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pdyxs

Category Medals

YearLDThemeGameDivisionCategoryScore
🥈 2012 23 Tiny World Tiny World: The Musical: The Game jam Audio 4.66

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCmCo
201224EvolutionVicariouslycompo4492.832.333.423.042.002.1250
201223Tiny WorldTiny World: The Musical: The Gamejam253.823.093.913.792.844.663.813.7371
201122AloneWhenfore art Thoujam1671.551.702.501.002.671.001.891.401.17
201121EscapeEscape from Flatland: an Adventure of Two Dimensionscompo263.773.524.293.682.972.762.223.8715
201120It's Dangerous to Go Alone! Take This!The Way Homejam
201018Enemies as WeaponsThe enemy of my enemy is my heat-seeking missilecompo862.872.783.522.742.702.242.353.2712

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by pdyxs

LD18 — Enemies as Weapons

Sonic Boom by shockedfrog 2010-08-24T02:12:00

This is an awesome idea that I really enjoyed. The use of multi-layered sound to denote your weapon strength worked really well to indicate what was happening - well done! The bullets definitely could have been faster (it was a little hard to not die, to be honest, and that would have helped a lot)

Cave Flyer (green) by localcoder 2010-08-24T02:01:00

I really liked the 'size = health' thing, but it took me a while to figure it out (in the meantime i was wondering if i was invincible). Graphics were simple but had a nice, cohesive style which I really enjoyed.

It was a bit wierd that I seemed to go slower vertically than horizontally - it meant that I constnatly had to try and move left and right to avoid enemies.

The Robots and I by PaulSB 2010-08-26T00:34:00

link seems to be broken

Infiltrator by ChainedLupine 2010-08-24T01:45:00

Definitely one of the more 'complete' games I've tried in the comp so far. A lot of fun, though I'd have liked to have an indication of what stages i'd finished and which ones I still had to go...

Battle Puzzle by Dzarg 2010-08-24T01:48:00

ditto...

Hacking4Dummies by madpew 2010-08-24T02:30:00

Really liked this game, though it did remind me a bit of the plumbing from bioshock. Audio was excellent as well.

Was winning supposed to generate an error?

dance dance dance by nyarla 2010-08-23T04:41:00

This is kinda fun. The idea that your dance partner is your 'enemy' is a bit strange, but hey, I'll bite.

It'd be cool if your movement altered the trajectory of the dancers as well.

dance dance dance by nyarla 2010-08-24T01:47:00

another vote for keeping it with people. Maybe add different dance moves as new 'weapons', and possibly the idea that flinging your partner off on the beat being more powerful...

Zombie Conquest by Andrew Marsh 2010-08-24T02:45:00

Not a bad idea, but I simply couldn't get past the first level... is there some sort of magic strategy that I'm completely missing?

The enemy of my enemy is my heat-seeking missile by pdyxs 2010-08-23T01:57:00

fixed - apparently if you don't put 'http://' in the url, it doesn't show up at all.

The enemy of my enemy is my heat-seeking missile by pdyxs 2010-08-25T07:04:00

Thanks for the feedback - glad to see you guys enjoyed it.

I'm actually looking to do a polish of this and see what I can do with the concept, so I'll definitely be implementing the 'spacebar' suggestion (it never crossed my mind sadly).

The enemy of my enemy is my heat-seeking missile by pdyxs 2010-08-26T21:10:00

Switchbreak - yeah, sorry about that... this really wasn't designed with accesibility in mind.

stqn - in terms of thems, the game asks you to make weapons out of the enemies of your enemies, whether they be friend or foe. The second half of the game really focuses on the web of alliances and how you need to take into account both who your enemies are, but who other peoples' enemies are.
Its a shame the game lagged on your computer - I'm not sure what's going on there (I haven't had any issues myself)

LDSpace by Torquil 2010-08-24T01:53:00

Yeah, definitely tough. I like that the ship-killing leaves pellets - it meant that there was more to do than simple avoidance (as much as I'd love to be able to direct the enemies to shoot at each other, I'm simply not that good)

SpaceFreak Snack by DeathBySnail 2010-08-24T01:35:00

I think the basic idea of this has a lot of potential, but it really needs a lot of gameplay polish (everything needed to be faster, and more gravity would have helped a lot). It ended up being really hard to aim or get away from the big bad.

Fib by Sophie Houlden 2010-08-24T02:57:00

A lot of fun - definitely could use some polish (make it so that 'enter' executes dialogue as well...). Would love to see more of this.

Collateral by Jonathan Whiting 2010-08-24T19:20:00

A lot of fun, but was really quite hard not to kill people on the way up. I liked how weapons fire became extra useful there.

Super Collide-Em-Up by Draknek 2010-08-24T02:06:00

I love the sheer ridiculousness of this game - well done! Really well polished (though it definitely could have used sound) and a bucketload of fun. As has been noted, its not the best in terms of adherence to theme, but a really solid entry.

Oh, and the earth hurtling through space was an awesome touch.

LD20 — It's Dangerous to Go Alone! Take This!

The Way Home by pdyxs 2011-05-03T03:36:00

Ok, so I had some notes about the game I wanted to put in, but didn't get to write them before the deadline hit. They're on the webpage, though, so you should be able to get at them.

The Way Home by pdyxs 2011-05-09T23:55:00

Thanks for the feedback!

We're currently doing a few tweaks to fix a lot of the game-centric issues (as well as little things like the pulse not stopping - thanks, I actually forgot about that one). We made a bit of a mistake with this one in that we pretty much had to make 2 games (top-down and platformer), and while they're simple games, it meant that we didn't really get to polish the mechanics (in particular, the knife is better than the sword in the LD version, which is odd to say the least).

LD21 — Escape

Escausage by jplur 2011-08-26T06:33:00

nice and fun, but the controls were often unpredictable, which made it a little frustrating.

Close Your Eyes by Coriander 2011-08-26T01:36:00

Awesome concept, i loved how eyes closed and opened both had their advantages and drawbacks.

Maybe it's just my crappy platforming skills, but i fell down a lot... might be good to look at tightening up the controls a bit?
Also, there were a few times when the level design made it so i had to take a blind leap. to find the next ledge.

Block Faker by droqen 2011-08-23T00:31:00

Liked the puzzles (particularly liked that you could move a whole row at a time), though was a little confused as to why you had 4 5 games, many of which had duplicate puzzles (as opposed to just one game with more levels). The controls were a little slippery - was a bit too easy to overshoot, and there were a few times i was restarting just to get the movement right.

Save the Miner! by AClockWorkLemon 2011-08-24T10:01:00

Really nice take on 'escape' to make a search and rescue game - well done!

Planetary Mission by NMcCoy 2011-08-26T12:07:00

Nicely done! The artefact rating confused the hell out of me, but the basic gameplay was awesome!

Anthony's Psyche: Escape by Martoon 2011-08-26T01:50:00

Awesome. I really liked this, but felt that once the drop (*spoilers* figuring out that the guy had killed his wife) happened, the story should have ended quicker. Maybe make it so the words come more quickly/are easier to move around? (this could be a good way of building/relieving tension as well).

Escape from Flatland: an Adventure of Two Dimensions by pdyxs 2011-08-22T23:54:00

@tnelsond - this is probably where it falls down a bit - the social part requires you and one of your facebook friends to play, and only really kicks in if you're both at level 10.

Escape from Flatland: an Adventure of Two Dimensions by pdyxs 2011-08-22T23:55:00

@toastie - thanks - glad you enjoyed it!

Escape from Flatland: an Adventure of Two Dimensions by pdyxs 2011-08-25T04:34:00

Wow - thanks for all the awesome feedback guys, glad you all liked it.

@N0_Named_Guy - yeah, the controls were done right at the start and I didn't really tweak them. I'm really confused as to how to publish it as a facebook app, it keeps asking me for different urls and then not telling me how to give it a name etc... do you know of any good guides?

@d_m Hmm - woulda been cool to allow you to go forward in any direction, but the controls'd get a little complex. You'll notice that the regular shapes are able to thrust in any direction, but isosceles triangles don't (as they have one, much pointier edge they always attack with).

Escape from Flatland: an Adventure of Two Dimensions by pdyxs 2011-08-26T04:57:00

@Andrew - yeah, the lines are pretty hard to kill...

@panzermancer - Yeah, mouse control would've been a good thing to implement (tbh i'd have probably made it a choice, as i mostly play games on my laptop and get annoyed when there's no keyboard only option :P)

Escape from Flatland: an Adventure of Two Dimensions by pdyxs 2011-08-28T12:15:00

@Rudy - yeah, the sticking a sliding either needed to become a feature that was taught or needed to be fixed...

@SusanTheCat - Yeah, that was a bug that got fixed the the updated version...

@Mjing - Your friends' stats only get updated on startup - it isn't the most graceful implementation, but I was wary of having too many server calls (probably unnecessarily...)

my escape by zillix 2011-08-24T14:25:00

Yeah, wasn't really sure what i was doing or why... what was the levelling about? Why was i collecting circles? And why was the cube wanting triangles? So yeah, confused... it was nice to look at though, liked the contrast of b/w with colour.

Right 31 by Kouta 2011-08-26T01:30:00

Needs a goal, but kudos on going for multiplayer in the 48 hours.

Escaparazzi by Felipe Budinich 2011-08-24T10:09:00

Nice addition! Would have been nice to be able to use the cars to shake the papparazi a bit (it seems you should be able to use them to your advantage as well as to your detriment), but overall awesome work!

Room Escape by bmfs 2011-08-23T08:22:00

Ok, so i think it might have broken for me - i ended up in the original room with nothing more to do...

The Villainous Villa by EricTheCoolDude 2011-08-24T09:33:00

Short Sweet. Hillarious.

Could probably have used a *little* more challenge, and im a bit annoyed i didnt get to see into the room of evil...

Blockhead Can't Escape by Bleck 2011-08-26T06:22:00

Nice, the only thing lacking is the length...

Though i like the idea of a game that loops, especially if you're going for 'no escape'

Slip Away by cambrian_era 2011-08-24T09:05:00

A good effort. One thing that frustrated me was the inability to control the character mid-air once you jumped - it meant that unless you lined up the jump before you started, you'd miss (it was also a bit odd when you could control where you went after dropping, but not falling...).

As others have said, the checkpointing could use work as well.

The ESCape by mattperrin 2011-08-23T08:38:00

Cool idea, would've been better if the game was actually on the surface of a cube rather than the paths being randomly generated.

Had to look at the comments to realise that the 'escape' key was important though.

Prison Break by hamster_mk_4 2011-08-23T00:07:00

Nice work! I would've liked a cover mechanic (i was searching the keyboard for one, though i probably only needed it coz i was trackpadding). Loved the deadpan voice...

The Complex by Erifdex 2011-08-24T09:37:00

Very nice, but as mentioned, needs checkpoints.

Really liked the tips on the floor... made it a lot more fun

Anti Puck by Arron Fowler 2011-08-24T12:33:00

re acceleration:
So the basic thing here is that it's good to have deceleration faster than acceleration, especially when acceleration is large (otherwise the player just loses control too quickly).
The question then is how you do this, when the player's velocity is in a completely different (and arbitrary) direction to the force the player controller is applying.
What you really want is:
force = min_force + (magic formula that makes it 1 when it's in the opposite direction of the current velocity, but 0 when it's in the same direction) * extra_force

That magic formula can be found using the dot product (http://www.euclideanspace.com/maths/algebra/vectors/index.htm - you might want to look at stuff on that page in general, it's a pretty good resource, you'll have to search for 'dot product' to find it there but it's there). You want to take vectors of your force and current velocity, get unit vectors of each of them (so they're both of length 1), and then do a dot product. You probably then need to do a ((result+1)/2) if memory serves me correctly.

Sorry that's such a quick overview, hopefully that website fills in the gaps (feel free to ask if your head is spinning/something is unclear - just tweet me so I know to check the thread again).

Freeway escape by Bartje321 2011-08-26T10:45:00

Awesome control system, and a fun game. The low res was a bit of a problem for me, as i only realised that there was a damage bar on the 2nd game (it was below the line). A really good first effort.

Spiritual by TeamJollyRoger 2011-08-26T06:57:00

Looks and sounds amazing! However, the mechanic was a little problematic - because the sliding blocks were completely random, it was often more a matter of waiting for the right blocks to come than of actually making a good move. Maybe if you add some element of control to the player?

Quean Bee by peterstock 2011-08-26T08:08:00

nice, simple gameplay. A great start.

The Accidental Adventure of Jim by MattRB 2011-08-26T08:21:00

I was so happy when the first type of bad guy was 'bat', coz it fit the pong metaphor really well... I woulda liked it if you took the use of the minigame a bit further in story.

Agreed that pong was too slow, especially once you started having to win a number of times...

Harvest by dave84 2011-08-24T11:53:00

So yeah, as mentioned on twitter - I'm with Arron on this one, and you're controls are a feature, not a bug. They add a completely new way of interacting with the game space, and are a great addition.

There's two 'but's to this if you're gonna continue with this project (and I'd love you to, coz it's super fun... but then again, I'm a sucker for gravity/physics):
First, you need to teach the controls, and make them more integral. They're a feature, so feature them.
Second, the edges are a problem. A few times I wanted to move my ship away from the edge and I simply couldn't get my cursor in the space. Maybe have an extra space around the sides that is clickable but not part of the game space?

Goat Milk by stoz 2011-08-26T06:17:00

Nice, an awesome platformer, with a nice difficulty/new mechanics curve.

Plus, funny. Especially loved the farmer's audio!

Escape From Zoo by REIN1 2011-08-24T11:16:00

Very pretty, but lacks on the gameplay front.

Rescue Support by Accidental Rebel 2011-08-24T09:28:00

Nice gameplay with a lot of potential. Really could benefit from a level structure, where maybe you have to save a certain number of people before another number dies?

Dwarflings by eggplantanimation 2011-08-26T06:38:00

I like the basic premise of this, but there wasn't enough variety in gameplay. The guys needed to get tougher, or get immune to some weapons (yeah, there needed to be more weapons). It's a good start, and i liked it as one, but it needs more.

BATHOS by johanp 2011-08-24T12:47:00

Had to be done, and I'm glad you're the one who did it - that was awesome.

TREASURES by pythong 2011-08-24T11:14:00

Basic idea is good, but theres a few issues with the design:
Amount of health was a bit hard to see, would be better if the graphic was clearer
There were a number of times when I was killed by spikes I couldn't see until it was too late (ie. they were below me and I had to go down) - this got a bit annoying.
Checkpoints. Have them. Let me restart at level 2 if i get to level 2...

Not the Sharpest Sword in the Box by Draknek 2011-08-23T00:38:00

Love it. Should definitely bring this one out on the iphone...

LD23 — Tiny World

Star Drill by tinymagus 2012-04-27T11:09:00

HAha awesome. Loved the music.

Fusion Time! by NeiloGD 2012-04-25T00:22:00

Awesome idea! I would have liked to be able to have some visual indication of when two particles were close enough to explode. Also had no idea why the game ended when it did.

Crumble by seigenblues 2012-04-27T11:00:00

Nice idea! I'd really have liked some way to thwart the snatchers (nothing as simple as shooting, maybe drawing a circle around them? maybe you can remove a tile which will drop them into the abyss, but that'll mean there's more places for your guys to fall in?). I felt that herding them away without having some of them fall off the edge was too hard, so I ended up just sacrificing some to the snatchers.

Eidolic New World by dkilford 2012-04-25T00:31:00

Nice work! Would really have liked to have seen more puzzles, especially ones that required you use the robots to block each other.

@kiswa - considering that you can use wolfram tones (which is a bit more effort, but really not much), i don't see a huge problem if its legal to use...

Honey Heist by CappaGames 2012-04-25T00:51:00

The background is a little too noisy (its too similar in texture to the bees themselves, and makes it oddly hard to focus on them).

I thought the gameplay idea was solid, though the controls needed to be smoother (I didn't feel in control of my bee, and I didn't think that was the point), and the timer was somewhat unnecessary.

Planet Slightshot by Racura 2012-04-25T00:25:00

Really cool idea, it took me a bit to figure it out though. I agree with @NeiloGD that zooming out would have been useful (either player controlled, or automatic when you got far away from the playfield).

Little City by dustmyte 2012-04-25T00:59:00

Ok that was kinda awesome - i loved exploring this little city. I'm a little confused about the ending though...

Tiny World: The Musical: The Game by pdyxs 2012-04-24T13:47:00

Thanks for all the feedback guys! glad you all liked it!

@liger13 - that's pretty much the long and the short of it. Specifically, the red things represent external influences to your 'tiny world' that you're trying to avoid (and thus bat away), and the green ones represent influences that are going past that you'd like.

@marudziik - yeah, we simply didnt have time to get the timing right, both from a making sure all the recordings were in time or lining them up perfectly in engine. You'll also notice that a lot of the lines don't run onto each other so smoothly coz we were recording a lot of the chunks seperately.

Tiny World: The Musical: The Game by pdyxs 2012-04-27T13:01:00

Holy crap, so many comments!

@JaJ, @Jezzamon - yeah, I'm adding that in to go in a new version (which will pretty only add text like that to give a little more guidance) - should be up in the next day

Also @Jezzamon - would you have preferred a keyboard input?

@racarte - The metaphor was admittedly less clear than I'd like. The world actually represents the characters' 'tiny world' - the space they've created for their relationship. The balls represented outside influences: red ones being those that they wanted to keep out, and green ones being ones they wanted. The idea is that the lovers start out by secluding themselves from the world, then as they start learning each others quirks and annoyances, they begin to grasp at outside things to distract them. For the relationship to survive, they have to strike a balance. I was hoping to show this through the visuals, but simply didn't have time. (I'm gonna be recording a commentary for the game soon that'll go through this in more detail)

@Super Soul - Yeah, that would have definitely made the differences between the win and lose states more clear (I'm suddenly having a thought of a musical with a clear hero and villain, and how much air time they get determines who wins!). It would have been hard to pull off with the particular story I was telling, unless the goal was to balance out the voices rather than to have one of them dominate. Another way I was thinking of was to have the music itself change with winning and losing (though that would have been far too much to compose in the time allotted).

Tiny World: The Musical: The Game by pdyxs 2012-05-02T02:14:00

@RHY3756547 - so the thing with the cats is that it IS a petty thing to get mad at, but its the kind of petty thing that can and will lead to fights in a relationship.

@dokidoki, @gritfish - yeah, subtitles would be good. I might get a transcript together (it's a bit complex coz of the various branchings)

Also @gritfish - the green balls were good :D. I'd hoped that being green was enough to communicate that.

@matthais_zarzecki - yeah, those do exist. I did what i could to keep everything making sense, but at some point you just have to allow for (and, to be honest, utilise) the non-sequiturs

Galactic Taxi by remeh 2012-04-30T12:30:00

sadly, linux is the only OS i'm not currently running...

Purgatorio by moonkid 2012-04-25T00:40:00

So either i'm lost... or that's the point (purgatory and all that). The 'stop showing off' line was the highlight for me :D.

LD24 — Evolution

Evo Dash by Karel 2012-08-27T02:15:00

Really nice! I'm not entirely happy with the fact that the best strategy with the shield is to spam the hell out of it...

Unnatural Selection by dkilford 2012-08-27T02:08:00

Loved it in general, a few issues I found:
I felt like the black one was more likely to survive just coz it was closer
The camera was pushed too far in. I felt I was failing because of an inability to see rather than the abilities of the different characters
When the black one dies, the camera shifts fairly suddenly.
There's a tree in level 2 that blocks the view at a crucial moment, just before a jump...

Vicariously by pdyxs 2012-08-27T02:20:00

@Gareth - on each turn, there are only 4 moves: colonise, make tech, attack or trade.