 35 | Shapeshift | Space Shift | compo | 606 | 3.05 | 3.03 | 2.57 | 2.92 | 2.73 | 2.74 | 2.34 | 2.82 | 73 |
I don't think it does anything in the registry... but I did use several third party libraries. Could be one of them. Have tested on Win8.1 and Win10, works in both.
I do kind of think it would be better on an analog stick. I had it as a dual "stick" shooter for a while using wasd to move and arrows to shoot, but ran into key rollover problems when I got around to trying it on windows! Maybe I should try follow-mouse controls (too late for compo obviously!)
I actually wanted to come up with some way where both shapes and colors for your shots were selected by environmental factors (such as the current prizes for shapes), not direct controls, but I wanted something other than prizes for colors. I just didn't get around to it. Space bar to change colors was the compromise and I agree it's not great. I think there'll be a post-compo version with analog controls (I already played with follow mouse and it is nicer, haven't tried analog sticks nor WASD plus mouse aim yet) and some additional game elements. Maybe even some lighting effects and such. Who knows?
I also didn't intend for the stars to be stationary, but the circle bullet explosions came in pretty late and they are a lot of fun, so I decided it was alright if the stars were easy to hit.
All shots destroy the walls that squares build. The star is actually the best power up imo, because stars cause chain reactions that kill everything else. But the triangle is also not bad to have since triangles are the only shapes that actively seek the player. I do think squares and circles are useless.
That big blast is a total hack. The easiest way to set the enemies up under the glue screen was to actually START the game when the app starts, and then just kill the player. The big blast is just that. Not really intentional, just a side effect of the whole 48 hours thing :)
Pretty cool ideas. Hard to tell what's going on though. Progress bars would be nice. Couldn't figure out how to use the whirlwind(?) though now that I'm saying that, it was probably the 1 key. It looks like a button and I wanted to just click on it.
Nice look. Wish it was harder, or got harder faster.
172 seconds. When you solve a puzzle, there should be a brief look at the completed solution rather than just immediately switching to the next puzzle. For mouse controls for this sort of game, surrounding the board with arrow buttons on either end of every row and column works better than dragging. The controls you have would be great on mobile/tablet.
Couldn't figure out how to win. Had more than half the bar green with many people still alive. Tried wiping out most of the population, got 100% green with only two people still alive. Still no win.
Really needs sound.
Cute and funny idea. Also the second entry I've played this compo that features a lizard-person president!
Very clever game mechanics. Excellent job!
Oh... the level where you have to click the switch while a shape is moving is very out of place. Requires reflexes, where all the other levels (so far) are just thought puzzles where you can take your time. I think you should remove that level and make sure every level is completely turn based.
Wonderful! A little hard to figure how to reliably hit the tongue. But it's got so much style and hitting the tongue enough times meant the game was over, so now I'm sad it wasn't even harder to hit it.
This is really good, and really funny, but way too difficult. Could not get past the room with guys stacked up either side. Probably could have with a lot more work, but it was annoying long before I gave up. Wish I got to see the ending! I guess I could replay and try to get to that point with more than one health. Would be nice if the save points always restored you to your maximum health.
Also the times dying before the first save point mean having to watch all the initial dialog again, also annoying for several runs.
Good idea, physics feel a little weird. Would really like to play something with the stretch mechanic a little more polished.
Controls pretty well. Ran into minor (not game breaking) collision bugs when shifting. Graphics are functional but too dark. Characters don't stand out enough/environment is very low contrast.
Mac build doesn't work for me, just exits. Played web instead. Love the art, pretty fun concept, but I felt like the difficulty didn't ramp up very well. Went from easy to hard very suddenly.
It's a little hard to see the pattern through the shapes sometimes, but otherwise very well done. Understood exactly what to do the SECOND time I played it, which is great considering I did not read anything other than "drag and drop" before playing :)
I'm on a touch pad and don't have a "middle button" :(
Can just shift to owl and fly all the way to the end untouched. Combat as wolf is a pretty good start though. Need something to prevent owl exploit.
Too short to judge this really, but controls work well and the idea is good. Off to a reasonable start!
This made me laugh. That's something...
I like the idea in general. The small piece vs. large piece thing is weird. I sort of get it now, but I think you need to be very explicit that the goal is to place the large pieces to clear walls. Small pieces are only there to try to make space to place the large pieces. Is that correct? I'm still not quite sure.
And I got to a point where I couldn't clear any lines or place any shapes and just had to sit there and let the timer run out. Frustrating! Should be able to discard a small piece for a time penalty, maybe, or clear the wall for a large penalty?
Can't figure out how to get past the point where there are three dudes in a row and a vertical wall just past them
Like the look of the game overall, but the player seems to always be in the dark. Controls are mushy. Can't figure out what the rules are for when I can hurt enemies and when my shots go nowhere or just go through them.
Has build errors on Mac.
src//Graphics.cpp:148:40: error: variable length array of non-POD element type 'std::string' (aka 'basic_string<char, char_traits<char>, allocator<char> >')
std::string textToPrint[terminalSizeX][terminalSizeY];
Very clever. Sad it ended. More please!
Really hard, gave in frustration on level 3. Did get up to the almost-top long platform, then missed the jump at the end. Rage quit. Like the look and the controls are tight, just too frustrating.
Would very much like auto-fire (hold space bar or just always on). Hard to keep mashing fire so much.
Mac build worked fine for me.
Good use of theme. Difficulty should ramp up more. Got to boss on level 6(7?) on first run, then died. Maybe allow restart at current level instead of back to beginning?
Web version does not work in Firefox on Mac.
exception thrown: TypeError: GLctx is undefined,_glGetString@https://9f1061ed6ff0390027edb0bf1e05fa98cbaf9d51.googledrive.com/host/0B4jbQC2UnrSPQnl0VHdpc3U3SVE/Shapeshifting%20Blobs.js:1:62458
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Ujg@https://9f1061ed6ff0390027edb0bf1e05fa98cbaf9d51.googledrive.com/host/0B4jbQC2UnrSPQnl0VHdpc3U3SVE/Shapeshifting%20Blobs.js:21:205172
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Wm@https://9f1061ed6ff0390027edb0bf1e05fa98cbaf9d51.googledrive.com/host/0B4jbQC2UnrSPQnl0VHdpc3U3SVE/Shapeshifting%20Blobs.js:20:197575
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Li@https://9f1061ed6ff0390027edb0bf1e05fa98cbaf9d51.googledrive.com/host/0B4jbQC2UnrSPQnl0VHdpc3U3SVE/Shapeshifting%20Blobs.js:20:16763
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doRun@https://9f1061ed6ff0390027edb0bf1e05fa98cbaf9d51.googledrive.com/host/0B4jbQC2UnrSPQnl0VHdpc3U3SVE/Shapeshifting%20Blobs.js:32:9934
run/<@https://9f1061ed6ff0390027edb0bf1e05fa98cbaf9d51.googledrive.com/host/0B4jbQC2UnrSPQnl0VHdpc3U3SVE/Shapeshifting%20Blobs.js:32:10102
Shapeshifting%20Blobs.html:331:7
Was really enjoying it up until where I got stuck under one of the blue tippy plates. An enemy was trying to get to me while I was under it, couldn't get out. No obvious way to reset to check point. Also, Firefox crashed when I closed the tab but left the music playing in the background (Unity web player version). WebGL version does not work on Firefox. It runs, but controls don't work!
Movement is way too twitchy, nearly impossible to control. Should be slower, keys should accelerate your object smoothly rather than zooming around.
Good use of the theme. Love the pixel art. Wish the boss fight was in!
Very nice game mechanic. Last room is not obvious that you have to exit higher than ground level. Wish there were more!
Well executed, but puzzles are not very challenging.
Really nice looking game. Hard to tell where you're trying to jump. Could be faster.
I got past the fourth screenshot, but by the time I got to the one with the rainbow block I couldn't deal with it any more. It's not obvious what the rules are for breaking blocks, it seems pretty random (but triangles and squares break things more easily). The one where you have roll up the hill and then drop onto the breaking one took more tries than it should have because of this. Several times I got all the way up and then didn't do any damage when I fell as a triangle. I did like the challenge of getting up the hill though, it felt almost like a Trials game (which is a genre I really like)
Clever game. The time limit seems unnecessary once the levels start getting harder. Several levels that seem like you were trying to get me to do some specific thing were much easier to just move the destination over next to the dudes (the three "bridge" levels all had exactly the same solution this way.) I somehow got a guy stuck outside of the hallways in an empty square on the first large level, and of course couldn't shift anything in to his square, had to reset.
I like the look of it! But the controls are hard to get the hang of, and it seems buggy. Fish keep spawning from dead fish, or duplicating themselves when they die. Should have a "get ready" stage when switching to a new fish so you don't wind up aiming a different fish than you thought. Might be better controlled by dragging a line back to shoot the fish (think Angry Birds slingshot). Don't take this too harshly though, you've got a cool visual style and I think you should push that farther.
I made a game with the exact same name :) Pretty different, but both arcade-y. Like yours! Nice and difficult without being overly frustrating.
I gave you an extra half humor star for "metaphor for life, some people have an easier time at it, and others get burned by lava." even though it was after the compo.
Enjoyed it, nice effort!
This is cool and different. The shift mechanic is a little awkward to understand, I just kind of kept hitting shift and jumping around until I landed on the right plane, but the idea is great. I only checked out the compo version.
One of the only games to make me laugh out loud so far, high marks for humor. Nice work!
This is a good idea, not very fleshed out yet. Feel like there could be something more interesting with how the nothing grows and consumes things. I just used it like it was click to destroy single blocks.
This is cool. I think I won? My creature and I were in front of a big vase, and then the window just went grey. Was that the end and it crashed? Or was that on purpose? I don't know. I may never know. This seems like a fitting way for this game to end.
Really cool making a programming game for the compo. Wish it wouldn't wipe my program when I fail, need to analyze it! Some ability to edit would be nice.
It took me a while to figure out what to do on the first level. I put my cockpit and thruster in the two squares. I can thrust up hard and hit the other cockpit and everything blows up. It tells me to grab some scrap. How? I just wind up back at the ship design and nothing has changed. I can also thrust soft and then wind up pushing the other cockpit, but it doesn't seem like there's anything out there no matter how far I push it. I mounted an engine sideways and it just spins the ship, and backwards and I just go away from the other cockpit. Rotate and Fire keys (Q, E, Space?) do nothing.
Answer: build the ship backwards. Engine on top, cockpit behind it. Not even touching each other visually. But this configuration for some reason blows up the other cockpit and you go to level 2.
So after that initial frustration, this game is GREAT! Physics puzzles and space combat are my favorite things, you should check my game out too. Also physics and spaceships! Not so much combat though.
The steering is not obvious at all. The instructions say Q and E rotate, but they don't seem to do anything? I think the strafe keys don't try to smartly figure out which thrusters to fire, they just fire the thrusters that are pointed a certain direction? I wound up with most of my ships being controlled backwards. But it kind of didn't matter, just flailing around worked well enough on most levels.
I particularly liked the level with only two thrusters and one narrow opening on the other side of the enemy ship. That's a good puzzle, more like that would be nice. Just more, I would keep playing this one!
Good fun, nice complete game. Attaching weapons where they hit your ship is a nice touch, feels like a little strategy needed there.
Cool atmospheric sandboxy thing. Lags when a lot of particles. No real objective beyond upgrading everything? Didn't know there were upgrades until I decided to quit and hit ESC. Wound up playing through all the upgrades once I knew they existed.
Adorable. It didn't seem like anything else was happening after mom showed up, so I just quit it. I guess I missed something and there was a win condition after that? She was just kind of wandering and it didn't seem like she had any interactions. Oh well, it was nice few minutes!
One bonus half innovation star for doing a web game in go! But this was really confusing. No feedback for mining, turning in this kind of top down display instead of just moving in 2 axes feels weird.
Figured out that the walls are kind of a hot/cold thing. Didn't figure anything else out, but that was enough to eventually win the game.
Silly and fun, only takes a couple of minutes to play. It's really cute. Good use of theme.
This was cool. Took the theme seriously, no hands, no eyes, love it. Not sure what happened at the end, or what that sword I couldn't pick up was about... ran out of time to finish it up?
Love the monochrome look. Don't love the super twitchy gameplay. Stopped at the level with a bunch of water at the bottom where I think you're supposed to jump the robot through the middle. The jumping is way too fast for me. But it looks great and if it were a little bit slower the controls would feel good too. Nice job all around.
Nice minimalist game. Unique take on "nothing"!
This is an impressively complete game. It even has a cut scene! Really nice job. I wasn't sure how much confidence I had or how close I was to winning, some meter would have been nice. Eventually I wandered back over and found the gate had opened. There didn't seem to be a lot of point to the world itself, but talking to the other nothings added some nice flavor, so I guess that's it.
Nice work!
Nice game, Wyatt! I'm not sure why I built a pig pen? Nor what the blessings do. And the layout somehow matters for blessings? It's not clear how I was supposed to place stuff to maximize this.
It feels like something big should happen when I finally get my obelisk. I am writing this comment while I wait for coconuts. 500?! Really?!
Cool music. No idea what I'm doing in the game.
This is good stuff. Walking on the slimes to solve the levels is a good idea. Starting with nothing and having to get your sword on each level is good use of the theme. I laughed at the dialog.
Not so great things: Starting over at the stranger each time instead of just starting the room again. The character is too slow, would like to move faster. Although I didn't have any problems getting the sword, it seems like it's not deterministic how the slimes push it. It could wind up somewhere inaccessible if there were more complicated levels in the future.
Great effort overall!
Beautiful, fun, challenging, this game's got it all. A little hard at first, but once you get the hang of it it flows nicely. Really great work!
Mechanics are pretty good. I missed that I was supposed to make the things blow up, took a minute to get past the first room because of that - I piled up 50 rods or so! The one where you have to jump up high was a challenge, the rest was straightforward, but you could definitely make a bigger explosion jumping game out of this.
The password box at the beginning made my password manager prompt me to save it :D :D :D
Your directions say "The closer you get, the smaller the indicator will get." What indicator? I don't see anything changing in size. I found water once in three games, I have no idea how I found it or what I'm supposed to be looking at.
This is a solid game. The level where you have to dash over a bunch of holes was frustrating, but I enjoyed it overall.
Feels pretty random. Maybe there's some strategy, it's not readily apparent. An awful lot of clicking next, might be nice to let it just play the AI turns on timers. Nice complete implementation, haven't seen many other turn-taking games.
Extra innovation half star for synthesizing audio on the fly.
Biggest complaints about my game have been the sound, I need to do something better next time. I'm not sure this is it though :D
Controls are tight but it's kind of fast and twitchy. Hit boxes seem too big too, would be nice to have more close calls where I live. Powerups go away and aren't there on the next run?!
So hard. I stopped on the third screen, with the double dashes. Couldn't get the third one where you dash right up to a laser beam. Wish there was a little less momentum, and that it would dash even if I wasn't holding an arrow.
Love the name! The pixel art 3D is almost like old school arcade 3D though it's a little too smooth. Make some specifically scaled sprites and don't scale the pixels if you want to make it even more retro.
Game's a little lacking. But it's got a nice look and feel and the sound isn't obnoxious. A fine effort.
The skewed camera and weird lighting make it seem like the start of a horror game, but there's not any win or lose conditions or story just... meaningless blob slaughter. Title checks out.
It's cute. I never got any money. Doesn't seem to be much of a goal besides building blocks upwards.
This is great! Short for sure, but a really solid start. Good use of theme, audio is top notch!
The backtracking in the third level took way too long. Missing platforms in level 2 cost a lot of time too. Having to super jump and then super shoot is awkward, but doable. Made beating the final boss feel more like entering a code than a big fight. 2Z3X. Repeat.
Despite those complaints, this is a great game! Really nice job here.
The vandals just feel like an arbitrary game over. I don't have enough time to react. Partly because I'm playing on a laptop with a touch pad, and it's hard to quickly react, but it would feel pretty unfair with a mouse too. Maybe a larger play area or slower people would help with that. I guess there isn't any other way to end the game. Since it just ends the game anyway, maybe they shouldn't take $1000 away just so you can more easily see your actual final balance.
There's no real decisions around the people who have 50% chances. Maybe some more subtle visual cues about their intentions (some green pixels poking out of their pockets if they're going to deposit?) would add some interest to them.
I do think it's a good concept and could be a fun game if expanded. Maybe instead of ending it when a certain person shows up, have levels that keep adding each new concept, and a time limit, so your scoring is just how much money you have when time is up?
Nice game! Very creepy and cool. Discovered on the last level I could just run past most of the monsters to the exit, only have to kill three. Maybe only two.
Fell through the level fighting the first boss. Doesn't seem to be anything I can besides reloading the page.
Really smart. You could easily make more of this.
No way to restart after losing except by restarting the app?
Starting all the way over on every death is frustrating. Do like the minimal art style, and fits the theme. Pretty complete compo game.
It's cute and funny. Too easy maybe. I see the comment about playing without shift. Does seem like you barely need it once you understand what's going on.
It's very cute. Nice complete game for 48h.
Very funny!
Can't harvest when ducks are pushing you around I guess. Maybe it's on purpose!
The little ducks are cute. I'm not sure what I'm doing, there seem to be more and more whether I do things or not!
Are you ok?
Feels good, nice and silly. I wish the level was bigger. More feedback on health, or whatever it is that causes me to lose would be nice. Maybe it's getting shot in my original blob? Wasn't clear. I like it though, nice work.
I agree with everyone about the steering. It's all level 2's fault. Having to roll your spaceship to the wormhole because it's the only thing you can do cracks me up, and it really plays into the theme. But getting the gravity and torque and friction to work together to make that possible is tricky. I tried upping the gravity at one point and it completely broke that level. Adjusting the turning forces also breaks that one. I could've made different physics values per-level I suppose, but I like that whatever controls you have work the same on every level.
@ixchow - You're right, the center is slightly off. It's not on purpose, but I struggled a lot getting the physics hooked up right, as well as synced with the graphics properly. It's "close enough" but I would've liked to figure it out for real and make it perfect.
The bouncy ball cannon does have a tiny bit of kick. It probably could do with more.
@jamesvaughan Weird, I've only run it in Chrome, on two different PCs.
Oh and it loads and runs on iOS Safari! Can't control it though. Might try to add on-screen keys for mobile browsers. I think that last level will melt my phone :D
Same, not working. Some stars start scrolling eventually and there's music. Nothing else happening.
I found one screen's worth of walls but there wasn't anything happening near them. The screenshots make me think there's more to this game, but I couldn't find it after several minutes wandering.
Nice work! Dodging could use better feedback. Very twitchy, but it's fun! Almost a stealth puzzle game with timing door openings to not get shot.
My screen is 3:2 and I had the problem with the left and right edges being cut off. But only just barely, I was still able to beat the game. Game felt pretty good otherwise! The minimal graphics are perfect for a game jam. Floaty but still pretty tight controls were nice. Fun few minutes, thanks!
Doesn't work here either, blank window pops up for a second then goes away.
This seems good, but I can't figure out how to buy stuff. I can move the little cursor up and down with the arrows, but enter does nothing. Clicking the words does nothing. The prices on things say 150 pts, I got up around 1000 points, still couldn't buy upgrades. Feel like I'm missing something obvious.
Also, playing on a touchscreen laptop feels a little like cheating. Just touch the enemies and they die. :D
I'm on a high DPI display and I didn't even notice there was health text until I read this. It's teeny tiny! "Won" by reaching the grass on my second try. Fell off, tried one more time, decided I'd seen everything and came here to verify.
It's a nice start of a little dungeon crawler. More please!
Excellent! Really played well. Couple of frustrating things: * Levels where I wind up jumping off the top of the screen. Hard to judge my jumps. * Would like to be able to retry just jumping across platforms I've built when I miss jumps. Maybe. It's kind of cool I have to rebuild the level if I miss though. I don't know if I really want this.
It's really great, one of the best I've played.
This was really fun. I was confused the first game, but only the first game. Played a couple more times and really enjoyed it. If you keep going with this, maybe give us some strategy around how the ship gets laid out instead of making it just random. Could do a mode where instead of timing the in-between building phase you just give us X number of credits to spend and we can think about how to spend them.
Love the 80s vibe. I made a game called Space Shift for Ludum Dare 35, welcome to the club :D
http://ludumdare.com/compo/ludum-dare-%2035/?action=preview&uid=12735
I don't think my memory is good enough to play this game. I guess I'd have to plot the whole maze on paper. I did not.
It doesn't seem like there's any reason to collect shots or reason to fire them once collected. Nothing happens when they hit the enemy ship? Nice start to a mini-bullet-hell game otherwise.
Really tight squeezes make this harder than it needs to be, though the health is pretty generous to make up for this. Multiple high score categories based on how much health is left at the end and how fast you do the level could be interesting!