Galactic Taxi by remeh 2012-04-30T12:30:00
sadly, linux is the only OS i'm not currently running...
Foon → Ludum Dare Explorer → Users → pdyxs
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| 🥈 | 2012 | 23 | Tiny World | Tiny World: The Musical: The Game | jam | Audio | 4.66 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2012 | 24 | Evolution | Vicariously | compo | 449 | 2.83 | 2.33 | 3.42 | 3.04 | 2.00 | 2.12 | 50 | |||||
| 2012 | 23 | Tiny World | Tiny World: The Musical: The Game | jam | 25 | 3.82 | 3.09 | 3.91 | 3.79 | 2.84 | 4.66 | 3.81 | 3.73 | 71 | |||
| 2011 | 22 | Alone | Whenfore art Thou | jam | 167 | 1.55 | 1.70 | 2.50 | 1.00 | 2.67 | 1.00 | 1.89 | 1.40 | 1.17 | |||
| 2011 | 21 | Escape | Escape from Flatland: an Adventure of Two Dimensions | compo | 26 | 3.77 | 3.52 | 4.29 | 3.68 | 2.97 | 2.76 | 2.22 | 3.87 | 15 | |||
| 2011 | 20 | It's Dangerous to Go Alone! Take This! | The Way Home | jam | |||||||||||||
| 2010 | 18 | Enemies as Weapons | The enemy of my enemy is my heat-seeking missile | compo | 86 | 2.87 | 2.78 | 3.52 | 2.74 | 2.70 | 2.24 | 2.35 | 3.27 | 12 |
pdyxs leaves an average of 13.2 feedback comments each event.
sadly, linux is the only OS i'm not currently running...
HAha awesome. Loved the music.
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.
Ok that was kinda awesome - i loved exploring this little city. I'm a little confused about the ending though...
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.
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.
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...
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).
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.
Nicely done! The artefact rating confused the hell out of me, but the basic gameplay was awesome!
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.
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...
nice, simple gameplay. A great start.
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?
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.
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'
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).
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.
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).
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?
Very pretty, but lacks on the gameplay front.
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...
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!
Really nice take on 'escape' to make a search and rescue game - well done!
Very nice, but as mentioned, needs checkpoints.
Really liked the tips on the floor... made it a lot more fun
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...
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?
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.
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.
Ok, so i think it might have broken for me - i ended up in the original room with nothing more to do...
Love it. Should definitely bring this one out on the iphone...
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.
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...
link seems to be broken
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.
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.
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?
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?
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)
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.
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.
ditto...
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...
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.
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.
LD24 — Evolution (2)
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...