Blobbit - A Disaffected Squirmy by Wampus 2014-12-09T04:54:00
Really good music is playing, but the screen is black so I can't play. But seriously, this music is amazing.
Foon → Ludum Dare Explorer → Users → p1x3lruckus
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | Cabinous | jam | 469 | 3.30 | 3.00 | 3.18 | 3.59 | 2.95 | 3.23 | 2.43 | 3.77 | 52 | |
| 2016 | 35 | Shapeshift | Sheep | jam | |||||||||||
| 2014 | 31 | Entire Game on One Screen | Mechanism | jam | 182 | 3.64 | 3.56 | 3.54 | 3.76 | 3.72 | 3.06 | 2.31 | 3.36 | 89 |
Really good music is playing, but the screen is black so I can't play. But seriously, this music is amazing.
Overall a very interesting concept, It seems a very ambitious idea that you pulled off reasonably well, but the lack of audio and the few game mechanics didn't give it that much replayability. But I suppose the limited time has a large part to play in that. Overall a very impressive experiment.
Like was stated earlier, the game is unoriginal, while technically everything works fine and the bonus round is a nice touch, the gameplay isn't exciting and is most exactly the same to hundreds of other games. But given that you didn't have much time it's a good effort.
Fun, but it was really lacking audio, even if it was just a 'swoosh' when you use weapons or a quite sound when you or an enemy hear you moves, it was really lacking feedback. The graphics where simply and suited the retro style. Your obviously a god developer and you achieved a lot in the time, but I'de recommend this video, I know it helped me: [url]https://www.youtube.com/watch?v=Fy0aCDmgnxg[/url]
Other then that this game is amazing, like I could seriously get into this if there was more feedback.
I had no idea what was happening, but I enjoyed it. A was already mentioned I don't see how it connects to the theme.
Very clever, shame my screen has a really boring background. Only thing i'de suggest is better sound effects, they hurt my ears a bit.
Really impressive to get multiplayer to work in such a short amount of time. couldn't get any multiplayer though cause Australia timezones
I'm on mac running 10.9.5 . Double clicking the .jar from desktop opened a window saying it could not open. Running the .jar from Terminal with java -jar returned the following exception
Exception in thread "main" java.lang.UnsatisfiedLinkError: Can't load library: /var/folders/jn/s4p6kdsd3xd8sftwdfggc4yc0000gn/T/libgdxBirdLab2/3741154320/liblwjgl.dylib
at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1817)
at java.lang.Runtime.load0(Runtime.java:809)
at java.lang.System.load(System.java:1083)
at org.lwjgl.Sys$1.run(Sys.java:70)
at java.security.AccessController.doPrivileged(Native Method)
at org.lwjgl.Sys.doLoadLibrary(Sys.java:66)
at org.lwjgl.Sys.loadLibrary(Sys.java:95)
at org.lwjgl.Sys.<clinit>(Sys.java:112)
at org.lwjgl.openal.AL.<clinit>(AL.java:59)
at com.badlogic.gdx.backends.openal.OpenALAudio.<init>(OpenALAudio.java:70)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.<init>(LwjglApplication.java:80)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.<init>(LwjglApplication.java:64)
at com.swinestudios.onescreen.Main.main(Main.java:15)
Very enjoyable experience, couldn't beat the princess though, also a monster spawned on the wall, but I could still reach it with the sword so it wasn't game breaking. Good job.
I'm not sure what to make of this, the graphics where nice and the gameplay was unique. But it was very hard to know what the commands did, I think it would of helped to just have a few notes on what buttons did, I finished it and I still wasn't sure if different coloured buttons you pressed would do anything different.
It was pretty fun, but like you said it would of been much better if there had been enemies and other challenges. Also I think it would of been better if as soon as you hit the green it would turn over, I died a few times because I was holding down the key and overshot. But I guess that might of been the point.
ehh... it's too big for my monitor, can you make one that's either resizable or smaller? IDK I guess it's after submission. Looks good though and I wish I could play.
It was an interesting idea and an original take on the theme, but the gameplay could use a bit more juice.
I really sucked at this game, I couldn't figure out the combination. But anyway the music was great, the sound effects where cute, and the visuals where adorable. A very good experience.
Fabulous game, fun to play, controls are a bit hard but eventually enjoyable, one of the best games I've seen on LD. Only real issue was the hitboxes, which like mention on the post are a little off. Other than that a great experience. I played a good half an hour, but couldn't finish because it's really hard, but fun.
It was very nice story, very simple but it was enjoyable to play.
This game was really frustrating, there was no feedback from what was happening, sound effects even if they where from BFXR would of helped a lot, and adding particles to indicate damage would of helped clarify when you where being hit. Also if maybe once an officer damaged you it would freeze for a second or something, that way you could escape without just running in a straight line for a while.
It was impressive for the time given, and it was cool how many features you managed to add like the upgrades and what not, but I think it needed more gameplay elements, all the enemy variety was shown early on and it was too easy to set up a winning set of towers in minutes. Still, impressive amount of features.
This was really hard for such a simple game, very well done for 8 hours. Very clever use of the theme.
The audio and graphics where pretty good, controls where responsive and it felt good to shoot. The only problem I found is sometimes there'd be no enemies for 5-10 seconds, which really hurt the action.
This is certainly an idea you could work from, and there is quite a lot of content for the time. I think the game could of benefitted from more audio and some music, and I think game play would be less tedious if the player moved faster.
Well I was playing in Safari so I couldn't rate the sound, and once all I had to do was remove interspecies trade I encounted a game breaking bug where the help would come up, but would refuse to go back down. I could switch to the treaty tab, but that couldn't be closed either. This really sucks because this game was really fun, and it was a nice puzzle wiggling trade routes to make people happy.
So despite the bugs this is honestly one of my favourite games so far, the amount of content in it was incredible. That being said I'm not sure how you justified the theme, the game played over many screens.
This game was a lot of fun, nice music, pixel art and sound effects. The only real complaints I had was the hitboxes, the game would often register a death when it looked like the player should be fine. Also this works perfectly fine on Safari on my computer, so I think you can add that to the list of working browsers!
There wasn't much of a game, the only challenge was rapidly tapping the attack button to kill the enemies, the crystals seemed unnecessary and just slowed progress down. Plus I don't see how you justify the connection to the theme at all. If there was more of a narrative with characters, then the lack of gameplay could be forgiven. As it is the graphics are really good for the time, and the art style is creative, but needs much more work.
I'm not sure if I was missing anything but it was really repetitive, the art was interesting but really needed more features to it.
A nice idea with nice art, but the writing was a bit thin, I suppose it comes with being such a short game but I couldn't connect with the characters emotionally, but if it had more to it and maybe some progression, it would have had a much greater impact. But again, I suppose it comes down to the time limit. The art was very nice an it was the first LD game I've seen totally voice acted, music was gently and appropriate. Didn't find the ending either.
This was pretty tense to play, I couldn't beat it but had a lot of fun anyway, a very clever use of the theme. Only problem I found was having to refresh the window every time you die. But still, great game.
Nice graphics, nice gameplay, very hard but that might just be me. Maybe could of used checkpoints, but I suppose the difficulty was very much purposeful.
It was fun to begin with, but then it felt a bit unfair, because if a large beam started centred at your location, it didn't feel like enough time to react. Also eventually it broke, just instantly saying I'd lost, wait a bit on the end then beep and say I lost again with 0 seconds, without showing any lights.
looks good but I'm on mac.
This was pretty fun, very hard, and well executed. Couldn't get past the first boss though, maybe I just suck.
The music is good, but it really wasn't the kind of game I'd usually play, so I sucked pretty hard.
Very nice aesthetic, but the gameplay wasn't very responsive, music was good and the animations and character/level design where impressive. Goodjob !
I'm on safari on mac with java 8 update 11, and it doesn't work for me.
Man I wish it was on mac, looks interesting
This game is really fun, and a clever use of the theme. I can only think of two things I didn't like, the first was having to restart the whole thing once you died, I think the same puzzles aren't fun to do over and over. The second is shooting, maybe you just wanted it to be a test of how many things a player can keep track of, but I think it made it significantly easier and didn't add much being able to clear the way instead of thinking a way around it. All in all though this is one of the best uses of the theme I've seen yet and I highly recommend it
Fun and high production values, very rewarding puzzles, especially the last one. Impressive that you managed to get the time to make a level editor.
I'm not sure if this is a bug or not but my torch doesn't do anything, it makes a sound but doesn't turn on.
I had just started up the OS X version, text appears on screen to press f to toggle the torch, then pressing f plays a sound but no light is generated. I can faintly make out the character on the screen and the rest of controls seems to work fine, but no torch.
Hmm, no none of those worked. I'm not familiar with the love engine but does it use openGL? Maybe a shader that makes the torch work is incompatible with my graphics card or something strange like that. Either way it seems most people can play it so I wouldn't worry about it.
Very frustrating, but for still pretty enjoyable, the music was great. But like was said earlier it wasn't all on one screen, but still good.
Like watercress said, needs more content. Also, conflicting art styles really damages the aesthetic.
I like this game, I played it for at least 20 minutes, the audio while sounding odd at first added a huge amount of ambience, and the janky movement of the enemies somehow managed to make a black square frightening. A very good idea and high mood, also a pretty sweet use of the theme.
Fun, but ridiculously hard, also I found wall jumping felt a little non responsive.
Wish it was on mac, looks interesting
An interesting read, and it's nice to see formats other then games being submitted. But perhaps a little user involvement could of greatly increased your connection with the character.
Amazing effects, especially for pure java, but I don't see how the game connects to the theme. Also the options didn't work on my computer, but I don't know if that was just my computer
Really really hard, well done, but hard. It was hard to tell what the different icons meant, and there was a lot happening on screen every moment, but I suppose that was purposeful. Good art and the music was alright, but I think sound effects and some particles would of made it much easier to tell what events were happening and where the player should be paying attention..
Could see where you going with this, was really broken on my computer though.
Very nice voice acting and graphics, but it's not a genre I play often so the puzzles made no sense to me, but that's probably more a fault with me then the game.
It is really pretty, but the controls didn't feel very natural, but the game was well made.
Impressive for the time given, but was too arcady to be deep, and it was to serious to be arcady.
There is a lot of content here, but the controls felt unresponsive and there was too much happening at once to keep track. Also I would of preferred if not all the weapons on a ship fired at once, maybe just the ones facing the cursor?
This is a pretty fun game for such a silly idea, I think escaping cops was a little too easy though.
Man I suck at this game, really hard but also quite gratifying, I think it would be better to not repeat the first levels when you die though, completing the same puzzles get's old fast. Good mechanics though
Good concept, if you ironed out the bugs you mention and added more characters this would be pretty good. I see how you used the theme but I'm not sure how well it fitted. Still, good concept.
A very original idea. A big problem was that the game made it very hard to build any structure other then a vertical line, and gives no incentive two.
I would have played it, it looks interesting, but I don't have a gamepad. I think in the future a keyboard option would greatly increase the number of people able to play the game, even if you think the experience is greatly lessoned.
Damn this game was hard, but really pretty.
This game is amazing, I really liked the story and the message behind it. I played it a few times and I had a good time. Very well executed, minimalist graphics and sound which worked with the console aesthetic. Very unique gameplay I would totally play a longer version. Keep it up :)
An interesting experience, but there really wasn't very many game mechanics, but I suppose you could say the whole game occurs on one screen, since after that theres no player interaction with the game. I enjoyed reading the log though. I'm assuming loss is inevitable? Or was there a win state I couldn't find?
Smooth looking game, lacks gameplay elements though, plus I think the difficulty is to high for the amount of gratification, it just makes it frustrating, if you made the character faster and the hearts hang around longer I think it would be much more enjoyable.
It's already endless kinda, you can keep playing once the doors open, and it'll keep counting score.
Thanks everyone !
@Chaseed I have no idea, technically there is nothing stopping the player from winning by not moving, a block could even move the player into the door. But because of the number of things happening, and the plasmaballs bouncing around not confined to the grid, I would think the chances are millions to one. Also the collisions are a bit glitchy, so the player would fall off the block it's on a lot decreasing the chances of it moving up to the door significantly lowering it's chance of success.
Pretty impressive, I really liked the art style and the sound the little guys made while hopping around.
The gameplay was brutal, but I'm not sure if there was meant to be audio, none played on my browser (Safari Mac OS X). Other then that the art was amazing and even without audio the game had heaps of mood.
This is a good idea, to be honest I didn't enjoy the gameplay that much but just the idea made me smile.
looks good, can't play it cause I'm on mac. :(
Dude this needs a little work, there isn't game here, I don't know if you made stuff and it broke, or if you didn't have time, but yeah, needs some content.
It was very very very hard. I would say too hard but I get the feeling that was what you where intending. The music was incredible, I would of probably rage quit much earlier if it was't for how calming the music was. I'm still not sure if such high difficulty was good, but I still enjoyed the game a lot.
This looks really interesting, wish I could play it, but I'm on mac.
man, this looks good, but windows only :(
Overall very fun, and a good use of the theme. But gameplay was damaged as soon as you realise you can win 100% of the time by shooting a portal behind the other players paddle. But I guess that's easily fixed if you where to ever remake this.
Good game all around, I found some of the sound effects cute but some like the death sound was a bit... kitsch. In general though good use of the theme, good music and mostly good sound effects, with original game mechanics.
I really enjoyed playing this game, the dfficulty was satisfying, the graphics where simply but adequate and the harsh audio added to the mood. The only improvement I could make is more enemy variety, I think fighting only a few kinds of enemy got tiring, but still, a great little game.
Controls are very hectic, which adds to the game imensely, if I could play it with someone else I'm sure it'd be a lot of fun, I guess loneliness is just the curse of multiplayer games in LD.
Update: I played this with a friend, we had a good time.
Simple, smooth game, I liked the ambience and the fact that it isn't one ghostie person, but a line starting from where the last one failed. Other then that gameplay was quite slow, simply hovering the mouse over several enemies at once isn't very fun for long.
An interesting game, but the controls felt really unnatural.
Strange game, pretty fun though. Those dogs pee very far, in all directions too. The game has a simple idea and I think you stuck to it well, but very odd win condition. ;D
Fun with good controls and a pleasing aesthetic. The only improvement I could think of would be to allow a little more leniency with the player and the edge of the screen. Also the theme wasn't really present, sure the player was always on the screen but the game itself was across many, but I guess fun and game mechanics go first. A good entry.
Pretty cool, played this for like 20 minutes, would play again if there were more. The highscores were a bit weird, some showed up blank. Otherwise fantastic game.
Pretty good game, with pretty unique gameplay, but like was stated earlier having aiming and shooting different controls felt unnatural, but it might just be because I'm not used to it.
Yeah like the comments above me I didn't seem to be able to take any control over either fungus, their growth seemed automatic. But if you post saying there are controls and what they are, I'll happily rate again after playing again. (I'll check this in a few days).
What I could see was still strangely fun, even without any control and just using Y/N to restart it was interesting watching the fungi grow.
Ahh, I'm running on Safari and it doesn't except input, making the game un-runnable for me I guess.
Dude I love this game, I just played the compo version but now I'm gonna go through the most recent. I really liked the way the game didn't handhold which commands you used, it added a little mystery and trial and error. good work.
Very slick idea, controls where a bit unresponsive on my computer but I think that's just mine. Overall a very pleasant, colourful experience.
Pretty fun, the music worked well and the sound effects did what they needed too. Controls where very floating but I suppose it added to the effect.
Oh really? Which did you try? And do you have java installed?
Same with the mac folder
New download link works :) It's pretty good, a lot of multitasking and high production standards.
A good idea and follows the theme well, but I got stuck after I got the machine gun.
Really hard to control, I only could pickup like 2 of the hundreds of balloons I saw, managed to pick up a house though!
Probably the funnest game I've played so far, well done :)
I feel like this is from a meme
Couldn't get a connection :(
I couldn't figure out how to do anything, I could walk around and tried UP and DOWNing everything I could see but I always still lost.
Yeah the hitboxes feel a little rough, but the dancing man kept me motivated. I still failed miserably though, great game though :)
Played this for quite a while, had a pretty good time
I didn't do very well and it could of used a little more tutorial, but it was well put together.
That music transition got me. The combat felt a little slow but other than a good game.
Really well put together! I couldn't figure it out though, read all the articles and then just brought forced the solution.
It's probably just my computer but I had only about 3fps making it unplayable
Hi! This looks interesting but I can't see what my commands are when I'm typing, I'm on mac using safari (well I can see the commands on the console, but when I use the command righting tool I can't see it), any way looks really good!
oh dear, I don't have a windows machine so I can't test it, anyone on windows have java on command line? If so could you java -jar it?
Yeah it's pretty hard, I reuploaded a fix which might make the windows and linux version work, if your on windows and it worked could you mention it in a comment?
Ok, that was something...
I have no idea what i'm doing, I struggle to understand how much the room moves when I click, Sweet graphics though
I liked the art and the air of mystery, the graphics helped a lot, the controls felt good but I wasn't sure why my coconuts would come flying back at me. (Also the music has a very long pause between repeating?)
I'm on mac, it runs then white screens till closed. I java -jar'd it and got the below exception
Exception in thread "Thread-0" java.lang.ExceptionInInitializerError
at sun.font.SunFontManager$1.run(SunFontManager.java:339)
at java.security.AccessController.doPrivileged(Native Method)
at sun.font.SunFontManager.<clinit>(SunFontManager.java:335)
at sun.font.FontDesignMetrics.getMetrics(FontDesignMetrics.java:264)
at sun.java2d.SunGraphics2D.getFontMetrics(SunGraphics2D.java:855)
at com.gmail.stefvanschiedev.ludumdare37.gamestate.states.MainMenu.draw(MainMenu.java:111)
at com.gmail.stefvanschiedev.ludumdare37.gamestate.GameStateManager.draw(GameStateManager.java:67)
at com.gmail.stefvanschiedev.ludumdare37.main.GamePanel.draw(GamePanel.java:117)
at com.gmail.stefvanschiedev.ludumdare37.main.GamePanel.run(GamePanel.java:95)
at java.lang.Thread.run(Thread.java:745)
Caused by: java.lang.NullPointerException
at sun.font.FontManagerNativeLibrary$1.run(FontManagerNativeLibrary.java:38)
at java.security.AccessController.doPrivileged(Native Method)
at sun.font.FontManagerNativeLibrary.<clinit>(FontManagerNativeLibrary.java:32)
... 10 more
Pretty good and well put together, but it felt a little purposeless since winning rounds didn't feel like they helped any.
A neat idea, but I couldn't really figure out if I was doing anything, I dropped food right on top of it and I don't think it did anything?