Foon → Ludum Dare Explorer → Users → PapyPilgrim
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 33 | You are the Monster | The Orator | jam | 1039 | 2.50 | 1.77 | 3.14 | 2.50 | 1.95 | 1.89 | 2.73 | 45 | |||
| 2015 | 32 | An Unconventional Weapon | Soccer Punch | compo | 368 | 3.37 | 3.64 | 3.49 | 3.82 | 3.41 | 3.33 | 3.14 | 3.17 | 100 | ||
| 2014 | 31 | Entire Game on One Screen | Communications Control | compo | 233 | 3.54 | 3.12 | 4.08 | 4.37 | 3.02 | 3.13 | 3.68 | 100 | |||
| 2014 | 30 | Connected Worlds | Our Dream World | compo | 324 | 3.44 | 3.16 | 3.27 | 2.92 | 3.50 | 3.85 | 2.68 | 3.34 | 100 | ||
| 2014 | 29 | Beneath the Surface | Please Come Back | compo | 672 | 3.07 | 2.42 | 3.36 | 3.71 | 2.65 | 3.37 | 2.05 | 3.52 | 100 | ||
| 2013 | 28 | You Only Get One | Beep Boop. Where will it go? | compo | 171 | 3.47 | 3.44 | 3.41 | 3.21 | 2.79 | 3.57 | 3.39 | 76 | |||
| 2013 | 27 | 10 Seconds | Hello Dr. Steiner! | compo | 569 | 3.04 | 3.29 | 2.24 | 2.96 | 2.76 | 3.05 | 3.00 | 2.60 | 94 | ||
| 2013 | 26 | Minimalism | A Square In A Room | compo | 66 | 3.87 | 3.62 | 3.77 | 4.44 | 3.13 | 3.73 | 2.12 | 3.61 | 84 | ||
| 2012 | 25 | You are the Villain | One Armed Invader | compo | 376 | 2.96 | 2.67 | 3.25 | 3.31 | 3.15 | 2.19 | 3.39 | 2.64 | 91 | ||
| 2012 | 24 | Evolution | A Walk In The Park | compo | 448 | 2.84 | 2.14 | 2.95 | 2.19 | 2.53 | 3.32 | 1.58 | 3.52 | 78 | ||
| 2012 | 23 | Tiny World | Frustrating Tiny Rooms | compo | 158 | 3.46 | 3.35 | 3.35 | 2.16 | 2.09 | 2.03 | 1.38 | 2.67 | 87 | ||
| 2011 | 22 | Alone | Deadly Robot Spree | compo | 395 | 2.59 | 3.24 | 2.18 | 1.53 | 1.65 | 1.87 | 1.33 | 1.80 | 1.50 | 33 |
You obviously put some effort in the audio but... I had to mute it :(
Nice game anyway
Had my sound really loud. Crashed myself after 5 seconds. Became deaf. Thank you sir.
great entry
15 sec : "oh i get it"
1min : "meh... i don't really like the gameplay but it's nicely done"
5min: "oh c'mon! I barely touched it!"
10min: "i really hate those kind of game. Really"
20min : [rage quit]
after 5 plays I don't get how i can influence the outcome of the fight...
I like this one
The kind of game you can play during 20minutes without noticing.
I found the controlls a bit goofy but it's a really fun platformer with a nice twist. Good job!
I found the controls a bit goofy but it's a really fun platformer with a nice twist. Good job!
can't figure what to do :/
Hey favardin!
Since you didn't gave me any contact info, and since I can't find any on the link you provided, I don't really see the point in looking for a way to respond privatly to a public accusation (btw, googling my username was enough to find what you needed to contact me privatly)
As it was said in other comments, this game is not very original. That is very true. The core concept I used in this entry -multiple rooms maze- as been around for years. Take this one: http://www.koreus.com/modules/news/article4189.html . See the date? 2005. Sorry, you didn't invented the genre.
Despite what you are saying, the mechanics are NOT the same, . I have a control-remapping mechanism, which you don't have. You have a way to "teleport" from one room to another, which I don't have. We both took a different approach on the genre, which resulted in 2 different games. Of course, you had to play passed level 4 to realise that. I suspect you didn't.
Now, regarding the "really similar style"... Really? Red squares are bad. Everybody expects that! How could you even think your game was my inspiration on that?
I am not a graphic artist. Trying to push my limits on the graphics was not my priority (at least not in this entry). My game uses a grid. I decided to use squares. It is that simple. And even if your game is way more polished than mine, I suspect the decision process that led you to this graphic style to be really similar to mine.
This game was hardly played 200 times, so it's probably not worth it to make a "big fuzz" about it, indeed. That didn't prevented you to accuse me here and elsewhere... (http://indiegames.com/2012/05/browser_game_pick_frustrating_.html)
I think you missed the point of the ludumdare. This is not a "game competition" as you call it. This is about making game for the sake of it. Because we like it. With that in mind, I hope you understand that there is no point in ripping off other peoples game and ideas.
To be honest, this is one of the last place I expected to see that kind of claim.
Nice little game.
Since this is a flash game hosted on kongregate, you should rename your entry to "Web". Some people won't even try your game if it is flagged as "Windows" (since they don't want to download anything)
I had an annoying bug (https://dl.dropbox.com/u/44222526/souljar.JPG) but was able to play it anyway.
I was aiming for the mood category this time, but I think you will beat me to it
Still, one of my favorite entries :)
controls and physic are way to goofy for it to work
Nice game, with some challenge. Too bad it starts soooo sloooow. It really hurts the fun in the game, since you have to start all over again.
The audio was a bit annoying too (i ended up muting it)
Nice entry nonetheless
Nice entry
However; I felt like the controls were "reversed": I often died because i was trying to shoot with arrows and move with wasd. (also, try to handle azerty keyboards -zqsd- next time)
I really liked that one, one of my fav!
5/5 in many categories (not sound; obviously :) )
Awesome
Very cool mechanics indeed, and a good take on the theme!
Once you understand how the interface works, the game is pretty simple to play. And despite this simplicity the player is faced with tough decisions, has to choose between multiples strategies and can also change his strategy on the fly!
Even if I disagree with "the first player to send some attackers will win the round", I must admit the game could use some balancing.
I guess this kind of game must be a pain to balance :)
Good job!
Nice entry, with a not so common mechanic
Graphics and audio both works very well with the game :)
Despite a nice progression in difficulty and the fact that you wait to introduce the player to blue barriers, I feel that you should take the player by the hand and guide him a little more : It took me ~5/6 tries to complete a level with no luck involved.
Letting the player discover the mechanics by himself may profit to some game, but not to this one.
Anyway, you did a good job. With a little more content and polish it could easily turn into a "bookmarked for lunch break" game :)
I really liked that one. it's a shame you can't do anything more. I was juste waiting for something to happen since there was nothing else to do. When i got stuck in that room, i was like "i don't know what is comming; but it is coming soon", which ruined it for me.
5/5 mood anyway :)
I like this entry as well, especially because I had a similar idea when the theme came out :)
I dropped it because I feared people would not enjoy the game and leave it after a few minutes.
So I am glad to see that not only you did it, but that you also found some really nice ideas that keep it interresting, even when you believe you found everything.
I believe that with more content, this game could easily hook the player for a very long time.
Good job!
When i grabbed the cowboy outfit, my computer crashed. Twice.
controls are a bit strange, but i liked the game
I really like that one.
I figured moody game would not be numerous with this theme, and well... this is a nice take on it :)
I feel that proper animation would benefit the game a lot (I know, lot of work. Especially if you did all the art by yourself)
You should add a cap to the number of permutation we can do for each level. I ended up randomly switching the genes, hopping i would stumble on something i could easily solve (oooh the irony)
You should spend more time working on the "feeling" of your game.
Here the controls feels "heavy" and unresponsive, and that hurts the fun in your game
Kept me hooked until the end. good job!
Nice game. The music was great but i found the sound effets 'aggressive'. too loud maybe.
Oww. I was aiming for the mood category this time but... one must learn to admit defeat.
Excellent job, and great timelapse
oww, one of my little boy walked strait to outer space :/
nice game
fun, and feels polished. good job!
awesome entry
It's a shame you have to wait so long to have some challenge (and so, having fun)
I don't know why, but I really like the graphics here
so... basically, you just click once and watch? how did i spent 20 minutes on that?
Awesome!
awesome!
Amazing first impression, but quickly bored.
awesome
awesome
reading the description, i was expecting a boring entry.
I was wrong.
nice take on the theme
1st run : fell out of the world
2nd run : freeze
3rd run : "wait... there was nothing more?"
Good graphics, it brings a nice atmosphere
Like the art and the general feel of the controls. However, better attack animations would have been great (especially for vertical attacks)
Good job!
I feel this game if more about survival than evolution. Also the game is too big for my screen, i had to scroll up and down while i was playing.
A beautiful baby indeed. Hopefully he will never know how the mother got all those diseases.
Also, I am pretty sure that you should start on the right side ;)
my ears are bleeding, but the game was fun enough to keep me for a few minutes :)
Awesome game
It feels very polished, though I feel you could have explored the theme a little more .
Awesome :)
Nice idea, simple and well executed
Pure awesomeness!
awesome
really liked it :)
exactly the kind of small and well-rounded games you want to see in a ludum dare. thanks a lot :)
crashed my browser twice (an enemy got stuck in a wall both times)
~140sec :)
Ok... now I have a stupid smile on my face
Instant bookmark. I'm pretty sure i will come back to the game multiple time this year during my lunch breaks :)
I completed the first level as soon as I understood the concept (and that you have to drag and drop the traps), I feel like the difficulty is just fine. Maybe a step by step tutorial would be better than a wall of text to explain the game?
Bonus point for the mudic, which fits the game really nicely
I could'n figure how to play, and lost 3 times.
The other comments kept me in the game and only then did I discover the use of the ENTER key. You sould had it to the description
awesome
I lost my hearing while playing this game :(
Some actions were also a bit tricky to do (I don't want to spoil, so I won't say which one)
Anyway, that is a nice concept. And a nice concept is what makes a good puzzle game :)
That game is just awesome. instantly bookmarked. the music is epic, and the take on the theme is really clever
thank you all :)
@logun There is a game over yes - if you let the humans destroy your ship - but no real winning conditions. I guess you can call it an end when you have seen all the dialogs, or when you don't see more nuclear blasts appearing on the planet after an attack.
@01010111 I also agree on the lack of metrics / feedback for the player. My original intention was to display some animations each time you match symbols, or when there is an event(think "advance war"). I actually have a lab animation where you see aliens severing poor humans, but that turned out to be VERY time consuming (especially for my noob skills with inkscape). So knowing I could make other, I decided to remove it from the game
@Will It is actually really simple : when you match a symbol, it generates a certain amount of that ressource (depending on the number of symbol matched, and the number of workers). Then, there is just a huge list of "if (ressource < 10) ... else if (ressource < 50)..." for each ressource :)
All I do in those "if" is basically displaying a dialog and some times adding/removing a symbol to the wheel.
Feel free to take a look in the source, but it is really just a huge if else.
@casino Agreed, friends told me that during their tests. But since my game is just a "smash the space bar", I could'nt really find a way to explain it more without adding a boring wall of text like "if you match 3 shields, it will charge up".
I actually hoped all those random absurd texts and the "story" would keep the player in the game long enough for him to understand the mechanics by himself. At least it worked for you, so I wasn't totally wrong :)
@emveyh I also felt a background music could have been a great addition; but I couldn't find a way to give an "alien" or "space" feeling to it, so I gave up and added a bunch of random texts instead :)
quick and simple, and yet I keep reloading the page :)
Great atmosphere, really appropriate graphics, and an overall "I am a sneaky monster" feeling that is hard to describe and that I don't really know how to express in the rating.
The only think I don't like is the "shaking the bed" controls. I don't think smashing the keyboard matches the sneaky gameplay
Haha, that old lady was loaded :)
I also don't really like the controls, but the diversity of things to discover kept me hooked for a while.
It reminded me of some of the games I had on my calculator in high school
Nice touch at the end :)
crashed my flash player twice (when i got to submit my score)
"if you got stuck you should think outside the box or you should have the read text before the level"
you mean the text that takes forever to display?
First game I really enjoyed, so first game to get 5 stars for me :)
Pretty much what VDZ says : good idea and good potential, but really lacking 'something' atm
Nice job anyway
The controls felt a bit unresponsive, which was really frustrating. I believe you have to wait a bit (for the animation to play?) when you bump head on the ceiling before you can dash again.
Most of my retries came from this
Nice and polished game. I'm not fan of the way the money indicator (bottom left) updates slowly though : i only take quick glances at it and i often thought i could build something when i couldn't
I think you need to choose your colors more carefully : some parts of the screen are hardly lisible; and there is an overall "what the f*** is going on ?!" feeling at the beginning that will probably make some people quit before they understand how the game is supposed to be played.
Funny idea. However i think the lack of sounds is really hurting this game
got stuck in a wall
I don't know why, but this reminds me "paper please"
Not sure if this is a bug; but in the room with the log ADY4 you can jump deactivate gravity and jump over the roof. Same in the room bith BUT1
invisible labyrinth : bad idea
@Dagnarus Actually he was waiting to rate my game because we thought switching it to a Jam entry would reset all the ratings I already received. I did try to switch, but it appears it is too late to do so. So I updated the description to explain the description as best as I could. I would appreciate it if we could keep this comments thread about the game itself.
Anyway, thanks for the (overly enthusiastic?) feedback :)
@WojWorks : I consider the first 10 levels to be the tutorial and I didn't wanted the players to reprocess the "flow" of a level at every step. I actually took great care not to have multiple solutions for a level, or the same solution in consecutive levels (EXCEPT in those first 10 levels )
So yes, the solution to level 8 is also a solution to levels 4-5-6-7. I thought it was the less obvious one. Same goes for level 9 and 10.
This game is gorgeous. You really did a good job at creating a unique experience for the player.
The art is gorgeous and all those animations and texts add a lot to the experience ("so 2014" haha)
Nice art and audio. This game is quiet relaxing, despite an unforgiving collision detection. The controls are well done too and feel pretty nice
I had some pretty heavy graphical glitches which made it really hard to understand what was going on, or even find this game beautiful. I will come back to it later (didn't rate yet)
Yeah checkpoints! You get a bonus point for that. Not that you would need any, this game feels so complete and so polished :)
This is a fantastic entry. The attention to detail is amazing Bookmarked!
Bonus point for doing a multiplayer game, and doing it so well :)
Ok, now that I lost a sizable amount of time on this game, I will bookmark it. To loose more time.
fantastic job
There is something really special about this game... Good job!
(but be careful, you need to rate at least 20 other games if you want to see the ratings you got)
I normally wouldn't rate you in the audio category, but here I really felt lack of sound. It's a shame really, even if the "hero" doesn't look like anything more than a bunch of triangle, the graphics in this game are great and create a nice and unique ambiance. Sounds would have helped a lot
Fantastic entry, very unusual. I kept searching but couldn't figure how to get rid of the last 3 scouts.
Bookmarked, will come back to it
Want to make a fun game? Rockets, grenades and explosions should do the trick! Not enough? Ok, how about a badass laser of awesomeness? fuck yeah!
Of all the games you made, this is my favorite by far! great job!
I couldn't find a way to pause the game, was that done intentionaly to keep us playing? :D
Hey, thanks for the kind words :)
It WAS intentional! I spent a lot of time trying to get the player just "beneath the surface" precisely when being there would be the most frustrating. I am glad you didn't see the ropes I pulled to achieve that (I based most of the timing on my own scrolling stamina though)
Of course this is something players won't experience if they just let themselves drown
Thanks for the feedback everyone, I really appreciate it and I am glad so many of you seem to enjoy the experience
@CustomPhase : It's really easy to stay on the surface at first but it get much harder after ~1min (if you are not already tired by then). It's weird that nothing happened when you let yourself drown. I sync it to the music, so the timing may vary, but there again it doesn't take more than 1min under water before you drown.
@sknoslo : Haha yes that was exactly what I was aiming for with those controls, Glad you noticed it
@erekiel : yes exactly, when I saw the theme I knew I was going to do something like this. I linked it in the description, but it's at the bottom of a wall of text, I don't blame you for not noticing it ;)
Haha your were right, our entries are very similar :) Did you draw your inspiration from that ad as well?
270.1
Cool idea, and nice take on the theme. I kept fumbling with my keyboard, and people were not really pleased.
I laught at the "sigourney" hair cut :)
Are the enemies supposed to move or shoot at you? they did nothing for me.
Anyway I like the art style and the old RPG feel to it
I love entries like this one, it feels very complete and is a pretty good game in itself. You could (and should) post it on a game portal :)
"your wife is in another coffin" haha
Good job with the controls and the art, this feels great to play. (also good job with inudge, I never could make something that sounded that good with this tool)
The controls felt a bit clumsy and navigating was a bit challenging, but the puzzles and the atmosphere got me hooked :)
Good aesthetic and intersting idea. The gameplay feels a bit too random for my taste
Nice game, and nice take on the theme.
What did you use to make the music? The sound effect was a bit repetitive after a while but that didn't stop me from playing
Nice game. The art is cute, the level is well designed, and having multiple minigames is really a plus. Good job
The difficulty curve is not great, but that is the only thing I didn't like in this entry. Fantastic job
Hey I have been trying to get that kind of indistinct speech for one of my project. Could you explain how you got that result?
Haha nice game, I like that one a lot.
I couldn't break the ice yet, but i am still trying
Timing your move is a bit hard, so the lack of a retry button is a bit disapointing, but the overall tone of the game makes up for it
the idea is nice and the graphics are cute. The controls made it easy to make a mistake (which is pretty unforgiving)
Well I can already tell what your ratings for innovation and score will be. Perfect illustration of the importance of the little details and effects you can add to make something more fun.
Did you make all those sound effects yourself?
I don't think that this "find the key | reach the door | repeat" gameplay you have here is the best match for the atmosphere you created with the graphics and the music.
The controls feel very good, and both the art and audio are awesome. I just hink the game was lacking some metrics or feedback
It's a shame this game doesn't have sounds, this would add A LOT to it. I like the overall tone of the game : the art is nice and the crew balancing is pretty clever.
Good job
I like the mechanic of the game, I think that with more polish and feedbacks to the player, this could be a great game
It's nice to see a game that uses the theme as a mechanic instead of using it as a context :)
That's a nice graphical effect you have there, removing a layer feels right. Also I like the (rare) sounds effects :)
This game could use a proper tutorial, or at least more explainations in the description... without it I fear some people wouldn't take the time to understand what is going on and don't give this game the chance it deserves
Bookmarked! I like everything in this game, one of the best I played
Really nice art and smooth animations (exploding grandpa!). It got laggy for me after a few retries in the same room, but it's on me: I shouldn't die that much
Yes I also love peoples who take the time to read the full description ;)
Nice game, cute art, catchy sound... I just had to get lucky with the oxygen spawn
I love the art style, reminds me of LUFTRAUSERS. Too bad there isn't more depth to it (no pun intended)
Haha seriously, wtf? That student is so creepy
It gets hard really quick though, I couldn't pass the second enemy.
Good job, this is a great entry
Really nice entry. Cute art, good choice of colors, catchy tune...
The slowmo effect was a nice addition too, but I think you should not activate it for each kills, it breaks the rythme a little.
Took me a while to realise you could wall jump (even with the flying eyes). More variety to the level might make it usefull as a mechanic. As it is, I don't really see the appeal.
The drilling mechanic feels good to play, good job about that.
The ambiance is also nice, even if the choice of colors may not be appropriate for some items (the recharge station looks like it could be an element in the background for exemple)
Good entry
What makes or break this kind of game is what's going on on the screen, since the player is more or less waiting. You did a great job at that here with the cute pirates running around and the overall good art.
You might have something solid here if you decide to expand on it. Good job
"well if it moves... I don't think I should scratch it"
Game over
"Oh... ok"
I hit 4 or 5 endings, and I don't know if any of these could be considered a "good" ending. Are there any?
The controls feel pretty good, and there a re some nice effects all over which makes the game pleasant to play. Good job
Aww to bad there was only 2 patient.
I liked the idead, reminded me of 'paper please'.
You don't need to play it in another browser, you just need to resize the window and it will work.
Nice concept, and nice music (which was not loud enough compared to the sound effects)
Haha, I spent a while running left and right in the level selection screen wondering what I was supposed to do.
Well someone was expecting another theme :)
I had a weird graphical glitch (I think it's a glitch) where everything except the background and the 2 characters were completely black. Reloading the game didn't solve the problem. So I had trouble moving navigating the world and found it very unforgiving
THe 3 min constraint is a bit short for non-native english speakers. Nice idea and nice execution though I like the overall ambiance and the choice of a grey palette.
I felt like playing an alien in avp2 :)
The little effects add a nice touch to it. The collision box for the player could be smaller to avoid bumping into walls, but it's just a minor thing, might be just me :)
It's a shame this game is so confusing at first, I'm pretty sure you lost some players before they could see how the game is played
Nice entry! I love small scope games that feels complete and polished like this one. Bookmarked
That's a lovely game, i liked it
Loved the art, but the game felt a bit unresponsive (Yes, I had some people available to do the job)
A bit short indeed, but I totally know what it feels to be stuck for hours in meetings :)
Nice take on the theme, I liked it
As much as I would like to consider myself awesome, I only managed to score 5 (after several attemps)
It's a shame there is no "narrative" section in the rating. I don't know where to put all my stars :)
Nice concept, and congrats on your first LD. With a bit of balancing you might have something great here
Haha, I love how he swings what remains of his arm like crazy.
Great entry
"I preferred to complete the scene rather than having an incomplete scene and an incomplete interface"
You made the right choice here, it feels very complete indeed. I also liked those little people babbling, it adds a lot to the experience.
Good job
Clever way to make some basic art into something visually pleasing, I will remember that one.
Nice concept also, with a nice difficulty curve. Good job
I never managed to dodge the orange boss (second phase), so it killed me multiple times. Good thing there is a checkpoint just before the boss.
I think more feedback than a single sound when you are hit could be a great addition, but otherwise this is a pretty awesome job!
Very nice, very relaxing
Hey congrats on your first LD! That's a nice concept you got here (maybe not 'punchy' enough, but that's something you could work on next time)
With more variety you could have something great here.
My brain hurts so much right now... A more progressive difficulty (with smaller levels maybe) might help to understand how the game is played
Anyway, good take on the theme, and nice concept. Never saw something like this before
Had a good laugh, thank you
Good idea with this mechanic, stars for innovation
Wtf did I just play
Nice take on the theme with this setting, I liked it.
Having to go through the explaination screen everytime I started over was not great though, especially since it seems there is a timer on each screen.
Relevant title. It's nice to see a common mechanic use for a not-so-common purpose.
I think that this game would be more touching with different sound effects. "beep" doesn't match the mood here, while a few music notes could.
Clever take on the theme, and gorgeous art. Very nice job, it was fun to play and watch that pumpkin grow, even though I felt so many different ressources were unnecessary
Hey congrats on your first LD!
The graphics are awesome and the controls are pretty solid: the game is nervous and you feel powerful with that hammer.
However, I think that the lack of actual game sounds is really hurting the experience.
Ok now I feel bad about the 5 stars in graphics I gave in other entries :)
It's a shame that the landscape sometimes gets in the way of the action, the game is hard enough as it is
This is a nice idea for a puzzle. Maybe the controls feel better on a touch screen, but the effects you added make up for it
That little danse!
Great game, I especially like the art
It took me a while to notice the fullscreen button in the corner, so I found that the GUI took a lot of space and was getting in the way at first.
I found the monster pretty hard to fight and was never able to clear a level (if that is a possibility)
Good job with the controls, it feels great despite the camera responding a little to quickly and making it hard to aim
That's pretty trippy
Hey! congrats on your first LD
Nice game, and quiet pleasant to play.
Having some graphical effects here and there would add a lot to the game I think (seeing the tiles move around for exemple)
Hey congrats on you first LD!
I was alone on the server, will come back later
Adding a checkpoint at the start of each room would be great. Otherwise I like the cute art style and the colors
This entry is just awesome. Great mechanics, controls that feel good, sounds that are not a pain to the ears, a nice touch of humor, nice transitions screens...
5 star all around
Fellow "youpi baguette" here: Good job, especially on the music.
I don't know if falling through the floor is really a bug or if it is your take on the theme (since you mention it in the description), but if it is related to the theme, I don't see the point. It's more frustrating than anything else.
Hey congrats on your first LD!
This is a really nice game. The difficulty is set just right, the graphics are nice, and the gameplay itself is pretty original.
A shame there was no sound in the game. Maybe you could focus a little bit on that in your next LD? :)
I think it was smart to make the units have such a short lifespan. In those kind of games you tend to wait a lot, and doing this boosted the pace (and the fun) of the game.
Good job
I wasn't expecting to get something else than the game after clicking the "web" link, you might want to change that
I like this one, the concept is interesting and the art is really well done. A bit more feedback would be great, but the game is perfectly playable as it is
Cool concept. I really like the simplicity of the controls.
With more polish you might have something here
Hey congrats on your first LD! It looks and feels really great.
Hey congrats on your first LD! It's nice to know your own limits and to have the willpower to rethink what you are doing.
You were still able to bring some content to the table, that is impressive
It's nice to come across sounds made with sfxr that are NOT a pain to the ears. Thank you :)
Nice physic effect. With a little polish on the controls this could feel really good to play and lead to a quiet fun game.
Yeah some ragdoll! Makes everything better
You have a solid mechanic here, I kept playing for a while despite the lack of metrics or any real goal. Good job!
I like this one. You get a nice sense of progression, even if it feels slow at first
Hey congrats on your first LD!
You did a good job setting up the fundation of a game here. I like the 2d/3d art
were those sounds made with inudge? :)
The aesthetic of the game is nice, but i died several time without understanding why: I was not noticing the rocks
Hey congrats on your first LD! That's a clever take on the theme, and it's pretty funny too.
Think about us, poor azerty users, in your next compo :)
Hey congrats on your first LD!
Funny game, which was enjoyable from start to end (except maybe for the shooting part: I ended up spamming hoping some shots would connect), with a few "wtf" moments, and a good sense of completness in the existing scenes (even if there was to few for my taste).
I am not sure if this is a good take on the theme though. Without the description I wouldn't understand, and with the explaination I'm just... not sure.
Hey congrats on your first LD!
What did you use for the music?
Couldn't find the robot :(
It crahed on the first level for . I had to refresh to get it to work, and I had no problems after that
Shark, missiles, explosions and slowmo... what else do you need to make a great game?
I like the idea and the overall graphical effect it generates. Very satisfying to watch
Nice art and catchy tune, good job
I think having more control on the jumps would make the game more enjoyable. As it is, I feel like doing a hail mary pass each time I press the jump button
Hey congrats on your first LD! This is a neat idea you have here. If you really want to keep working on that game I think you will have to take the player by the hand and explain the mechanics progressively. Discovering via trials and error might feel frustrating
At first I thought I was supposed to jump on the black shapes in the background, and collect the colored square on the way... It failed
The random placement of block should not be totally random I think. I had several instances of completly unsolvable situations
You can upload it if you keep a link to the original and clearly specify wich link is the original submission, and wich is your post-compo
That's a lovely art style you got there. I really like the colors and contrasts in the battle screen.
Also the monsters looks really good.
That mechanic is a great addition to the genre, I am surprise I never saw something like this before. +1 for innovation :)
Not much of a game indeed, but i can see how this could be used as a fondation for a game. Nice feeling.
That graphical effect was a bit too much for me, especially in fullscreen, but otherwise I like the art style.
I died several time at the very begining of a wave when an enemy spawned directly in my face, so I didn't finished it.
"A simple RTS / bullet-hell thing."
whaaat?
And yet, after finishing it, I have to admit this is a pretty accurate description.
Good job with this game, the idea is quiet unique and the realisation is great. You have a good difficulty curve, some variation in the challenges... I really think you should keep working on it
Reminds me of the first alone in the dark :)
Nice art and good ambiance, you can tell a lot of work went into this one
Hey congrats on your first game! The difficulty curve might be a bit too steep but at least you got something that runs and that is enjoyable.
The idea is pretty cool, but the game could use better controls and feedback.
This reminds me a lot of 2 games by lucas pope : http://dukope.com/play.php?g=trt and paper please.
Nice execution and nice ambiance, but I wasn't always sure how I was gaining points with the rebels or raising the suspicion of the governement.
haha, had a nice time playing this. really good arts and the look on his face is awesome.
I don't know if I want to understand the thought process that led you from "beneath the surface" to "let's stick a jetpack to a dino" :)
Good art and good audio. The game itself was a bit confusing at first, but after a while i found it pretty easy.
Nice level design, you were able to present a nice set of challenges with only a few ennemies and mechanics.
Good job
I wasn't expecting that.
Nice take on the theme, and good job with the story. It's a shame there is no narrative section in the rating, I don't know where to put all my stars.
It's funny how you turned a limitation of the compo to a strenght for your game. Good job!
The game is also pretty fun in solo, I can only imagine what it's like with a lot of players
I like the idea of this game. I think it could be greatly enhanced with some basic audio
Nice game, feels very polished and have a impressive amount of content.
The mechanic is nice but switching from thin to fat (and vice versa) break the rythme of the puzzle
Good job anyway
I collected the yellow crayon on the first page but then nothing happend, and I couldn't figure what I was supposed to do.
It's a shame, the lack of tutorial or explaination really hurts the game. You have a nice mechanic
Albeit difficult, this is a neat concept. I like the attention to details.
I don't know if there is a real strategy since you can't tell what will be in each room, but I can see some effort went into the art and the sound. It feels realy polished. Good job!
Nice idea! I think this could be great with smoother controls and a proper difficulty curve
Good controls, the game feels good (even if I had ennemies shooting at me through walls)
I love how you have to aim for bad experiences to be "more human". poetic in a sense.
I liked that one, good job
Someone was expecting an other theme :)
SOLUBILITY haha!
Interesting idea with the controls. I think it could have been merged with the game itself in better ways. Definitly worth a though or two
I don't really know what part of the story made my feel unconfortable, but something does. Good job with that
This is a great entry. The art, the audio, the gameplay... nothing was left behind.
5 stars, good job
That ending :)
Lots of small details in this game, I like that. Good job
Bonus point for the kid paddle art :)
Making a hard game may have been your intention, and I like those games, but the difficulty curve was really steep. I can't tell how many tries I needed to pass that first obstacle on the slope.
Next time I think it would be a good idea to make 1 or 2 additional easy levels, just to let the player get a hand of the controls
That voice qcting :)
Those small details and animations everywhere are what makes you love games where you inevitably have to wait a little : it's so satisfying to watch everyone being busy; and it drives you to build even more.
Great entry, bookmarked.
I like those kind of games, and it's great that it saves my game. Bookmarked, will come back to it
The game is lacking sounds (or is it just me?) be the controls and the presence of an ingame tutorial make the game really enjoyable to play.
Good job
Cute art and nice audio, I like that game. Does the whale try to kill you or was I just REALLY unlucky? It is super hard to avoid
Haha nice game, I really enjoyed it (despite the level generation that can be unforgiving). Nice art and animations
It felt a bit repetitive at the begining (especially lvl 2 and 4, or 3 and 5 which for me are the same challenge) and I was afraid it would be a big repetition of always solving the same thing... but it was not
Good job
This is a cool idea. My only concern is that it could encourage people to leave comments that are not helpfull at all...
Just look at the number of comments on this page that are only a few words! "wow", "awesome", "great", "this is cool" might be good ego boosts, but they are not constructive critisism. There is only a few people adressing the weird control with the mouse, or the fact that you can't reveal the whole map.
Anyway, you get the top score in innovation and theme from me :)
bookmarked so I can pull that one when I have a friend at home.
It could use a tuto or instruction screen though
Nice twist, and good difficulty curve (which is rare here). Good job
For some reason I took me a while to understant how I could move crates around with her. I had to look in the source for that (and the tools seems indeed dead simple to use. I didn't know it)
The enemy behavior feels totaly random, so I am not sure there is something meaningfull I could do here. Also I wasn't able to tell if I got hit or if I was hitting the enemy
It became complicated and stressfull really fast, especially with those little moving suns that I found really hard to take down.
first 5/5 I give this week, good job
Was never able to save more than 4 planets, I wonder if it is even doable.
Nice concept, and very good use of the theme, but it felt very confusing at first. It's a shame you had to put so much text in you description to explain things and didn't find a way to explain it to the player directly in the game.
I don't know if this is intended, but I never regained health when I was in a green sphere (contrary to what is said in the instruction screen).
Also I don't know what the goal of the game is. I wandered a little, trying to go up, but saw nothing to indicate I was getting close to something.
Great atmosphere, with a good job on audio and graphics. Interesting idea, but it lacks a goal to keep the players playing.
For some reason I could not unlock level VII.
Nice game, picking mechanics from differents puzzler and mixing them together
As other said, it took a while to understand what i should do (especially the "pattern thing").
It gets a bit repetitive after a while :
- boost everything up to 100
- hit the play button
- when everything is back to 0, pause and start again...
Not much to do really, yet I spent way too much time playing this. Good job
I had to restart a few times because the new planet would pop to close to an other, and if one of the two became too big I couldn't clic the other.
I cannot name a single movie that inspired that :(
Good job. I mean REALLY good job. First game where I give 5 stars in multiple categories this LD.
Congrats!
Awesome game. I had trouble throwing swords when i was too close to a wall, and the audio was a bit subpar, but you did an excellent job.
That's a cool idea, but you should tweak the controls a bit:
The character has a lot of inertia which makes him hard to control, and his hitbox is a bit to big (I really expect him to fall when both its feet are in the air).
2:08, but I derped with the timing several time, I could have done it in 1:30 or 1:40.
I found this level easy (compared to what could be done with the mechanic), it would fit nicely in a tutorial
The text on the buttons is a bit tiny though
"Don't give up when you run out of fuel, scan around for a bit, you might get lucky!"
yeah right. The button only brings death... I managed to get to the end without clicking it. I had a very small ship, though. It feels like I was being lucky, not that I made the good decisions...
1940
Could use some feedback and instructions. Took me a while to realise that the red ressource was what you call 'military power', and I didn't understand how the ressources are generated : they seem to be dispatched between connected planets, but never actually get produced. So I got stuck after conquering a few planets every time I played.
- Didn't realise I could zoom out at the beginning, so in one of the firsts level I thought I had to intercept signals from outerspace, and send back the others to the source
- Could be nice to pause the level at the beginning, just to have the time to evaluate the situation
Great job anyway, those are just little details
Controls are a bit awkward (do you have 2 collision boxes for the main character?), and there is a lack of feedback when fighting a spirit (like a health bar) which made it hard to understand how I was supposed to capture them.
Nice entry!
It would be cool to have some kind of replay when you loose, to see how close you were to loosing at some point :)
Also, I am not a super fan of that little red thing following you: It should make a move when you make one, not move by itself. The way it is, it adds unnecessary stress to the player. The game gets hard quickly enough :)
I don't really know how to put it nicely... but you made a game about waiting!
There is no point in creating the links early on since you can't sustain it, so you have to wait until you can link everything in one go... And you even made the timer longer with each level!
Never found a way to be profitable, even when I found a group of stars that would provide each others nicely and linked them together I was loosing money.
There is some potential, but I feel like playing with a set of random numbers with no guarantee I can get something out of it.
Too bad there isn't sounds
Not seeing pirates (or at least were I encountered pirates) is a bit annoying. It feels random AND too punishing. When you have a lot of trade routes, you may not remember what the one who just got destroyed was.
Nice idea, but not enough levels. Maybe the mechanic doesn't allow for a great variety of challenge?
I don't understand what could require a loading screen between levels in a game like that though.
When I saw "ASD" in the instruction screen, I realised that it was made for a qwerty keyboard. So I pressed alt+shift to switch my keyboard mapping, and BAM! i was in the game (despite the "press enter to play". Minor thing, I know, but still.
Nice game overall. The difficulty might be a bit too much at start, but it's okay.
Pretty cool idea but I found the rabbit so hard to control!
The game is a bit slow to play (mostly due to the controls and the camera speed imo), so the time limit didn't fit so well into the game.
Also i found the lack of sound really disturbing since the graphics are so good. Even a basic "bump" made with bfxr would have done the trick
Won my first game while I was still working out how this works... lost every games after that :(
Really good job
I didn't understand what the S ability was supposed to do. Maybe it was just a lack of feedback
Great concept and execution. The game could use a smoother difficulty curve though. I wasn't really sure what to do and I solved the first level by accident (and it took me a while to truly solve it when I restarted)
Good job
Great concept, and nicely done.
I feel the 50% rule feels really unfair, but on the other end it is REALLY hard for the light world to win without it. Maybe a different rule to cut the beams could balance it in a better way.
good job, many stars for that one
"what now... they made a cute game about a farmer and they want me to chop a pig with my axe? [...] wait... wtf?"
Pretty cool idea, but evey game I played ended the same way : I got a game over while I was still on the platform, not moving...
Too bad there isn't much more to it than just sitting in front of an enemy line, shoot until you 'pushed it back' and move to another enemy line...
You should add a way to tune the mouse sensitivity (but since you don't move it that much, it's ok i guess)
I died near the end. No checkpoints :(
I could not find a way to expand after I colonized a second planet.
Also some enemies didn't die while they were in shooting range of the planet I clicked on. I don't know if that one was a bug or if they have more than 1hp
overall this is pretty confusing: don't know what to do, don't know how to do it, not sure what is going on with my planets... >> this game really needs feedback for the player.
Found 36 planets. I found it hard to know where I was exactly, a minimap or a different background could be a great addition for that.
Cool idea, nice puns and references, but it lacks gameplay and is not really fun in itself.
The plane has a lot of inertia, which is not so common in that type of game. If you want the player to dodge bullets, the controls should be more responsive.
That was my only concern with the game, it is pretty nicely done :)
You should also have taken the time to put sounds in that game
-At first I thought the yellow arrow was pointing toward my objective... I got lost in space. Tried to warp in the opposite direction to go back to the station. Ended up in the middle of nowhere. Restarted
- Went to the moon, harvested some deuterium, went back to the station, sold it, didn't get any money. Went back to the moon... eventually ran out of fuel and never made money.
A little hand holding could be usefull here :)
I feel the camera was a bit too close to the ship early on, I was just wandering around, hopping I would find some rocks and stars
Also that 'wubwubwubwubwub' was a bit repetitive. You should rework the audio if you plan on releasing it on other plateforms
The firsts few challenges might be a bit too hard, that's were I got most of my deaths because i wasn't used to the controls.
Great mechanic
The music, the bright colors, the huge jumps... I don't know why, but it reminded me of the old amiga game "james pond II". (And that was before it became both flashy AND super hard)
Too bad there is no real connection with the theme
*kssht* Nice job *kssht*
(btw, you should post 2 different link : one for the compo, and one for the post-compo)
This is a great idea, but I think the difficulty curve could be a bit better.
With that gameplay you could do puzzles and platforms sections, but the very first challenge you face is both a puzzle and a platform (the first "room" after you go under a red wall).
It was easy to fall from a plateform to. If you are not perfectly aligned to the axis you wich to move in, you will move slowly on the other axis and eventually fall.
Good job overall. clever concept.
You should say somewhere in the description that there is more than the poor accuray part at the beginning, because that one is REALLY frustrating. I have to admit I was tempted to quit but I didn't only because I saw in the screenshots that there was something else
The lack of sound is really hurting this game. Even a little "bump" when they jump would help.
Nice idea, a bit unforgiving
Really good entry. Fun, feels good to control, nice art and audio... I just wish I wouldn't feel like an uncontrolable flipper ball in some levels!
I know this the kind of thing that is hard to balance, but in my second playthrough I wasn't able to hit the coin more than once. My options were always to be thrown out of the board (even if I overright an existing tile).
Good idea anyway
Really nice entry
Nice graphics and audio, with a very good idea... but not really well executed imo. The quotes could be understood in a few different ways and the players had to both understand what YOU want it to mean, and perform it the way you intended to...
Also there was no real connection between the puzzles (gameplay wise): in the first you can't make them touch eachothers, but in the second you have to. Pretty confusing for the player.
Also I had to look at the solution for 2 levels, and even then it wasn't clear what I was supposed to do.
zeppelins and farms/factories never update their cargo (but cities do), so I had the impression I was missing something (like a pick/deliver instruction), but that was before I noticed that my money was increasing more and more quickly.
I think you should add some visual effects here and there to give feedback to the player (like a little "+1 wheat" that fades away on top of your farms, or a thin line showing the current road for your zeppelins)
Nice job. Whith the number of levels, the smooth difficutly curve, and the little effects here and there this entry feels really 'pro'
The music is a bit repetitive though, and I wish the character wouldn't move when I just want it to face another direction
I am not sure there is a link to the theme (unless there is a victory screen? I totally suck at those games and couldn't get more than 20)
The way you allow the player to have one "extra life" with the second dino is really clever.
The way characters jump feel a bit 'floaty', so it made the controls feel unresponsive.
The letter-catching mechanism is actually a really neat idea, good find
Basic multi-room maze, but well executed. The game feels "complete" good job
Wow. Such Ideas. Much Clever. How Sarcasm. Very Themes. Wow
I am not sure I want to know how one could come up with such an idea... I like it a lot, and it's well made but it's totally random :)
I don't know if the controls just happened to be that hard once you implemented it, or if you did that on purpose... but this is not how I was expecting a monocycle to work, and with those pixel-perfect collisions I felt like I was fighting with the avatar rather than controling it.
The levels were pretty well made, but I would have ordered them differently (especially the first few ones)
I gave up on level 19
ah, I had the exact same concept (limited time to clear a room) for the "10 seconds" LD. This is done much better though: the packaging is top-notch and the controls are great.
The progression felt a little dull after a while, but this is a really good job. Bookmarked
only 5 levels? d'oh...
- Dying from the falling blocks felt a bit unfair since it's hard to avoid
- Special blocks were not explained
Good job otherwise, I spent a great deal of time on it
'beep beep booop boop' ... oh ok, there is some audio... 'CLAP CLAP CLAP CLAP'
Audio excepted, I think this is a really cool concept and yes, posting a walkthrough helps a lot with the judging (especially since your entry has a lot of trial & error).
I think some autocompletion would help a lot with the timed challenge AND would guide the player a little: It's very confusing at first. (I realise it's hard to code that in 48h, I had trouble to add it to my entry as well)
Really good job with this one, I like it a lot.
"then the torture begins" [ultra loud music playing in the background]
I don't know if this was intentionnal, but I laugh
the controls felt a bit unresponsive (mostly because the controls are blocked when something is happening on screen I guess), and while you did a good job at explaining *what* to do, it sometimes was unclear *how* to do it.
I don't know how the next attack is selected, or if I have a way to influence it, but for the second monster (when you still have only the warrior) I got the shield 5 or 6 times in a row... so I just had nothing to do. Not the best first contact with the game.
At first I felt that the terminal in the first room was some kind of I-pushed-the-theme-in-the-game-I-wanted-to-make-anyway, but it was actually pretty usefull since it tells you were to go. pretty subtle :)
I didn't feel the need for a sheet of paper, but an ingame diary would indeed be nice.
Also I don't really understand what you were trying to accomplish with that camera effect, but that is my only concern with the game. It's a great entry
The first monster spawned on top of my head so... I died. Twice.
I really like the way the controls feel in this game. I can tell a lot of though went into it. Good job
Congratulation sir, this is the first 5/5 I give in fun :D
This game is full of references, some I was really surprised to find here (bdubs!)
Good job!
I have 2 suggestions though (haven't played the post-compo yet, but I certainly bookmarked it)
- knowing the shape of the room I am about to place would be nice
- There is nothing ingame that explains why someone is unhappy.
A very nive mix of one finger death punch of toribash. I see we have the same tastes in games :D
The control could use some work, I didn't feel I was really in control of what was happening, but it was still fun to play so... good job!
I must admit I would be VERY surprised if you produced those sounds yourself during the 48h compo. It is much more likely that you took them from a site like freesounds.net (which is not allowed). So, just because I can't be 100% sure, I won't rate the audio category.
And I take it back. Audio is now rated like any other category :)
I think it's a shame you opted out of the audio category: even if you didn't make the sounds yourselves, the choice of audio is really important.
As for the game...
- It is a bit too big for some screens
- It crashed several time (or at least the game was not responding to any input), which made it a bit of a pain to play since it happened almost every round I played
- The idea is great, but there is a real lack of feedback : I never understood how the slot-machine part was interacting with the rest of the game, and I didn't felt my actions mattered. When it wasn't crashing it felt like I was reading a Choose-Your-Own-Adventure book ... while tossing a coin for each choice.
Appart from that, the packaging is really good, and as I said earlier I love the concept. I am curious to see what this could lead to. Good job!
I liked the idea but the section with the moving ground was really hard to "read" and was pretty unfun... starting from the beginning doesn't help, and I gave up when I had to cross that section for the third time.
I didn't realise you could walk on water and tried to rocket-jump my way accroos the double-spike screen :)
I takes 3 white balls to kill a snowman, which give you only 2 balls left... and it takes 4 or 5 (random?) yellow balls. So the only profitable to kill a line of 3+ snowmen (which happens rarely and randomly). Anything else makes you loose.
I get that you wanted to make a survival game, but it's not really fun when everything you can do has a negative outcome
After 3 playthrough (I won on the 3rd) I felt there was little strategy to this, It just came down to whether you would find gold/oxygen/acid on your way or not... (The item placement was completely random right?)
It's a shame because the idea is pretty neat, and the packaging is great, I must say. It's just not really fun to me since I don't feel I influence the winning condition...
the controls are a bit awkward (mostly because the mouse control the camera but not the way you are facing i guess) and there is no proper ending, which I find a bit disappointing. I went back to check I hadn't missed someone, but no...
On the other end it's a pretty refreshing use of the theme and the graphics and audio are top-notch. Good job!
I really don't have the patience to play that kind of games... and since I could find a way to get the watch I just gave up. Is there a walkthrough somewhere that I could use to evaluate the whole game?
I think the lack of sound is really hurting the game. It's a shame really, those mechanics are really cool, especially the placement of torches. Too bad you can't place them precisely were you want
The game itself is not special, but the packaging is awesome
Well I don't know what I did, but I got redirected (twice actually) to a website while I was playing and and to start over...
- The instruction screen disapear after 2 seconds (I had to F5 multiple time just to know how I was supposed to play)
- The game froze my browser every time I switch tab (I write my comment as I play)
- Clicking does nothing as long as you don't play in fullscreen mode
- The game crashed everytime I died
...
I feel like all those problemes hinder gameplay and prevent me from giving it the rating it deserves. The compo version (which is the one we are supposed to play) is basically unplayable :/
I got stuck after using the phone (whitout the number): I couldn't control anything, so I had to restart
I had the exact same idea with my entry, but I went in a totally different dirrection... I am affraid yours is a bit more interactive... Oh well
There is a clear lack of feedback with the weapons : I can't tell what are the differences, and I don't know how the orientation of my ship affect them.
I also feel it is pretty unbalanced because I was able to get pretty far (wave 8 or 9) by activating all the weapons and pushing the power ratio all the way to the right, switching to "shield mode" only when repears were needed.
Good job overall. It is especially impressive for a first compo :)
Ok... despite having several problems gameplay-wise, this is by far my favorite entry. I love the concept. I love the art. I love the story... If you ever want to keep exploring this idea I have a few suggestions:
- sounds! (obvious one)
- make a tutorial properly explaining how the radio works
- have more obvisous mistakes: I button-mashed many screens, which is not really fun (I spent a lot of time on the "I will be visiting you know" screen)
"it's not a lot"
It's not indeed :D. I had the same issue with my game: way too short.
The music and sfx are nice, but that "static" sound is a bit too loud.
Gameplay-wise, I don't know if you intended it to be just a visual novel, or something more interractive, so it's a bit hard to have a clear idea of what this could lead to.
Too bad there isn't much more to it... cool concept, but it is lacking some variation
I don't see the point of break those... magic mirrors?... because enemies will keep spawning
So much for the theme, but thqt entry is awesome (wow, such fun. Very idea. Wow)
The control could use some work though.
It's a pitty there is no goal to it...
Also, are you the guy who made this? http://i.imgur.com/uyYLRZb.gif
Innovation is the only category where I cannot put much stars : this is basically spy party...
Aweseome job with the rest though
I got stuck into a wall. Twice.
I have only one thing to say that hasn't been said already... "AZERTY"
That is just a minor concern though. Good Job!
Really cool concept (Especially the swipe mechanic which add a lot to the genre).
I think the block repartition could use some work : right know I think it is totally random, and some playthourgh are just doomed from the start
woohoo another command line game.
Ok, I have just one thing to say on the subject : don't fret to much about the lack of tab-completion in your game. I spent way too much time implementing it in my own entry, and the result was more confusing than anything else I think. I actually reworked it a lot in my post-compo version.
I am against a time limit though. It would be very hard for you to balance it properly (since not everyone has the same typing speed) and would be very frustrating for some players if you fail to do to so.
merry christmas to you too!
Looks a lot like 'out there'.
I would say that the mechanics are there, there is certainly some challenge to it, BUT it is soooo sloooow! I failed twice and I just didn't want to go though it again.
I realise that the purpose of every action taking some time is to drain your ressources, but a turn-by-turn approach would have worked better here I think.
On the plus side, the graphics, audio and general atmosphere are great. I really liked the way you set up a complex background without using a huge wall of text. good job on that!
music is playing, but I have a black screen on both chrome and FF
I like that idea very much!
My only concern is not the bug or collisions... but the lack of feedback:
You ask the player to solve a timed challenge, but don't provide clear informations about what to do, or if/why some actions don't work.
If you want to beat the game, you would have to explore the house carefully and loose on purpose just to know which options are available to you..
My first playthrough was basically "ok... I have to hurry. Hurry to do what? wait, what was that? A sink? Oh so I can interact with it, ok. So what?"
That gameover screen is super long... let me restart already!
Sleeping is indeed very important, congratulation on your first game jam :)
Even if the game is not very fun in itself (I blame the controls: you are hardly in control actually), there is a nice packaging (the intro, the instructions on the screen...).
Good job, hope to see you next LD
The web version had a lot of graphical glitch which made it unplayable for me. The DL version worked fine though.
I won't talk a lot about the graphics, audio or general atmosphere of the game, since those are obviously strong features of the game...
Instead I want to talk about the controls and the pacing of the game: the angle of the camera made it a little hard to navigate the level, and it was sometime really hard to position properly to interact with an item. Also, with the lack of feedback it is hard to tell if it is even possible to interact with an item. As a result, I think there is a bit too much of wandering around, which breaks the flow...
The physic of the ball is a bit buggy (I passed the first 2 levels without copy/pasting), and i don't think the bouncing adds a lot to the gameplay since it basically prevent you from jumping again...
The copy/paste mechanic in itself is quiet good, but not very well explained (I didn't understand I could only cut piece of the screen itself... I was trying to rearange the level)
the music was also a bit repetitive
"wise choose" hmmhmm yeah ok...
"bad decision" oh. ooohhh... i get it. (too bad I was already at level 15)
Really clever take on the theme, but I see one major issue with this: navigating a maze is not fun. Especially when it's a big maze.
Sure you can see your next goal, and have to figure how to reach it, but I think it would have worked waaaay better if you had a multitude of smaller levels, like a puzzle game.
In the current state, after collecting a key you quickly get a feeling of "uhhg... I still have to go through all this?"
I lost the screwdriver, it glitched into the table :(
Except for the control (which are unnecessary complicated) The concept is pretty sweet and kept me playing for a while. Not a lot of room for expension though...
Hmm fixing bugs is nice, and you are indeed allowed to fix any game-breaking bugs... but this is a pretty long list of patches and I don't think some of them were actually game-breaking.
Does the version I played really represent a 48h job? I don't think so. Unless you convince me otherwise, I won't rate that entry.
*72h job, didn't see it was a jam entry. But my point still stands
I have a feeling you knew the game you wanted before the theme was announced, and kind of pushed-the-theme-in-there... Which is totally fine since the game is really cool to play. I spent a great deal of time on it.
While I didn't really understand the point of the planet-screen (it is just a bunch of people running left and right...) the story that is generated is pretty nice. Some color codes highliting the usefull information would have been nice though, since it quickly becomes repetitive to read...
The screenshot however is NOT a nice a quick tutorial: even if it's indeed nicely structured and contains everything you need to know ... It just overwhelms the new players with a lot informations. The goal is clearly stated but statements like "but it requires [...] to work" are legion, and until I actually play the game I have no idea what you are talking about.
A better approach would be to take the player by the hand during his first playthrough and slowly introduce each component... or to just display those informations in the ship-building stage
overall, really good job with that one: it's one of the few games that I could see extended in a full release.
But... I still had questions about the option menu and he left not to come back the second time! I guess I inconvenienced him too much
A bit too slow for my taste, I must say. Clicking on each tile to move is a bit boring.
Also I saw a reference to some music in other comments, but I had absolutly no sounds (played in chrome).
There are some asteroid that you just cannot possibly intercept... Better controls and difficulty curve would make that game much more enjoyable.
The concept is pretty cool, don't get me wrong, but some hand-holding for new players would be nice.
Good job with this entry, It doen't feel like a bunch of features thrown together (for once). I actually had a very similar idea with my game, but it turner out waaay different :)
Took me a while to figure out what to do after assigning my crew to different ships though : The "start repairs" button doesn't look very button-y to me.
I beat it on the first try (with only one ship left , but hey...)
The only thing I didn't like is that the differents values looked very random. Not enough feedback on that point.
There isn't much gameplay to it... You just press space and hope for a win :/
Graphics are excpetionnal though and the music is nice (a bit repetitive maybe), but that doesn't make a game
Very nice entry. Nice audio and graphics.
Gameplay-wise, the controls are just fine, but the game could use some progression in the difficulty (if there is some, I didn't notice it) : it is way too hard the first time you try it, but once you get it... much easier. And it stays like that until you stop playing.
That is the first entry I see that is not running for the "fun" category... why?
ok I get your point. I agree that "fun" impact the overall category a lot, but I still think they are quiet different : for me it represents the quality of the game. I wrote a detailed post about this during a previous LD (http://ludumdare.com/compo/2014/05/07/rating-consistency-how-i-rate-games/)
Despite the original idea that I don't like at all, I was surprised to enjoy it so much. That game would be better suited for multiplayer though.
You did a poor job at explaining the twist in your game, both ingame and in the text below. My first playthrough I had the impression I had absolutly no choice : the content of a room and the content of a chest felt totally random.
It took me 3 sessions to understand how the chest were working (and I knew all that time from reading other comments that I was missing something...). I just couldn't figure how to "upgrade the dungeon": I tried pressing enter, pressing up, clicking on the chest, clicking on my hero, clicking on the little flashing arrow... Only after all that did I found how the chests worked.
I am not telling you the game is bad (on the contrary), but you should really rework your gui, my guess is that a lot of people probably missed the point of the game.
Even without the wacky controls with the space bar, I think the timer is wayy to short to give a fair chance to the player
Really well done (and thank you! finally a game that works with an azery keyboard).
It's a shame the game feels so... unfinished. I gave you plenty of stars for the packaging, and really wanted to give it a 5/5 overall but this doesn't really feel like a complete game unfortunatly
"Ok next game..."
*game starts, awesomeness ensues*
"ah! I am pretty sure this one is from ddrkirby... Yup, it is :)"
the webgl version didn't work (tried in chrome and firefox).
Too bad there is no sound at all :(
this is basically "space team" single player...
It's a shame the randomnes of the challenge makes this game so unfair: I feel it's litterally impossible to go through every control when everything start blinking at the same time...
@rjhunter @omiya_games
First of all, thanks for the feedback: props to you for saying something more than "oh i like XX and YY ! good job"
I agree with both of you : The game is very low content-wise. I am actually quiet disapointed with what the compo turned up to be, but I didn't wanted to push rushed-and-broken features in... hence the post-compo version :)
As for the railroad part... Yes it is absolutly true. I felt it was necessary though. I had time to playtest it during the compo and every single tester felt overwhelmed and lost... I had to take them by the hand. Sadly this took a lot of time and I couldn't
So yes, the compo version is nothing more than a long tutorial and is very railroaded because of it. It was a deliberate choice on my part, and the mission I added in the post-compo version doesn't suffer from it since the way you react to a given situation is handled (you can totally disobey orders, and I handle it).
You can try other "command line" compos (http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=38819 or http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=16086) for an exemple of the problem I was trying to solve: those compos are great, but only once you figured what you are supposed to do
I found it a bit hard to navigate the level (especially to jump on a plateform). My only concern to this (otherwise great) game would be that the controls are a bit hindering gameplay
the multiple soundtracks were a nice touch.
I have to admit that I really disliked any puzzle involving the rocks: those were more frustrating that fun for me..
It was a bit hard to keep track of everything, and the aiming was really unprecise
I didn't understand why the bombs would go up and down, which caused me to miss click a few times.
The first few times I got stuck and had to refresh the page to restart.
Also, the music changed for no reason after a while
Too bad the "unconventional weapon" was only a skin applied to basic guns and launchers...
I really like those mechanics in the previous game, but here you just added an arbitrary rule that forces you to go back and forth... and that kills the fun for me
English is not my native language. I ended up picking the shortest word available and I won the game twice with that method... not sure that was intended.
I really liked the idea, but frankly, I felt like I was just there to clic a "next" buton in a dialog that made no sense.
There is no real way to defend yourself (no dodge, and the cooldown on your attack was too long to be able to counter). It boils down to "run to someone, spam your strongest swear word and hope you won't loose too much life in the process".
cool take on the theme, funny, pretty good art... just not very fun.
The controls could use some work, and the enemies are very unforgiving. It's easy to miss a shot, and you the only things left to do is to restart the level. Not cool.
Great audio and great take on the theme, but gameplay? not so much
haha great entry.
Very nice entry. The graphics are gorgeous and the music is really pleasing.
The fact that enemies don't respawn in the same spot made two levels (the one were you jump down and the last one) very difficult.
Also, the sideway boosters are a bit hard to see (didn't notice the first one, so I tried to time my jump on the vertical one to go higher).
I played twice, and they stopped their dance twice (none of them had a depleted bar...)
Not much gameplay sadly, but the game actually feels complete. Maybe fighting a few battles before this final boss would make the twist more impactfull, but that's nitpicking
Good job!
never heard of a "wipe-it-clean" category, but I like that name.
The idea is also pretty cool, but there isn't much variety right now, and it looses its appeal rather quickly
Not much in terms of gameplay actually.
I really like the feeling of tossing a seed, the different ideas, and the smooth difficulty curve. Great job, great entry!
there were a few collision issues with the logs, and I lost some seeds outside the level.
I also feel like the quality of the levels is a bit inconsistent after the one were you have to bounce back and forth above lava to catch some seeds.
once again : great entry
crashed multiple time, threw away my spears while trying to do something else multiple time, muted the game because the footsteps were annoying.
The throwing mechanic is nice, but the game just randmly freeze after a few attacks, I couldn't see if there is something after the first enemy.
Good thing the game is very short, I was getting really frustrated and was about to quit when I finally made it. I don't thing I would have played another level.
What make it especially hard/furstrating is the lack of feedback on the damage you deal : there is no way to know if you are properly placed.
Super cool idea, and great packaging, but I feel like there is no real way to 'attack' the other player: It's just a surviving contest, and it's hard to avoid your own bullets because they sometime spawn just under your nose...
Yeah, multiplayer! It's pretty dynamic and fun to play, even if the charge/shoot was too impractical to use.
Too bad there isn't a way to quickly restart the game. Also it got laggy after a while.
Good job overall, nice merge of variousflixel showcases
So while this is completely silly and made me laugh... there is no challenge and barely any gameplay : I CAN to 3 differents things (swing, jump and... kick?) but those actions are useless. I could just run to the end.
that was a great entry. I had to play it twice though : first time I went in the wrong direction looking for the mayor
The outcome of many situations feels arbitrary, and some of those situations made absolutly no sense to me, like the working workers of work destroying an office (their own?) just because I asked them... After that I expected that banging my head on a wall would be the logical answer to my problems (after all, mcgivering my way in space was the right choice) but it wasn't...
As heard (with a synthetic british accent) : "the space confusion is real"...
some of those were really hard to dodge (the bananas and super sheep)
Picking up the rythme of a weapon always takes me some time, so I ended up avoiding the pickups as it would almost certainly make me loose... Not sure that was the intended effect.
Having a little victory fanfare and a "you failed" text at the same time is a bit confusing, even with the instruction stating that the ship should exploe.
Otherwise I really like that idea, and it manages to be dynamic and funny. Good job!
A few bugs here and there (the girl was running in place, my avatar disappeared but I could still move..) but a nice tone, I like it
the swinging felt a bit awkward and the jump controls are very sensitive.
bonus point for the megaman look
That was pretty hard...