Blue Harpoon by FrederickK 2014-01-03T11:48:00
Nice one. Controls are smooth. Good thing adding the particle effect in the updated version.
Foon → Ludum Dare Explorer → Users → pebkac
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | LD55 - Hell Binder | compo | 302 | 2.93 | 2.92 | 2.82 | 3.64 | 2.85 | 2.62 | 2.98 | 2.79 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Diner Dive | jam | 1055 | 2.90 | 2.75 | 2.95 | 2.85 | 2.63 | 2.31 | 2.36 | |||
| 2017 | 40 | The more you have, the worse it is | Farming Sim LD40 | compo | 477 | 3.10 | 3.20 | 2.89 | 3.20 | 1.78 | 2.27 | 2.53 | |||
| 2015 | 33 | You are the Monster | Mega Maria | compo | 920 | 2.34 | 2.31 | 2.53 | 3.38 | 1.97 | 1.97 | 2.41 | 2.17 | 59 | |
| 2015 | 32 | An Unconventional Weapon | Opa Bakkebaard | jam | 20 | ||||||||||
| 2013 | 28 | You Only Get One | You Only Get To Save One | compo | 982 | 2.10 | 1.95 | 2.14 | 2.95 | 2.34 | 1.59 | 2.14 | 2.21 | 78 |
Nice one. Controls are smooth. Good thing adding the particle effect in the updated version.
Awesome.
Nice one. Mechanic works OK.
I can't seem to run it on windows. I've unzpped the package, but Unity throws an error. "Unable to load mono library from "C:/Users/pim/Downloads/_LD28/mrAmazing_Carnage_win_x86/Carnage_Data/Mono/mono.dll" (error = 126)."
Full points for graphics!
Nice game, but (currently) a bit unbalanced. I lost the 'eye' thingie really early and had no way to regain it...
Full points for mood. Audio and graphics are quite good. Gameplay and fit to the theme are ... misty.
Level generation is nice, audio and graphics are a bit lacking in conviction.
Nice job, lot of content!
Way too hard... It's just no fun when you're fighting the controls more than you're playing the game...
Awesome graphics. Not quite sure if the core gameplay mechanic feels smooth / natural.
Enough content, concept worked nicely.
Excellent!
Looks great, and the gameplay certainly works. Theme's a bit of a stretch.
Not bad for 15h, but you die too easily if tehere's no powerup spawning below you.
Nice game. Concept works very well.
Graphics are certainly OK and the turrets are a welcome addition to Asteroids. Is it my imagination or do the controls get sluggish with lots of objects on screen?
Can't download your game 'cause I don't have Facebook.
Bit too difficult perhaps.
Best one I've played yet!
Hey ashen, nice going scoring that #32 overall! It's well earned. Congrats, I really enjoyed your game!
Nice job. Gameplay is quick and addictive.
I don't understand any of it, but I have to admit, there's a lot of content and effort in here. That's probably the greatest pitfall here too.
Nice one, good music. Game concept is a bit simple though.
Indeed we had the same idea, though quite different games. Love your cell-shady style. Shame that I seem to die at the most random moments though...
Haha, if I ever need to train for another Diablo game, I'll know where to look!
Death is too quick once you hit a wall. Graphics are certainly alright.
It's a shame that the intro's not skippable. Nice game overall.
Nicely done. One of the best uses for the theme I've seen yet.
I first got the 'you must install...' error. Downloaded the Windows version and got no enemies. Tried the web version again and it worked.
It's a fun game. Core mechanic works well, though sometimes it seems that I don't get recharged by the EM blasts from opponents. Could use some polish.
I did not enjoy playing this. Game mechanics seemed to work as designed, so it's probably just not my kinda game.
Hard, but fun to do!
Excellent game, though shooting is hard. I liked the graphics and the smooth handling of the craft.
Movement was very difficult. Audio and graphics are certainly OK.
Nice one!
Excellent game. Love what you did recording and playing back other's movements.
Excellent game, but did I miss the link to the theme?
Awesome! I really enjoy watching those green lil' trains moving across my screen.
One request: could you make the screen move on the arrow keys as well as the mouse?
Nice one! Quite polished. Gameplay mechanic is very solidly implemented.
Good graphics, nice sound. Solid implementation of the chosen gameplay mechanic. I couldn't really feel the theme though.
Great graphics. Controls felt like they needed a little more attention though.
@DantronLesotho The second icon in the center allows you to download the file.
Nice one! <s>Particularly</s> Especially liked the particle effect.
Although the gameplay is simple, it's very much fun. Same with the graphics; simple yet effective.
I really believe the overall experience can be greatly enhanced with the addition of audio and character animations for Chuthulu (who is more modeled after Godzilla than Lovecraft IMO).
The game felt somewhat simple/easy; perhaps adding a time constraint would increase the tension?
The audio was spot-on, well done.
Nice game. Good work on the wall-jump.
(at some points I did experience a drop in framerate.)
Nice game, very good graphics.
Looks awesome, plays very smoothly.
Nice graphics and good work on the audio. Especially the change in music later on feels very good.
The graphics style makes it kinda hard to see what's going on, though...
So it took several people multiple days to make this? You should not have bothered.
Nice one. Especially liked the polished graphics and background music. Could've done with some SpundFX.
Insane amount of polish. Ridiculous amount of cinematics. Very nice graphics. And all this in Compo!
Awesome!
Awesome graphics, nice gameplay. The In Memoriam was an incredible touch!
Can't download. Perhaps zip it? I tried the Windows version.
Does not run on Win10. "A Java excption has occured". - Not rated.
I got it to run on Win10 after re-installing Java. Apparently broke during the upgrade, I guess.
Controls are somewhat sluggish. Only 2 men enter the arena, and I can't hit the second. Game froze.
Audio's nice.
There's no button for stopping during the game?
Very colorful! Couldn't get the last few fairies...
Nice game. Simple gameplay done solidly. Delightfully awful graphics.
Very nice game. Well done!
Nice narrative; nice artwork / user experience too.
GameMaker delivers a solid app. Graphics were good. The character is incredibly bouncy though.
Very nicely done in the time given.
I like that your concept is just about the most original I've seen yet in the compo. It works well with the theme. I didn't really enjoy the resulting gameplay though.
How is this a 100mb+ download? It really lacks something of a scoring mechanic to entice people to keep playing.
Very nice game! Especially original!
@cogcomp @Masadow @scott-r-howell thanks for the feedback - the bug on the auto-feeder and auto-milker not working is fixed now!
@jordgubben I'll think about putting it in :)
Nice one! Overall pretty polished. I like how many different guns are available. One thing though, on WSAD/Arrows: when you press an arrow key it shoots first, and then aims the gun. This can be a problem when you're in a tight corner wielding the rocket launcher...
Excellent use of the theme; instead of just cramming in more enemies, you have managed to create a mechanic in which the player is responsible for his own actions. Nice!
The graphics are awesome! I couldn't really play much though, because I felt I was fighting the controls more than the actual enemies. Enemies often pushed me out of the screen, they damaged me without much visual indication - making me die suddenly -, the roll was a bit jumpy at times... All relatively small things that could do with a polish, but all of it added up to me not playing much...
It was really hard to control the character around edges and around groupies. Since that's the core mechanic of your game, it feels really rough.
Woah, incredibly nice audio track in the background Also, the game handled very well! The graphics were alright, but the font really could've been a bit clearer.
There was too little graphical feedback on what's going on... The audio was nice - simple but effective.
Nice entry! It's good to finally play a HTML5 game that isn't sluggish and slow. Graphics were good, though there could've been a slightly higher contrast between the background, the target shape and the pieces.
[+] Nice audio!
[+] Pretty impactful feel on the boomstick
[-] The border obscured enemies at times
[-] framerate drops when there was too much on the screen.
Nice concept, though the controls felt a little stiff. Also, dying at the first hit also came across to me as kinda harsh, but the size of the levels compensated for that.
Nice game, simple control scheme.
Nice game. I would've aced it if it accepted input from the numpad...
This is by far the most moody game I've played yet/ I love how much content you've managed to cramp into a compo entry. The biggest down-side I found was that the controls were extremely direct. Jumping was not easy.
Pretty smooth controls, once you get the hang of it. I liked the graphics and audio too. The level and enemy design were a bit one-sided though. Couldn't really feel the theme.
For the next time, also test your export process as a pre-jam warm-up. I couldn't test/rate your game, sorry...
Was instadeath on touching the walls really necessary? Other than that, nice game.
Amazing game, with all the different structures, resource types etc. Very nice. Assigning ships to get to wrok was very difficult though - clicking on al metal ship, then clicking on an asteroid didn't work to get it to move every time...
Alright, nice game! Some ups and downs + Nice and varied enemy design + multiple playable ships
- Hitboxes for the player's bullets could've been a bit bigger; shooting enemies was a bit pixel-perfect now - The foreground (w/ all the enemies and bullets) and background (with moving starfield) blended at times, making it hard to see what was going on.
Wow, amazingly original! There doesn't seem to be really clear-defined win or lose conditions, just the height of your stat-modifiers. After a while I could just sit at the bottom of the screen and spray all enemies... Audio was awesome!
Hey, nice game! One addition I could think of is different endings, linked to your final tallies for instance, or maybe a different event based on the resolution to a previous one. Also, I'm an advocate for having a clear QUIT button in the game, and I couldn't find one in yours.
Looks amazing, and the menuing alone is pretty great - is this handled by a custom engine? The gameplay was fun and challenging, and amazing that you've managed to incorporate sliders for resources and difficulty. It would have been even more immersive with some music in the background or sound effects in-game.
First off, this looks amazing, The VFX for getting the 2nd card and the tablet, great. The music is somewhat strong though, and it's hard to read the card and see what symbol we're trying to hit. Also, I'll just keep banging the [Escaoe Drum](https://ldjam.com/events/ludum-dare/55/ld55-hell-binder/public-service-announcement-escape) I guess...
This is a very solid and creative effort! Nice job on all of the chess pieces, making their movements, costs and damages feel balanced.
@xer0bot Hey, I've just added a HTML-version, hosted on Itch.io. I hope that works for you!
@okamit Yes, solo and from scratch in Godot 4 in two 17-hour days.
@eric-nguyen the dog's name is Bello, as it is for all dogs. Alas, you cannot pet the dog - time was a factor...
Looks really cool! Loved the levelling mechanic.
Definitely 'nailed' that arcade Virtua feel! Incredible job, this.
It looks and sounds totally amazing! However, the lift scenes took slightly too long, the ending didn't really have a pay-off and I could have done with a sprint button. But maybe this genre isn't entirely for me.
Great effort! For the most part, the cards and UI had a great graphical style and the audio was very fitting too.
One thing I do need to address: this formula needs a form of card removal. Look at Slay the Spire or Star Realms, or at Dominion in the tabletop space - [Dominion's Chapel card](https://wiki.dominionstrategy.com/index.php/Chapel) is widely regarded as one of the strongest cards in the game: it shreds up to 4 cards from your hand. To be able to create effective hands, you need to not only add to the mess, but prune it too. Maybe have the Madness cards just take up space, but have the Wounds deal one additional damage to you, then have Painkillers as rewards from exploration (like the lakes) removing X Wounds from your deck...
@negator2vc I'm a bit of a cards designer too, and for physical prototyping (and easy importing into Tabletop Sim.) I've recently started using [Dextrous](https://www.dextrous.com.au/) - go check them out!
Haha, this was fun. The blocks could do with some cool sound effect though, and aiming wasn't easy...
Looks great! Not sure if the cards add anything though. I could just play a Water if I had a hand full of them in the hopes of drawing Fire, and in combat I've had a hand full of Fires vs a Fire Spirit... The system would need more depth to make the player feel agency over it.
Nice one! Loved the visuals and the sounds - the music was a bit ... in-your-face, though. The main character moved a bit slow, and some visual feedback on your mana (or cooldown on summons? I'm not even sure how this works...), on what you could summon, would be nice.
It was pretty tricky to deploy the miner-imps...
Hey, thanks for having me on the stream. Fun game you made too, good concept and nice graphics!
Having the WSAD and arrow keys do different things is really confusing...
G-dang guys, this is just about ready to ship... The idea behind this is solid, and the graphics and audio are probably the best I've seen in this jam. The guitar really nails the Diablo/Tristram vibe. Hats off!
I have only a few gripes with how this stands, and the first two are taste, really. I don't generally like games where you are not the protagonist - I feel the quality of a game is expressed in great parts through agency. In this case I'd either want less of the adventuring screen (and focus more on the management) or have more to do in action (like order a recall before the party wipes, or tossing in complementary healing potions, or prioritizing targets, ...). Also, it's a bit light on the theme, really the only category I can't give you full marks.
The only objective bit of criticism/feedback: there could be a better screen for assembling the parties. Now having to swap or kick a member is tedious, because it is hard to see at a glance what role each character has and how well their level fits with the other members.
V.Cool game! Nice creation mechanic, effective and stylish graphics. The gameplay could be improved by dropping the shovel when you want to pick up bones; I had that i dug instead of picking up a couple times.
It looks amazing - though it could have done with VSynch and a couple of highlights on objects. Also, a description of each item you pick up would have been helpful - is this a rock o a "pile of dirt"? And what is this pink thingy? The fishing minigame had weird Quick Time Events, I couldn't manage to land a fish.
It's really fun having to balance between Aether income vs recruiting Treants. Nice job, also on graphics and audio; both suit the game very well!
Wow, really good! I love the sound, the animations, and the gameplay is very cool too! Some notes: The character was pretty slow and there was a sprint mode. Just make that the default, or make it a toggle. My left pinky hurts from holding down LShift... Also, [the Escape Sin](https://ldjam.com/events/ludum-dare/55/ld55-hell-binder/public-service-announcement-escape) was committed here too...
Oh, forgot to mention: you can only see how many diamonds you have, not the other resources. A bug, I presume? It's really hard, as @swerky said, to see what you need for the next Summon...
Hey, nice one! Level 3 was especially hard, yeah.
Nice graphics, gameplay works as intended. This could certainly have done with audio! All in all, nice entry, especially with the story-screens mixed in between.
This is a nice game! The graphics and haunting organ really put a mood on it!
Nice one! I appreciate the different maps, though I feel the game could have done with a couple more enemies - with respect for the LD time restraints! The costs were a bit unclear; I didn't see instantly that collecting a coin bag only partially filled a coin bag icon in your status bar. Maybe having small enemies drop one coin and biggo's 5 or 10, with the turrets costing 15, 25, or 50 coin would be a little clearer.
Nice game! I'd check the accuracy of the Fireball-summon. It's hard enough herding the undead to the spot at time of impact, I don't think the Fireball itself needs a random placement. Loved the customisations, nicely done in the LD time limit.
Hey, incredibly nice decor you've set up here. As a somewhat visually impaired person, I have ... opinions about the font type and size used in the book though...
Ha, nice game! It would really improve though if you could quit using ESC.
The control scheme could have done with some more explaining; maybe have the first circle around the caste already mapped as an example. Also, the mouse seemed to have a weird offset? I would constantly 'miss' objects when I'd click them and they'd appear some 20 px left of my mouse.
Loved the visuals and the chill music!
Hey, nice game! It's great to see something with a tutorial, nicely done. Though I did have trouble beating even the first wave, the sigils refused to combine...
Wow, am I playing Cobalt Core's secret expansion, or what?!
Looks great! Game does what it's designed to do. Some nitpicks: The crystal's hitbox was slightly too big, I took a lot of damage going base-to-base with it a little too closely, and the slime trail should dissipate after some time; the screen is really small and gets gunked up rather quickly...
I must be missing something, but none of the jumps from the main plateau feel remotely doable...
I love all the details in the graphics, all the different shots and angles and cuts! It would have been fun if the demon needed a different potion each time, but with 120 combinations, you'd need some feedback to say that one of the potions you used was effective or something...
Nice one! Just one complaint: couldn't break the game enough...
Props for the graphics design and all of the fade-in 'n -outs! Very nicely done. Very fun gameplay too!
It looks amazing, the sounds are great. The movement feels very refined for a jam-game, for the constraints given.
Both the artwork and music are exceptional! Though gameplay-wise, the bullets were coming really fast and I got stuck on scenery quite often; hitboxes seemed a bit oversized... All in all, solid work!
Quite the all-round package! Though the controls felt a bit finniky and it would be great if in some future iteration we could 'scribe spell': make all the relevant notes for a client onto a scrap of parchment that stayed up on the screen.
It very much nailed the tone it was going for! I could solve all the puzzles by just shuffling around the sigils, I didn't really get a feel about what symbols would want what neighbours. Not sure if that was the intended method of play. The buzz when symbols were conflicting, I could have done without... Still, neat to see you managed this many puzzles!
There's a lot here, for only 72 hours. Overall I liked playing your game! I do need to point out that the background graphics in the boss encounters made it hard to see what was happening, and their attacks were pretty fast (or my guy was kinda sluggish). All in all, nice entry!
Looks great. Gameplay-wise, I had trouble in the third level just keeping up with the sheer speed of the AI.
23, not bad... Got asked for a signed 8x10 and didn't see it. The kid was happy with anything I summoned...
Ha, cool game! Graphics were nice, really fitting. Humorous take on the theme, too! And I felt an unexpected surge of power when an answer would work for two monsters at once. Thanks for making me feel smart again.
Looks and sounds -amazing-! Also, a nce selection of kitties to use, well done. There are some possible improvements: The Game-Over screen could do with a Replay-button, for instance, and I'm not entirely convinced of the gameplay where you need to drag everything across the screen.
Wow, making an entire RTS is quite ambitious. I liked the simple yet efficient pixel art style and the haunting music.
Nice! Good fluid controls. I could have done with crosshairs, but that could be age... Loved the music!
Yeah nice entry! I love this type of gameplay, but I had some trouble overlooking the field; the different character models didn't really contrast in the right way for me. Having a slight visual impairment this is probably a me-problem, though... Could've done with more shapes or more types of people in the grid but I get it with the time constraint - I felt it too. Again, nice entry!
Looks great, but plays ... less than great.
@sicosiber Not really, I mean you painted yourself in a corner with the canoe summoning. It fits the theme in the same way 'summoning a bullet from this magazine and making it travel through this barrel' would fit the theme tbf, and making the boats hit something is the antithesis of fun (fir me at least). It's a pun, not a game.
Sorry to sound harsh here, but I really cant with this one...
Proc generation and 8 different bosses is an impressive amount of content!
Looks cool, sounds great! Having multiple types of summons was great. Sometimes, I'd be a bit short on rats though, and the Hero could hurt me from quite a distance away at times. Otherwise, great entry!
As others have said, there is a promising idea here, and I think it's a very cool take on the theme, but the control scheme needs work.
What Hobscure said!
Woohoo :man_dancing:
It looks cool, but playing it left me with some questions... What are the controls here? I moved around and lil' white guys spawned in around me, but I don't think they actually attacked the guards... Also, I found the money but didn't pick it up, and every now and then my character would get some drifting force, moving around without -or against- input.
@GameSmartt Game download works fine when I download it. I can't look into this any further, so I hope others don't have the same issue...
@Dark Roast Studios Yeah, there's no other way to let a fish go.
@Mathiouza Thanks. Yeah, getting paid, and then spending that money on better diving equipment and kitchen utensils to reach deeper fish and prepare new dishes to make more money to ... etc ... didn't make it into the prototype.
Wow, incredibly nice game. I loved the visuals and the audio, and it fits the theme pretty neatly. Well done!
Wow, nice one! Graphics and sound are on-point, though I feel the out-of-phase effect on the graphics is a bit strong. I liked how this game deepens the tower defense genre by blending in city building / resource management, so points for theme.
Nice 'augmented reality'. However, oftentimes when picking up the gameboy, I didn't get a Mario.
@abductedPlatypus Thanks for the tip, I'll try it again!
Nice game! It's a pretty original concept. My die failed to shoot after a while though, and there is no feedback on your health as you crash against enemies. Also, let me harp on my [pet peeve](https://ldjam.com/events/ludum-dare/41/diner-dive/public-service-announcement-escape)...
This is a nice game, but it doesn't really feel complete yet. First off, bonus points for the graphics and audio. That was really nice.
However, gameplay felt less OK. Several points I noticed, were:
- Swinging the sword wasn't really powerful enough, it took too long and you couldn't do it in-air - It was hard to see when you got hit - When jumping, the camera went too far up, so you couldn't really plan the landing - I usually ended up eating a bullet. - Also, on jumping, you can get stuck to ledges, which is annoying. I got stuck to a cannon muzzle once and, well, that was a short run... - And you can't destroy the turrets. That would've really helped I think..
It certainly was an unexpected mix. Nice find. The controls felt a bit wobbly, maybe it would've felt smoother if the mouse was used for aiming. Also, enemy design could be improved, among all the rockets and bullets it's hard to make out the actual targets.
It's a very nice game! It looks/feels quite polished. Some constructive feedback: The enemy AI is really poor. Also, the game got harder as I bought more upgrades; because my slave's AI was equally poor I wanted to click on a square before he would go to work and that put pressure on my decisions, often resulting in poor tactics or straight-up missing that the opponent was about to score.
Some explanation might be helpful: What do we need to do, how do we do it, how does this fit the theme?
Nice one! Standing frozen while the level moves into your desired position and then out again, or being in a good position but with enemies at completely impossible places works really well.
Nice one. You got in quite some features.
Cool, another cooking game! I really liked the mixing of ideas here, it was really hard to mind what you're doing on the right and reading the texts on the left. The music was a bit aggressive though.
Nice entry, people! Graphics and audio are smashing, but I feel that came at the expense of actual gameplay. I couldn't maul tomato's, and when attacking a melon it was unclear I needed to hold space, instead of tapping space to do an attack. And as said already: the screen is really small...
Haha, nice one. Looks like we drew inspiration from the same vein!
Nice one! I liked the psychedelic look of it all. The spinning fruit could be a bit bigger to better distinguish between purple and blue, and the popping in and out of pickups felt a bit too random: disappearing just as I wanted to pick them up, or appearing right in front of the car but it's the wrong color.