Foon → Ludum Dare Explorer → Users → pekuja
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥈 | 2011 | 22 | Alone | Chromboid | jam | Audio | 4.13 | |
| 🥈 | 2011 | 22 | Alone | Chromboid | jam | Mood | 3.94 | |
| 🥉 | 2011 | 22 | Alone | Chromboid | jam | Theme | 3.91 | |
| 🥉 | 2008 | 11 | Minimalist | Tiny Hawk final release | compo | Timelapse | 4.33 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Po | Cm | Te | Jo | Fo | Tl | 9Au | 9Fu | 9Gr | 9St | 9Th | 9To | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | 👥 | Unstables | jam | 52 | 4.21 | 4.26 | 3.95 | 4.37 | 4.32 | 3.74 | 4.22 | 4.04 | |||||||||||||
| 2021 | 48 | Deeper and deeper | 👥 | Bad Day to be a Bunny | jam | 425 | 3.81 | 3.36 | 2.79 | 4.25 | 4.45 | 4.52 | 4.15 | 3.98 | |||||||||||||
| 2020 | 47 | Stuck in a loop | Race Condition | compo | 78 | 3.88 | 4.05 | 3.67 | 4.16 | 3.09 | 3.16 | ||||||||||||||||
| 2014 | 30 | Connected Worlds | Space blah | compo | |||||||||||||||||||||||
| 2012 | 24 | Evolution | Box vs. Nature | compo | 349 | 3.03 | 3.13 | 2.23 | 3.10 | 2.61 | 3.13 | 2.71 | 2.29 | 45 | |||||||||||||
| 2011 | 22 | Alone | Chromboid | jam | 34 | 3.13 | 2.38 | 2.06 | 3.91 | 4.41 | 4.13 | 1.61 | 3.94 | 3.03 | 14 | ||||||||||||
| 2011 | 21 | Escape | Horseback Chase | compo | 318 | 2.67 | 2.86 | 2.81 | 3.29 | 1.57 | 1.00 | 1.50 | 2.83 | 4 | |||||||||||||
| 2010 | 18 | Enemies as Weapons | Loputon | compo | 81 | 2.89 | 3.18 | 2.79 | 3.07 | 2.30 | 3.12 | 2.24 | 3.33 | 76 | |||||||||||||
| 2010 | 17 | Islands | Island Balance | compo | 137 | 2.63 | 2.63 | 2.51 | 2.66 | 2.23 | 2.61 | 2.37 | 3.68 | 28 | |||||||||||||
| 2008 | 11 | Minimalist | Tiny Hawk final release | compo | 5 | 4.03 | 3.72 | 3.94 | 4.22 | 3.47 | 3.55 | 3.21 | 3.53 | 2.97 | 3.16 | 2.36 | 4.33 | ||||||||||
| 2007 | 9 | Build the level you play | CTF Tower Defense | compo | 6 | 12 | 15 | 12 | 18 | 63 |
You weren't content just making one game, you had to make several? I got stuck in the pinball level because my ball got stuck inside level geometry. I didn't see any connection to the theme by then, and I have more games to rate... (Actually, the pinball level ended as I write this... and that was it? No points for theme, sorry.)
I liked the intro sequence.
Cool puzzle game concept. The controls felt a bit weird, and it especially bugged me that you can't shoot behind yourself. I don't see a gameplay reason for that. Another thing that bugged me was that the game threw me back to level 1 when I failed enough times.
The graphics are very nice. :-)
I like the concept and the layered music. The weapon is kinda weak though even if powered up, and it was hard to avoid hitting the powerup enemies. Might work better with a gamepad with two analogue sticks.
I liked the game, but there were a few major problems. One is that my keyboard doesn't handle multiple keys at once very well. This isn't your fault, but it would be nice to have an option to play with a gamepad. The other problem is that it's just really hard to dodge bullets especially when they're constantly blinking so they're harder to see. The tank rockets were really fast also, so it got very hard when there were multiple tanks on the screen.
I liked it. Fun mechanic. Scored 99 points.
I guess I don't have much suggestions, other than to polish it up. Was pretty fun.
Well, I thought the idea was good, but I couldn't progress any further after getting the mouse slippers. I still couldn't catch the bunny, and I still couldn't jump over the spikes or the tall hill.
Just to respond to some of the comments:
The dash is not in fact infinite. You have to either hit an enemy with it or land on a platform to dash again. Of course if you keep hitting enemies you can keep dashing. I may consider limiting it more in a future version.
As for the bat, I agree, it's probably kinda useless compared to the dash. I came up with the bat first and it just stuck. You can however swing the bat in any eight directions, so it's not limited to horizontal attacks.
You can actually reach the top platform by dashing. It's quite intentional that you can access the bottom platforms with a basic jump, but require the dash to get to the top. I didn't really utilize this for anything though, other than that fruit occasionally appear there, but then they actually appear on the bottom more often because there's an equal chance of a fruit appearing in any of the five spots (two on the long platform, one on each of the shorter ones).
I also do agree that the enemy patterns get a bit boring, and the enemies always go directly toward the player so there's not a whole lot you can do to fool them or anything like that. I think for a future version I'll make most enemies dumb so that they just move in a single direction or just not towards the player at all in general, so it becomes more of a game of catching all the enemies for big score instead of defending yourself.
I'm happy to hear people like the excessive scoring, but I actually discovered that it's a bug (feature?). I'll probably remove the bug for the next version, but I'll try to deliberately amplify the range of scores you can get similar to the original version.
@mwest: Thanks. I'll look into that. I designed the game to run in 16:9, and the game is supposed to restrict you to such resolutions. I'm not sure what happens when your monitor doesn't match that.
@DrPetter: Thanks for the pointers. Indeed taking damage should have a clear indicator and invulnerability period. Also, yes, the dash ended up being far more useful than the regular attack. The game started life without the dash, and I added it later, but didn't think to remove the regular attack in time.
@sirGustav, @HybridMind: Yeah, the collision physics are pretty bad. I've already looked into it and I think I have pretty much solved it. I was trying to fight the Unity physics system, while still reaping some of its benefits... I should just either use it fully or use none of it.
@HybridMind: The damage taking unpredictability seems to be some of the same problem DrPetter was having. I don't think it should be too unexpected though. If an enemy touches you when you're not dashing, you will take damage. Actually now that I think of it, I think there may be a chance that you can take damage even when you're dashing. I should look into that.
@lurreluck: Thank you! <3 (^__^) <3
Thanks for all the comments. I should probably set myself some sort of time to work on a post-compo version. Haven't had the time yet what with rating everybody else's games, starting plans on a Tiny Hawk sequel, classes starting at university, and of course I have plenty of Starcraft 2 to play. You know how it is.
I was unable to have any fun with this. The robots shoot too fast and the hacking takes too long (?). I walked up to the robot, and I think my guy started hacking it, but then the robot turned back and killed me, so either it's too hard or I just didn't get it.
I didn't really understand what the goal of the game was. Also I got stuck in a narrow passage because both ends were blocked by enemies. I liked that your health would recharge once you got away from enemies.
This idea seems to be very common in the compo. I like the angle that you have to do this because you're out of ammo.
I felt like without one-hit deaths, the game would have just gone forever and ever, because it's not very difficult if you're careful, although I imagine if I got farther it would have actually gotten hard, but then the problem is that once you hit a few enemies, it's back to being the same thing as on previous levels, and you're just left to kill the last few enemies. It's almost like the only thing that matters on each level is whether you can kill the first few enemies. The levels get longer, but only the beginning is more difficult.
The gun turret things were kinda hard to avoid. Also I expected the star thing to make me invincible to them. Also seemed weird that the game didn't end if I fell into a pit.
Cool game. I wish it had a level progression or scoring or something. Right now there's no real goal. Other than that though, great job. I have to say though, that once you got the big ship, you'd survive most waves by just holding still and letting the homing missiles do the work. You should probably make sure that there's no place on the screen that's safe for very long periods of time. I stayed in the middle of the screen horizontally, and pretty much the only thing that would hit me was the other big motherships.
Fun game. I wish the bombers blew up in chains so I could nail big bunches of them at the same time. Of course that's what gets you in the end. You just can't quite handle them all.
I think this was my favorite entry so far. Simpler is often better. I really liked the effects. Reminds me of Geometry Wars.
I thought the combo system was too hard to work with. I could maybe match colors for the first few enemies, but then I just started getting too much collateral to be able to work with it. A regular time-based combo system might be more fun.
It was also annoying when an enemy would spawn right in front of me, killing me instantly. Maybe if the enemies only spawned on the edges of the screen? That way you'd know you were taking a risk if you moved there. I actually died right when I started a couple of times.
A pretty cool idea. I thought it was kinda hard to control the swinging though, and I felt like there was little need to ever let go of an enemy. Just swing away. It would probably be easier to understand the swinging mechanic if the game was top-down.
The enemies kinda look like red blood cells. What's that about?
Well, I have to say I have trouble seeing the bacteria as enemies, so I'm not so sure about the theme interpretation here, but I guess it's ok. The game was simple and felt kinda aimless since you just go around, spreading the disease. And then maybe at one point a bunch of anti-bacterial powder gets dumped all over you, and you die instantly. That seemed to be my experience. The graphics are pretty nice though.
By the way, you do know viruses and bacteria are two different things, right?
Well, the graphics and sound are nice, but I couldn't figure out how to even get past some of the first obstacles because my character couldn't jump very high.
I thought this was really cool, but it was really hard to see what was going on when everything is a circle. I also wasn't sure if I was taking damage from touching enemies so I didn't really feel like I was in any danger. Some sound effects and a clearer health bar would probably help there.
I think this could be a really cool game if polished up a bit.
Cool take on the classic game. It took a few levels to even see how you used the theme though. That's ok though, probably better as a whole this way.
Well that was strange. Weird buggy physics, and I'm not even sure how the game works.
It seems like there's quite a bit of content here. I didn't really enjoy it though, as it was so slow paced and had backtracking too. It just seemed to take forever to just get a few springs. At least on the second backtrack I got to grab a couple springs that were previously unattainable. Withing the limitations of my rating time here, I wasn't able to get past the room with three turrets.
Cool mechanics. Fun game. I also liked the way the music was muffled when you lost health. I also thought the inverted space invaders scenario was pretty interesting. There was only one invader, and he went up as the game went on, instead of down.
I guess the only complaints I have is that it was really easy to fall off the stage, and it was difficult to jump on the enemies accurately. Might be easier if you had a shorter jump actually.
I couldn't find all the people in the level. Also my keyboard get jamming up from having to hold buttons for the commands. Obviously that's not something you can fix, but gamepad support would be nice. Or maybe if you just didn't have to keep holding buttons, instead having a toggle for the different commands?
You know, the background music really did sound like Wolfram Tones. I guess it was ok for what it is but you could have done better I think.
Well, it was fun for a little while. I like the concept. Could also use some sound. The prospective boss looked interesting.
Cool idea. It seemed kinda silly to sometimes have the robots get hacked facing a wall. Also it seems like there are some bugs with the movement especially when you're hacking.
Heh, a neat game, although I expected the deflector beam to act a bit more like a deflector beam rather than a baseball bat. :-P
It also seemed like the end bit didn't really act like a proper arc, but a two-edged polygonal thing?
I don't really appreciate the fullscreen mode and that it quits when I die.
As for the game... I guess it sort of makes sense with the theme, since you can capture the enemies, but mostly it seemed like the reverse, "weapons as enemies".
Didn't seem like there was much to the gameplay. You should work on making jumping from weapon to weapon more fun.
You had some cool ideas here. I didn't really care for the instant deaths though. The graphics have a nice style to them.
This was a really cool game, and a surprising amount of content for an LD game. I really was missing a sense of a goal though. I had no idea why I was going to Unnamed Level 3, or if there were further levels after that. Looking at the screenshots, I guess I at least missed the tanks.
It was kinda hard to get enemies to follow you behind corners, by the way, especially if they were wielding guns.
Not a bad idea for a tower defense game, I guess. What bugged me though is that I was never really required to use any of the "enemies as weapons" weapons, because the basic little peashooters would kill everything if I built a labyrinth.
I also had a bit of trouble understanding how exactly the spud cannons and converters worked because there was no visual showing me when they were absorbing enemies. I also didn't understand how the weapons on the right worked, much for the same reason.
You should really do something about the cannons all firing in unison. It sounds terrible and looks kinda boring.
Well, this was pretty neat. I couldn't understand how to use the portals at first. The game started making more sense once I did figure that out (right before I was going to quit, mind you). Could use some music. Also, I imagine the mechanic might get old pretty quick.
I thought it was pretty annoying that there was nothing I could do if there was just one robot left. This was especially annoying if I had to make them shoot in weird angles. The bits where they needed to shoot in a straight horizontal or vertical line weren't too bad, but then they were also all very similar. It would be nice if the robots had laser sights and clear indicators for when they will fire, and if you were only required to kill all but one of the robots.
I like the multi-part gun, but I didn't quite grasp why some parts were incompatible. For a post-compo version, I'd probably try changing the gun parts to be regular powerups or something you can change between levels maybe? Of course that wouldn't have fit the theme, but might make more sense otherwise. I was mostly just grabbing whatever I could whenever I was out of ammo or my barrel was broken or something. Also I did use the suck beam to kill some enemies when I didn't have a working gun.
At first I thought, "not another 'weapons as enemies' game", but I guess you kinda had it both ways. Not sure the game was that interesting, but the gun graphics are nice.
It feels like this could be such a cool game if it had a goal and was more challenging. Maybe add a multiplayer mode with the goal to destroy the other player's big tank? I think that could really work well.
Nice touch with the multiple audio clips for the shooting sound.
I was a bit bummed out that there seemed to be very little reason to use other enemies than the bat. It seemed to be the most powerful. I really liked the tetris mechanic, but I kinda screwed myself over with it and was unable to finish. I think I'll play it again later though.
I actually liked this more than I expected to. Going in, I was thinking "not another maze game!", but the maze editing mechanic was actually kinda neat. The rest of the gameplay is pretty basic, and I kinda found it hard to effectively make the enemies hit each other after a while, except when a faster enemy was behind a slower one, and by sheer luck.
Next time, don't make an installer. I wouldn't want to install and uninstall 170 games on my system to do LD voting.
This might be fun if it had some good puzzle and level design. As it is it's obviously unfinished. I felt like the ice spell was by far the best because it shoots directly forward and doesn't leave the enemy dangerous. Sometimes with the sonic boom spell the enemy would actually fly back towards me, which was rather unexpected and renders the spell dangerous to use. I also managed to kill myself jumping off the hill in the middle because there was an enemy directly below me.
Well, points for original interpretation. It was a bit hard to handle, and I was disappointed that the copter didn't go down in flames when I failed. The physics seemed weird at parts, causing explosion-like behavior.
I really liked this, but it gets hard very quick. I stopped at level 6 because it just felt a bit too much for me. The visuals have a nice flare to them, as we've grown used to from your games. I think this could be a real hit if you eased the difficulty curve a bit.
Oh, and I also agree that the isometric controls take some getting used to. Might be nicer to have a head-on perspective
Very nice entry. Had fun for the two levels. I was confused by the purpose of the hologram first, but I guess I wasn't really supposed to use it in the first level. The graphics were very nice.
I love the visual style. It looks really nice.
I like the gameplay mechanics, but the weapons are really weak, so you end up just standing there, shooting at the enemy while the enemy shoots at you. Better manouverability could probably help with that, although I guess I could stick weapons to my sides and run circles around the enemies.
I liked this game a lot. The only thing that really bugged me is that the pseudo-analogue control system makes it hard to aim. I think this would be a lot better with an analogue stick or maybe even indirect mouse control.
The graphical style is simple, but pretty. I like the music a lot too.
Well, it's obviously unfinished, but I had some fun lobbing stick-man zombies around. You should probably capture the mouse cursor for a game like this so you don't accidentally click outside the window.
I keep getting stuck on the level geometry. Seems like it might be a decent game otherwise. Please change the background color.
I wasn't able to figure out how to play. The only thing I seemed to be able to do is to place those wall-things during the defense phase.
A pretty good hacking game. Reminded me a lot of Uplink. I liked the voice samples and music too. The only problems were that I never quite understood how the hacking requirements worked, or when I would ever need a firewall. The game also crashed when I hacked 4chan.
It's a pretty difficult game, but once you get the hang of it it is fun for a while.
I like the animation on the main character.
Oh, and please don't spam the trophy system anymore. Well, I guess you've already calmed down, but I just want to make sure. No funny business, ok! ;-)
Pretty solid and simple. Could have stretched it out for a few more levels I think.
What's the main character supposed to be? A baseball glove?
So... Microsoft AgentTesting? That's what the game installed itself as.
Anyways, the game itself I didn't quite understand. I'm riding a bike along a highway with gas stations. I think once I got a truck to crash into a gas station and they were destroyed. Was that the goal?
Would have been nice if the game was playable on a gamepad. The main menu did work on a gamepad, so it had me confused for a bit.
I liked the online highscores.
I didn't quite understand the game though, or what it had to do with the theme. I guess I was kinda shooting enemies with hearts, which made me lose my own life. By the way, I kept expecting the A/D keys to rotate the world the other way around, but maybe that's just me.
Quite a difficult mechanic. It felt a bit too random because sometimes a gravity pool will actually pull an enemy back the opposite way. Also the range is so short that it gets pretty hard to control the enemies. I'd probably make the area of effect wider, and maybe make the effect almost instant but short to make the effect more predictable.
This was fun. I like how you can blow up bunches of aliens at once. Do you get any score bonus from that? I think that'd be cool. A couple of things that bugged me were that if you let go of your mouse button before you captured an alien, it would instead hit and damage you, and that it was sometimes kinda hard to catch an alien if you managed to get it into orbit. I also think the game could use some different types of aliens or maybe different weapons.
<b>Big ups</b> for rating 94% of the compo games, and by the looks of it, commenting on most of them too!
Damn it, HTML doesn't work here...
I like the idea, but I have to say, the gameplay devolved into making all the balls loop in a corner pretty quickly, because it's too hard to line a trap up to hit other balls, and since there's no limitation to how many traps I can set, I can just keep the balls looping in a corner and get some lucky hits. I think it might be more interesting if I could click a ball to drop it down immediately, or maybe if there was some sort of blinking colors or something and a clear rhythm that the balls move in so that I could better see where I need to set a trap to make balls collide.
Really cool game. Also congrats on apparently receiving the most ratings out of the LD18 compo games. It's probably the appealing art style. Reminds me of World of Goo. Except for all the gibs. Right up there with Basketball Girl for the most demented, disturbing game concepts of LD18.
Anyways, I really liked the game. I think the only things I'd change is allow WASD movement control and make enemies not disappear between waves. I might have valuable bullets invested in them!
I score 149 points, which is apparently "godlike", but I see in your blog post that you've scored a lot more yourself.
Fun game. A bit frustrating when you hit seekers that spawn right on you when you move around the level.
I think it'd be cool if the seekers moved in a swarm instead of in a clump. Currently you can't even see how many seekers are following you.
This was very difficult. Also I found the UI to be a bit confusing. What's the number that's showing the enemy's health? And what are the two numbers below my health? It's kinda confusing.
The Windows link was a 404. You might want to fix that.
The controls are a bit awkward. Also the restart button at the end didn't work in the web version. It seems like it's really hard to kill the purple guys.
Cool retro style. I especially liked the sine scroller in the intro. :-P
As for the game itself... I couldn't figure out how to beat the first level, and the controls were pretty awkward. I imagine you made the controls like that to work on touch screen devices, but I just think a different sort of game would work better for that.
It is kinda hard to dodge bullets, and it was too easy to get stuck on walls. You could probably introduce some direct controls (left to move left, up to move up, etc.) and add some more enemies.
What really bugged me though, is that I don't understand what this has to do with the theme. Reading the help text, it seems like you have taken the "weapons as enemies" interpretation, but I think even that is pretty vaguely used since all the enemies are gun turrets.
I also thought it was a bit annoying to go through the trouble of unlocking a laser door, dodging bullets, only to get a health powerup. Doing that probably made me lose as much life to begin with, and there's no other gain from doing that.
I'm trying to go through a lot of games really quickly, and I was barely able to install this in the time I alotted... I know, that's kinda harsh. Don't worry though, I'm not giving you ratings yet.
Cool use of the theme, if a bit disturbing. The music is great. Would be cool if there were more varying goals in the levels. Maybe you could turn this concept into an actual gruesome sports game? The jumping physics felt a bit weird.
That's a cool idea, but feels almost impossible to play. I saw the video and even you seem to take forever in taking any enemies down. It might work better if the enemies, and especially the droplets, were bigger, and the arena was smaller.
Cool oldschool style. The music was great. As for the actual gameplay, I thought it was really hard to actually hit the enemies since the arc you throw them is so steeply upward, and it actually seems like it doesn't matter which way you're turned, the enemy will fly the same direction, which was weird. Probably just a bug though.
Well, the game was kinda boring and the theme usage is a bit dubious. The graphics are nice, and you get points for effort on the Double Rainbow rendition (or was I imagining that?).
It seems like the reflective decoy is overpowered compared to the other abilities, and trying to make the enemies shoot each other by walking past them is too dangerous. I guess that's what the other decoy's for though. The pit graphic wasn't very clearly a pit to me.
Nice double theme slam. Well, the game was a bit short and didn't really have any interesting puzzles, but the mechanics seem pretty good.
The sound effects were a bit jarring.
The game is really hard to play because the screen starts scrolling when I put my cursor over the mind control button. Why not just do away with that button? Other than that, the idea seems pretty neat, and the graphics look pretty nice, even if a tad pastelly.
I like the conversation system. At first I wasn't sure what was going on, but I think I got the idea by the end, and then I played through it a couple more times. I couldn't figure out how to really affect the outcome though. For example, I expected taking or not taking the meds would have a significant effect on the ending, but I managed to get ending 10 on two tries where I did or didn't take them. I'm probably missing some significant options, but I was only able to get ending 10 and ending 11.
A pretty good effort, but the game is actually kinda broken, because you can just click on the birds to kill them. Seems to me like the winning strategy is to click the topmost bird to kill them all pretty effortlessly. I like the hand drawn graphics.
So are the men enemies? What kind of feminist bullcrap is this! Just kidding, the game is pretty fun. It sorely lacks music though. Maybe a nice waltz, or a tango?
The Windows build crashes on me also.
I'm running a 64-bit Windows 7. Your game doesn't really print out a backtrace or anything, so I can't really tell you much more. Maybe you could make a version that would write a debug log into a file so we could send you some data?
Well, it seems like it might not be cx_Freeze. I just installed PySFML since I figured you could use some feedback on your game, but I can't get the bugger to run. I couldn't get a stacktrace, but I did some snooping, and tracked down the crash. Basically, it seems like the game crashes when calling bugthemall.game_over.GetText() . It crashes when it actually calls the function. I also tried disabling the gameovers to make the game run, and it did, until I planted the first parasite, at which point it crashed again. I suspect another sf.String.GetText call. I don't know why exactly that would crash the game, but it does. Maybe the string isn't initialised properly?
The main character and the level visuals are interesting. The "enemies as weapons" part seemed kinda insignificant, as the tongue was an instant kill, and the bullets you got seemed puny. I had trouble seeing the level edges.
It was quite difficult, and I couldn't figure out how to use the seeking missiles.
I like the use of the theme, but you didn't go very far with it.
It would have been nice if you actually used those "strange gun physics" more than one time.
Checkerboard pattern with one color being the same as the background color is a bad idea for platforms.
I thought this was a pretty cool take on the theme. What I found weird was that I could actually see worse when I was using the flashlight, but then that might actually be somewhat realistic because of how human eyes work. I was also bummed out by the unbeatable "end boss" (unless I missed something), but the mood of the game was great and the "end boss" sequence was unsettling. I did manage to get it stuck in a corner though where it couldn't hurt me. Then I had to somehow get it unstuck to finish the game.
Very difficult. It can be hard to dodge things, and your gun is really weak. The debris is pretty powerful, but is harder to aim, and once you shoot it, you have to gather it again, which is especially bad if you didn't hit anything.
I also like the main character, although her animation is a bit stiff. The gameplay is pretty simplistic, and the 3D visuals don't really feel like a good fit for it. You could keep working on it though, add some more interesting combat, etc.
I thought this was kinda difficult. Like others said, it probably depends a lot on your luck with the maze generation. I think it would help if the player was allowed to touch the robots, just not touch bullets.
Funny concept. The collision detection really needs work. Especially between the ball and the paddle, and the ball and the bottom of the screen. Seems like I lost a ball many times where I didn't feel like I should have. You should also add mouse control. That's the proper way to play these kinds of games on a PC.
Cool mechanic. Quite difficult though. Would probably help if the player had direct controls for movement instead of turning and moving forward. I mean, obviously with the turning, but with direct control over the direction of movement. I like how the game looks.
Well, at least it's a game... If this was your first game ever, good job.
The keyboard input seems to be buggy. If you hold a key down, the character will suddenly zip to the edge of the screen. I imagine you're not taking key-repeat into account. You should probably be reading the input in some other way. Also, that's a rather strange control layout, but seems to work ok. What bugged me a bit was that I had to walk up to an enemy to pick them up, so I would often take damage just trying to do that. Might be better if the player had longer range.
Fun game. You could probably get more out of these mechanics.
I thought this was pretty cool. Making the spring tension build up was a new one, but it seemed to make an awful lot of noise, and not work very reliably. The game was also a bit difficult.
Nice puzzle game. Didn't have time to play it all the way through but I think I might do that later.
The puzzles I got to weren't that truly puzzling, more just lining things up right, but they were fun nonetheless.
Nice game. Simple mechanics, but it doesn't get old that quick.
Can't think of much to say since I think the single mechanic works pretty well and there's no obvious thing to add. It might be more approachable with a more concrete visual theme, but that's about it.
The sun is cute. Why you made the lolcat puke blood, I may never know. The movement code seems a bit buggy, and the landscape seems to move really fast even though compared to the zombies you don't seem to be moving a lot. Other than that, I guess it's a game. A pretty basic one, but it does utilize the theme. Maybe you could have done something more with the lolcat idea. Just have it say silly lolcat things or something at least. ;-)
Fun puzzle game. The graphics are fantastic. I didn't quite get the connection to the theme though. I didn't really even see any enemies in the game. Regardless, the game is fun, and I didn't even get all the way to the end yet. Liked what I saw so far though.
Too bad you didn't make the gunship explode when it was hit with missiles. Other than that, nice game, but a bit slow-paced. The framerate was kinda bad on my system, so that may be a part of it. I liked the effects.
Well, I liked the use of the theme, but I didn't quite grok the combat system. I tried walking against the enemies, but it wouldn't work. It only worked a couple of times. Do I need to surround the enemy before it works? That seems kinda weird, but that's ok. The game should explain that though.
Thanks for pointing out Ramugen, by the way. I want to take a look at that. :-P
I ♥ the explosions. They're so colorful and pretty. I think cool splosions make any game a lot more fun.
By the way, you should really be storing player high scores. It's really easy to do in Unity with PlayerPrefs.
That � is supposed to be a Unicode heart.
Oh, excellent, now it looks even more screwed up.
Money thieves... those are the worst kind of thieves.
Platforming was a bit frustrating at parts where you needed to be very precise, and quickly, because the marks were after you.
I didn't see what this had to do with the theme. I know you lay it out in the description there, but I'm not really buying it. Enemies don't become weapons here, NPC's become enemies. I think it's a stretch in any case, but at least the game was fun, which is the important part. :-)
By the way, did you play the guitar yourself?
The enemies were very unpredictable, and their hitboxes were way too big. That made it really difficult. I also didn't quite understand what happened when I hacked the terminal. I thought I won, so I started moving to the left and an enemy killed me. The graphics are very nice.
A somewhat unique twist. I thought the combat wasn't very satisfying. Even just adding sound effects might help a lot. And better animation, I guess.
It's like UFO Catcher meets Missile Command! It's pretty neat, but gets boring after a while. It also seems like there's a bug that makes the cannon shoot two jellyfish at once, wasting one.
I downloaded the game from the link in the comments. I didn't really understand what the game had to do with the theme.
As for the gameplay, maze games are pretty boring unless done right. You should probably have some more types of tiles and enemies to liven it up. I kinda liked that you had the "bombing" sound effect in the background, but it got really repetitive quick.
I had the same problem as TheLastBanana. I was unable to use the yellow boss. Also, I was a bit bummed that the game was just two levels. I only had just got the hang of it.
The Help screen could use some pictures. I didn't want to read it and so it took me a moment to figure out the game by myself. I never quite understood what function there was in planting apples on the ground. The trees are income and the roaches are turrets, but what are the apples for other than cash?
Cool new mechanic. It was really hard to figure which way my ship was pointing. Also I figured the best strategy is to just sit on the enemy bases.
I like the visual style. The gameplay concept is also cool, but I'm not sure the long aim was really necessary, and I didn't always understand why I wasn't hitting the enemies. I think you should work on this further.
Well, I used Unity mostly because I'm most comfortable with it, and because I was able to build *something* in the hour that was left of the compo when I started. ;-)
And don't get me wrong, I don't mean to brag about being so fast or anything. I just did this for fun. I thought it turned out surprisingly well. I think I may consider doing these quick jam entries in future LD's as well. It's kind of like regular LD, only amplified because you have even less time. :-)
I wish the game was faster pace or had a step forward button. Good job adding lots of polish to it though. Intro cutscene, that title screen... By the way, I thought the sound effects were more jarring than the "48h music". Probably just too loud.
I might try it again later with more time, but it just takes too long to play for my quick LD18 rating round.
That's a pretty original concept. This game could be really interesting if there was more time to develop more interesting puzzles. Maybe with more subtle interactions. Currently it's basically just making the people follow other people, and possibly punch them to death.
Scored 7240. Was pretty fun. I kinda wish I could drag the trampolines around instead of insta-dropping them at locations. Of course then it might be too easy to just keep moving one trampoline, but maybe you could make the trampolines collide with each other or just make it slow or something. That way you could really get a feeling of trying to drag a trampoline into place in time, just barely reaching it.
So uh. I didn't understand this at all. The game runs super fast, it doesn't seem like I can ever die, and due to the game being super fast it's really hard to actually do anything but fly around randomly. I was able to get 1000 points before I quit.
Pretty nice. I didn't always understand why some mines would blow on the enemy blob thing and other times not. Is it a speed issue, or do I have to have held the mine?
I scored 277. I didn't quite understand the interpretation of the theme here. Was it the reverse; "weapons as enemies"? I would have liked it if the player character was faster and/or had more ways to move or deal with the enemies. I felt like if something was coming at me, I had very little chance of dodging.
Loved it. I guess I don't have a lot of comments here. It's just very good. ;-)
You could probably make higher resolution graphics and work on the sound more, but I think the gameplay and level design are pretty solid.
The downloadable level system is very impressive. I suppose it could also be called "cheating", but I don't mind. You still had to make the system available for people.
I don't see at all how this fits to the theme. The game is fun though, so you may want to keep working on it.
By the way, I don't think I've ever heard of Putt-Putt, but perhaps you were thinking of Mini Golf?
Well that was rather morbid. I think it was the only game about throwing people off skyscrapers, so points for that.
The controls felt a little bit awkward, but that's probably mostly from playing it for the first time and not being used to it. I saw that you had a song made for the game, but I couldn't hear it during the game. Some of the puzzles were a bit annoying in that it was easy to mess the execution up, and I never quite grasped how big the explosion area for the red souls was.
Solid, fun game. Dunno if it was intentional, but it seems like the way to score big is to hold a gun to earth's head by piling the meteors up and letting them hit each other like pool balls. :-P
One thing that bugged me was meteors just barely scraping earth's surface. Would it make more sense if all meteors that got past you hit earth? Food for thought...
Add some sound effects and you're golden.
Looks very interesting visually. That there was two ways to move castle pieces was a bit confusing to me, and with the mouse control I think I accidentally moved some pieces to an enemy castle a few times because I was concentrating on shooting. The shooting mechanic here isn't very interesting since you just have the one pea-shooter gun and a lot of the targets are stationary. I felt like my character had very little to do with the castle. Do you get a defensive bonus or something when you're next to the castle? I didn't quite grasp that.
I didn't really understand why there were so many types of bullets. Is it for use against different colors of enemies? The game physics seemed really fast, but the framerate was kinda low, so everything looked kinda choppy and it was hard to always determine what was going on. I agree with BlackDuck that you should be able to shoot downwards, or at least shoot slower bullets maybe. The graphics are cute.
Not too bad of an idea, but I thought the controls could be better, more direct, and it would probably be better if the effect of a thrown meteor was more obvious. This way you might clear the way, or maybe not. Explosions maybe? Or is that too cliché?
This seems pretty interesting. By the way, please next time have some sort of clue for the player that you're supposed to press right at the title screen. Also, <x> looks kinda confusing with that font.
I think there would be room for expansion here. Well, just look at Super Mario Bros. 2 (Doki Doki Panic). The visuals are really weird, although I'm not sure if they really interact with the game. It's like a screensaver was playing behind the game. If you made the rainbow visuals interact with the characters, it could be really cool.
Also, full Community points for you. :-)
It seemed like I could win by just holding the mouse button in the right edge, grabbing all enemies. Maybe dropping them every once in a while. Fix that, and this could be quite a cool game.
Well that's a weird concept. Other than that though, it's quite hard to control. Also, I was confused in the third level when it says "you didn't think you were alone, did you?" because I thought I was competing against the other sausages, and I spent some effort the first time trying to keep the others behind me...
It's probably not the point of the game, but I wish I had better control over the sausages. It doesn't need to be easy. I just need to feel like I have a handle on my... sausage.
Great game. Has me yelling at my screen though. One specific thing I noticed is that it seems like to land on a platform with the frog you seem to have to jump higher than feels like should be required. Other than that, I guess it just gets pretty difficult. Actually, especially the frog parts do.
@ratking Didn't make a jam version, but I'll probably work on this more at some point. Add some real graphics, audio, some more kinds of obstacles, etc. The feedback so far has been pretty positive.
@excrulon The bullet "shouldn't should" shoot at the same Y coordinate? Umm, I'm not quite sure if you mean if it should or shouldn't shoot at the same Y coordinate, but of course the problem is that when you're jumping, the gun would naturally be higher. I could probably make it so that the bullet will go over everybody's head then unless they happen to jump when the bullet reaches them, but I figured this was easier, and doesn't look silly with bullets coming out from under the player if they're jumping.
@Danik Yeah, the chasms are unforgiving. During development the chasms were actually red, so they didn't actually look like chasms at all. Then when I changed them to actual holes, I didn't think to make them wider, which would have made more sense, but by that point I was already used to the hitbox so that little design flaw crept in there.
Wow, it's really hard to dodge the blocks. I mostly just focused on the little satellites that the core was launching and hoped that maybe I'd be able to dodge at least some of the blocks with luck. Cool game though. I really like that you start it as a regular shooter.
Btw, I got the Portal reference from just "WOOOOOOOOOOOOO <SPACE>", not sure if that was intentional.
I must say this game has very strange mechanics and controls. I couldn't quite understand the specifics of how exactly the blocks will explode into more blocks. It seems like I need to get two of the same color near each other, but sometimes that wouldn't do anything, and when two were already next to each other, like in the screenshot, I didn't quite understand why they wouldn't blow up automatically, or if there was a way for me to blow them up. Also, I never quite grasped the whole function of the X key. It seems like it allows me to pull blocks, but which block exactly seemed to be a bit of a mystery to me. The game screen has all sorts of space for instructions, so I think you could have spent a bit of time making some.
I was eventually able to beat the game. I wish it had at least a text congratulating me or something.
I do like that you came up with mechanics that are at least somewhat original, but you should have spent a bit more time making sure that the player understands those mechanics.
Haven't been able to play it yet. I'll play it when you get it on the app store.
Well, this is probably the best game ever about vandalising street lamps, but that's probably not saying much.
The game also seems like an odd fit for the theme. You could have probably swung the same mechanics with a different theme like fighting dragons that are taking people into captivity, or something.
As for the game mechanics themselves, I didn't really feel like I was Perry, but that I was just telling him where to go. Playing seemed to be simpler than what the controls were designed to. I ended up just tapping on the streetlamps one after one. I did also find that the collision detection felt a bit finicky, as sometimes I'd be right next to a lamp but nothing would happen. I also noticed that if I walked onto a red lamp, Perry wouldn't start shaking the lamp when the lamp turned white again, but I had to tap once more. Like demonpants, I mostly found the red lamps to be inconsequential and the game never really got difficult. I played until level 10 and quit.
I think making the actual breaking of the streetlamps a more interesting and active part of the game, it might be more interesting.
The controls are super super weird. I've played through the game twice now, and I still can't figure out how it works exactly. In any case what I mean to say is that the controls are quite difficult and non-intuitive. The chasers seemed like a bit of a random element. Whether they hit you kinda seems up to chance, although going fast will of course help.
I liked it. It's a bit short, but I think there's potential for a fun game here. The core mechanic is pretty solid.
Wow, it's really hard to survive once you've upgraded everything since the enemies also get tougher.
A pretty cool game. Didn't really do a lot with the theme though, and cutting up the blocks didn't really feel like I was solving a puzzle, but just that I was cutting stuff up to get through it.
The final level (before the one with "END") started running really slowly by the end for some reason. Not sure what that was about, but might be a potential bug.
I thought it was pretty cool how each level had a different mechanic to it. It confused me at first though, because I didn't know how the jacket worked, and I wasn't sure if the floating things were enemies or collectibles.
The ending was a bit off-putting perhaps. Not sure what happened there. Also the sound that appeared in the second level... I suppose that could be something you could leave hints about in the levels in secret places or something for replay value.
Well, there's a bunch of things that could be fixed to make this game better, like more predictable lava, more forgiving hitboxes, more realistic gravity for jumping. Also the "hit [a] for whip" thing confused me. I guess that doesn't work until later levels, which I never reached. I felt like hitting the lava was unavoidable a lot of the time due to the large hitboxes and the unpredictability of the lava. Also it would be nice if I could continue from the level I got to after dying. Having to play through the whole game again is way too severe a punishment for the player. Still, not a bad entry, but it could use some extra work.
Nice game, although I felt like my success was highly up to chance. Also I wish it was easier to see which tiles I have not explored yet. The game reminded me a lot of a game called Dwarfs!? which also has the elements of mining for gold and blocking water and lava flows, but it's more of a strategy game instead of an adventure.
The isometric camera makes it really hard to imagine the play space in your head. The screenshot above exemplifies that pretty well. It might seem like in that situation the player could walk to the left and end up on the platform below, but he would actually fall off the world. In that particular level it's not really a problem, but it becomes a major issue later. I think using a regular perspective camera on this might actually help the player understand the spatial relationships between platforms. Also the isometric directional controls get pretty confusing.
It was pretty short. Other than that pretty neat. The graphics are really good. The UI could use some indicators to help you keep track of the bobbies especially when they're out of your camera view.
Fantastic game. I got up to 6109 meters. I really love the plane/car switch mechanic, especially because I found it to have multiple uses: stabilizing your vehicle, flying above groups of enemies, helps in maintaining your momentum.
The one major criticism that I do have is that you should really add autofire to the gun. It's just not that fun to have to keep hammering the button, and it's probably not good for your mouse either. :P
I think this game could get really interesting if you added more enemy types and maybe boss fights and stuff. The mechanics could support a larger game.
Wow, the music reminds me a lot of old Konami NES games. Was that a conscious influence?
Well, this is a pretty standard sort of puzzle game, but the graphics are nice, and the puzzle designs are good. The puzzles never felt like I was just scrambling for a solution, which I think happens often in games like this. I felt like the solutions here were clearly deductible, which is good.
So... what am I escaping from? A couple of comments about the gameplay itself: The warning signs appear below where the birds actually appear. That made me jump into a bunch of the birds that came down the middle of the screen because I thought they were going to fly lower. Also, I felt like the slowdown was something that you would probably want to use all the time. I felt like all you could really do is to save it until you couldn't keep up and then use it. Weakens the mechanic, I think. I felt like moving left and right didn't really seem to have any use at all.
I just played the game a second time after writing that. I thought the game was one that you're supposed to just play forever and get as far as you can, but apparently there was an ending. It was really pretty easy to get there though. It seems like you just duck down most of the time and maybe jump over a low bird every now and then. Even if you hit most of the low birds, it seems to me like you'll end up grabbing enough health powerups that they won't matter. Of course if you wanted to really optimize your score, you'd want to be jumping for high fruit and stuff, but it seems like at high speeds there's not much of a chance of being able to catch them.
The graphics and music are pretty nice. I'm sorry if I came across as too negative here. I'm trying to be constructive.
Quite an ok puzzle game. Doesn't really have that much to do with the theme, really. I wish the rules of the game had been communicated in-game, as well as the controls. I figured that I was just supposed to create four 2x2 squares and assumed that the game just didn't have a check for whether the level's over or not, and I'd just have to press space to go to the next level. That's until I reached a level where the blocks were laid out in the proper 4x4 manner to begin with. Only then did I realise how the game actually works.
This was pretty creepy actually. I was hoping for something more from the ending, but roaming the labyrinth had a cool creepy mood to it, although I guess there was no real threat there. I even found the portrait of the monster, but I didn't really understand the significance of that.
This was really cool. I wish it had some hints on where the jewels are though. I was unable to find the last one. The "gem tracker" was a nice touch.
Could probably use some helpers for the player so that they know where they're going wrong. Like maybe showing which tracks are still wrong? I played until Morgan Freeman, but I felt like it was too tedious to go on when what I had pretty much sounded like what the bird was singing but I guess a note here or there was missing or too much.
Quite a difficult game. That's affected by the fact that I didn't realise that I could drag the brain in with space... Not sure though, because it seems like it would be pretty easy to screw yourself over with it.
Great mood and audio. The ending was a bit abrupt, but not too bad. I think the final log was actually the last one I found, so the level design seemed to work, although I can imagine that somebody could just end up walking right up to it on their first playthrough.
I didn't quite understand what the ending image meant.
I like the concept here. Some comments about the game design: I wish there were hints for the player about where the weapons drop. I didn't really manage to find them very often. The enemies seemed fairly varied in their looks, but all of them seemed to just walk/run towards me at all times. There was also one enemy that I just couldn't outrun, which made it possibly unfairly dangerous.
I also experienced some technical problems.
I experienced a strange glitch where my flashlight's light wouldn't get erased properly, which kinda let me see around myself without pointing the light away.
The music was fine but didn't really fit the mood of the game, I think.
The mouse cursor wasn't locked to the game window, so sometimes I would misclick outside the window, which would pretty much kill me if there were enemies around.
I like the idea, but the problem for me is that it seems like if I want to evolve any of my other traits, I need to stop shooting, but shooting is the only thing that gets me to the next round.
There's a few things that goes to picking the specimen. Primarily it's how much damage each creature dealt to the player. Secondary is how many bullets it fired, and then tertiary would be how long it lived and how close it walked to the player.
The background is a photo of a wall, btw. I didn't really have good thematic ideas for the game. :P
Well, Jack, it's a 48h game, so there may be some slip ups like that. :P Also, I think a good player can get further still with "real" play, so I don't think it's a big problem.
LegacyCrono, I do agree that the evolution could be more meaningful. I may work on a new version post-compo and try to figure out ways to make the evolution aspect more interesting. I do think there's real potential there.
I kinda like that you have a few different characters in there, although the jokes/quotes weren't that interesting since they mostly just seemed like non-sequiturs. I also didn't understand what this had to do with the theme. Gameplay was pretty basic.
The presentation is really nice. Gameplay is pretty basic, and there were some annoyances like the leaves with the worms looking a lot like the leaves you can stand on, which made me jump to my death a couple of times. Another thing was that it seems like the bite animation disables horizontal control of the character, which also killed me a couple of times. I really wish I could have played around as the final stage of evolution, just feeling awesome.
Well this was an experience. Odd.
Cool game. Collisions seem pretty glitchy.
Great entry. A bit short, but was interesting to play around with. The beginning of the game has an interesting mechanic that I haven't seen before. Would be interesting to see a longer version of this, if you think that's feasible.
The idea seems pretty cool, but it seemed way too easy and got quite boring after a couple of rounds.
I like it, but it's really slow paced. After launching my first rocket I quit because it seemed like there was no long term goal and all of the planets around me were actually worse than the one I started on.
It's an all right game I think. I liked the different phases of evolution. The music was really good.
Well the visuals and audio are pretty nice, but the gameplay is pretty standard fare infinite runner. Also I'm not sure what this had to do with evolution.
This was great fun. I wish I had the option to experiment a bit more with my octopus build, although I guess after you reach 8 limbs, there's not much more content to play anyhow. I got up to about wave 20 at best.
Really good game I think. One thing that bugged me a bit is that when I'm shooting directly at a kudzu heart, half of my bullets still don't hit it because it keeps growing so fast. It kinda feels to me like at that point I should be allowed to just kill it. Maybe if hitting the heart slowed down its growth for just a tiny moment? Unless that breaks some balance I'm not observing, of course.
I like the visuals, and I thought the animals were a nice touch. The connection to theme was a little bit weak unfortunately. I liked the first two rooms more than the third one with all the platforming. The platforming physics didn't feel that good, and I fell down lots of times and had to start over. Small moving platforms with jump pads were especially tricky for me.
I appreciate the different take on the theme. I figured somebody would do something like this. I'm not sure the game was all that much fun though. I think it could be better if there were more hints about what might work in different states.
I couldn't figure out how to actually play the game. I was sending out solar flares, but that seemed to be the only action I could tell was actually doing something.
No evolution really. Also I got stuck on level 5.
I couldn't quite get it to work. Crashed on startup with this error: "Exception in thread "main" java.lang.UnsupportedClassVersionError: LDGame : Unsu
pported major.minor version 51.0"
I'm guessing possibly a JRE version problem. I might try again later.
Hah. Indeed the core gameplay in your game and mine is pretty much exactly the same. We have different takes on evolution though. The boss fight seemed a bit anticlimactic as it didn't seem to do anything to attack me. I liked the visual changes in the characters. Made me feel a sense of progression.
Pretty cool, although I wish I had radar or something, because it got a bit boring to just fly around without knowing where the other ships were.
The physics are pretty wonky, but fun. :smile: I fixed all the bridges twice and then assumed there was probably no more content. Took that opportunity to drive more recklessly and see what happens. :smile: I do wish there was an end goal or something, and maybe just more things to do. The basic driving is fun.
The visuals look very nice but the constantly shifting water made me a bit dizzy. :dizzy_face:
This looks and sounds very nice, but I have no idea what I'm doing. :dog: I solved levels by changing the parameters randomly until I got it. Later this got too hard so I stopped playing. At first I thought maybe there's a stereo sound element since you mentioned using headphones, but I tried with headphones and it didn't make any more sense to me then either. :sweat_smile:
Thanks for all the nice comments!
@adroitconceptions indeed sound effects would have been good but I ran out of time
@matchamaze I think you have a good point about not maintaining the momentum. Car physics can be kind of hard... I also spent a bunch of time trying to get the car to drift but I couldn't quite get it right. :sweat_smile:
@shp Yeah! It can also be fun to watch the pileup for a while since more and more cars keep coming. Especially fun if your car does a flip or something. :smile:
@mvasko2 Haha, be my guest and use the idea, and let me know what you do with it! :smile: As for the car physics... yeah, I wasn't quite happy with the physics, but car physics are kind of hard to get right. I might still work on it further and see if I can make it better. You can make the car respond a bit more smoothly with a gamepad, as you have analog control of throttle and steering. Maybe I should have tried to emulate that on the keyboard, but it's always some kind of compromise I guess.
@zimny11 Excellent! I'm glad you got to be surprised. :smile: I was almost thinking it would have been fun not to mention how it works so more people would be surprised, but I guess then people might not find it interesting enough to try in the first place. :thinking:
@bootak Thanks! I think you can view your rated games per event here: https://ldjam.com/events/ludum-dare/47/my/grades (that's for LD47. change the number to see older ones)
@pkenney Thanks for the feedback!
Indeed the difficulty tuning can be a bit of a balancing act, and I think also I wouldn't have wanted the game to keep going too long, because it would likely get boring. Of course if I were to make a more fully realized version with more features, maybe I could find ways to keep it interesting, but I feel like for this 48h version the length of a game feels pretty good, though I may have tuned it a bit too hard just because I myself got too good at it since I played it all weekend.
Love that tower of cars. :laughing:
I only tested it by myself but I imagine this could be fun in multiplayer. :) I do wish it was a bit less mashy though and maybe more based on your timing?
Pretty cool game! It got a bit grindy, but at least there were new lines about my skills improving, and I could chat with NPCs, so it didn't get too boring. :) I finished it, though I don't think I even talked to the "Elite Gamer"... should have been more thorough.
I enjoy trying to master movement mechanics like this. I never quite got the hang of it though, since the walls would push me around so much, so the experience was kind of inconsistent depending on where in the loop I was. I wonder if it would be more fun to start the game without the walls pushing the player around, so you could just get used to bouncing around, and maybe use the walls with arrows more sparingly later? The game did get a bit too hard for me at the end (4.2 I think), especially when the enemies would clump up making it almost impossible to pass them. It might be more fun to get around more consistent enemies that would stay in one part of the loop. Right now it starts feeling really random when my character bounces around erratically, the keys bounce around erratically and the enemies bounce around erratically. I guess I wish some of these parts behaved more reliably. :)
I'll be honest, this was pretty confusing. :sweat_smile: It should probably start off a bit easier. In the instructions you wrote "An easy trick to narrow the search for the invader is to collect each number into a separate while block" but you only get one while block in the first levels, so you can't even try that. I also watched the video and I didn't understand how you found the invader. The instructions didn't mention anything about when or how the numbers go down? I assume it's just a timer, but I'm a bit unclear on that.
Update: Managed to get through a few levels and kind of got the hang of it, but it starts feeling a bit tedious to me... I wanted to like it, but maybe my brain just doesn't quite gel with this game. I am also left wishing I had more powerful tools to separate the balls... like a wall that only lets things through one way depending on the requirements.
I do feel like being a bit of a curmudgeon: are there any loops in this game? The "while" blocks don't really behave anything like loops in this game.
Cool mechanic! It get kind of difficult though. I wish the trail visual was a bit more clear so it would be very obvious where I need to hit it to close the loop. I did find I didn't need to make a fully tight loop, which is nice, but the exact amount of leeway was a bit unclear.
Really original idea! It was over way too quickly. :heart: The controls for driving the ribbon around felt a bit awkward... I also wish I could get unstuck quicker if I run into a wall. Still, I have to admire just how clever this all is. :smile:
I quite like the idea, but I had some trouble with the physics (can't jump while standing on myself, boxes not falling), and I wish there was an option to restart just one life, since when I make a mistake on a later life, I have to repeat everything I had done thus far, or to figure out some way to kill one more self. I think with a bit of polish this could be quite a cool puzzle game!
This was quite fun, and it looks and sounds great! I enjoyed especially the later levels where it started to feel like I needed to take more enemies into account at the same time. Some of the levels felt like copies of previous levels... not sure if that's the case.
At the beginning of the game I had a hard time understanding what's going on. I wonder if showing what the enemies are going to do with some arrows or something at least for the first few levels would be a good idea?
Quite fun, though obviously very simplistic. Kind of reminds me of Wario Ware. The challenge is very much in reacting to the new situation.
Fun idea, but much like the real thing, it does get a bit boring after a while. I do appreciate the effort put into the voices; you don't see that a lot in gme ajams.
WARNING, CANDY MISSING. I think this game needs a lot of work to be honest... I was actually very confused at first because I assumed it was a first person game, and the ball was moving really oddly... I managed to warp myself out of the level without trying. The ball did move oddly even after I understood what I was trying to do, but I could sort of deal with it. I also had trouble gauging where in space I was. Aaand the announcer voice got quite annoying because it was repeating constantly. :/
This is pretty cool! I used to have one of these. :smiley: It got a bit frustrating at times though, but I guess that's authentic. :laughing: I kind of like the simplicity of the control, but it also frustrated me that sometimes I was trying to go slow while approaching a green mark and it would get registered as a miss as I was trying to fine control my speed. I did eventually realize the right groove I needed to get into.
I think the game could really use a better camera mode. The default mode sometimes obscures a part of the track, particularly on the third track when passing the starting line device, where you can't quite see where you're going. On the behind-the-car camera you can't really see the marks on the road because the camera is so low.
I had fun, but it's a bit easy for me since I can type quite fast (I played on hard) and there were no real tricks to the levels other than keeping mental track of which way the rover is oriented. Played through 20 levels. I failed only once, where I misread the initial orientation of the rover and drove it straight into some rocks. I mainly wish there was more happening in the levels.
The visuals are quite nice and I didn't even mind the music.
Oh... and where's the loop?
I enjoyed driving around the little idyllic town. :) Trying to maximize my score was also quite fun, and trying to figure out where the stops are and what kind of route (loop!) gets me the best scores...
I played it for a minute and then Windows Defender noped it away. It seemed cool for that minute though. :disappointed:
Game looks and sounds very nice and the feeling of running and shooting are quite good! Jumping could use some better air control or something though. I always felt awkward platforming on the rocks, especially if I first fell into the water, because then I started pretty much on the edge of the platform but with no momentum, so it was even harder to make that jump.
Note: I decided to trust the game despite the Windows Defender warning. I better not catch you mining Dogecoin on my laptop!
This is quite fun! I feel the timing for hitting the balls could be more forgiving, but other than that this is pretty solid!
The music was quite relaxing, but in the last levels it got pretty crazy trying to keep track of everything, and sometimes it felt kind of funny that everybody wants green stuff and I have like six red and blue trains just running in circles... well, stuck in a loop. :smile:
This was cool, and I like the style, but the game was over very quickly. I really liked the intro. Made the game feel very polished. :)
I like the idea but I had trouble understanding just what I was doing. I first tried to match beliefs that the people had, and I assume that meant those ideas spread wider (lots of people flashed blue). I assume the beliefs at the top right were ones I was trying to spread? I didn't exactly understand how to do that. The mechanic is probably sound, but it needs more feedback to the player so it's easier to see what happens when you drop your fake news.
The game looks great and I like your take on the theme! I initially thought I was supposed to design the perfect paper route, which was also confusing because when you're in the starting loop you don't even know where you need to go. That said, it was pretty fun once I figured out how I'm supposed to play, though I still spent too much effort trying to optimize the number of interactions, which meant I pretty much scored one star every time because I was taking too long and I was trying to just get my paper boy to ride through the necessary areas while not actually dropping the marker there. I also wish the pathfinding was visualized to help me with where to place my waypoints.
I like the story you built around it and there were quite a few levels, which is nice to see. It's a bit hard to give you full credit for that though since it's obviously a copy of Kuru Kuru Kururin.
I like the idea, but I'm biased since I had pretty much exactly the same idea! The car physics are a bit wonky, but I know it can be hard to get those right; I'm not quite happy with mine either. I like the destructible car; the effect looks really cool! It can be a bit frustrating though since you can very quickly get destroyed even after respawning.
What's up with some of the ghost driving in reverse?
Btw, it seems like it's possible to finish the race after running out of time, which gets you "FINISH" followed by "You failed to break the loop..."
Not exactly "fun", but I do feel sad for the hamster. :( Quite a well made story.
This was cool but the instant death from one hit was harsh. In the first level there's a part where you need to do two very quick transitions or you die, and you barely get to practice that move beforehand. It would be helpful if there was a part where you needed to do the same move but without the threat of complete failure. Also it would be nice to allow the player a few mistakes before resetting the whole level.
I quite like the concept! I think the level could be more interesting with obstacles and stuff. I did manage to land the plane on my first try, though I basically did hit the nose right on the ground, which I didn't expect would count as a "nice landing". :laughing: Also I tried again and hit the ground, which made the plane sort of veer to the side and go behind the scenery... ;) The mechanic does work and it's an interesting way to control a plane.
I like the visuals and audio, but the car is kind of hard to steer around the track, and the jerky camera doesn't help. :/ I had trouble seeing whether my clones were actually repeating what I did, especially because the game starts with so many other cars on the track to start with.
My game is actually kind of similar, except without powerups and traps, just driving.
The camera and the controls make it quite difficult, but in principle it is pretty fun. With the controls I mainly felt that a short tap would barely even turn the boat, while a longer press would put me into a wild spin, so it was quite hard to make the kinds of turns I wanted.
Good use of the theme! Also nice job learning Unity in a short time! I like the radio, that was a fun idea! :) The game does have some quirks, like that your car goes faster when it's on the far edge of the roundabout, and you can actually crash your car *after* making it to the home exit. :D
I pretty much have the same feedback others did. The text speed is kind of slow, which was especially bad when I told Tape Man I wasn't ok with working his cases after the opening dialogue... meaning I had to watch the whole thing all over again. Maybe a general fast forward button would be useful. Also yeah, the sound effect gets annoying, though the idea of having different sound effects for different characters is cool
I like the concept but the visual effects for the track finish explosion and the trail on the ghost basically blind me. I tried several times before I didn't immediately die after finishing one loop because I couldn't see what I was doing.
Btw, the on-screen control instructions are super confusing.
I like the concept, and the minimal visual style is very cool! I also had a little bit of trouble seeing that the items were looping. As an improvement idea, you could try making the loop a bit tighter, and maybe even showing two instances of the same object at once so that you can see it on both sides of the screen at the same time. As I was playing I was thinking I'd say it's a bit too easy, but I did eventually lose. :D I was managing to destroy most of the items before the looped around many times.
I enjoyed this, and I particularly like your take on the theme. The difficulty level is pretty harsh though. I had a near perfect run in the grogsnipper level but still failed. Actually I'm a bit confused by that because I thought I caught four of them... In general the lasso is a bit hard to control, and of course that's a part of the intended challenge here, but maybe even just having some visuals showing where exactly the lasso is landing would help? Not sure what the right thing would be there.
This is just super polished and fun! I do want to mention that the keyboard-mashing gameplay gets a bit tedious, and on the other hand the combat kind of breaks the pace, because in the combat it's not necessarily beneficial to try to go as fast as you can since the torch stops burning out. Still, those are kind of just nitpicks, but maybe something to address if you want to make this into a product.
The mechanic of needing to move at a specific speed to enter the wormholes was pretty interesting. Don't remember seeing that before. It did get a bit repetitive though, and the progression wasn't very clear. I'm sure the progress bar moved backwards sometimes, and it wasn't very obvious at all why that might be. I did finish the game though. :)
This was really fun! It got pretty difficult at times too, making me wish there were some checkpoints within levels, but all in all it's a really solid game! The core mechanic is quite cool, and though it feels familiar to me, I can't think of another game that had it... so either this is very unique or at the very least quite a rare mechanic. :)
I really enjoyed this. The controls can be a bit wonky when you get stuck, especially when you get the high speed upgrades. Not sure how I'd fix it though, but maybe if the root was able to slide along rocks a little bit, so you're not quite stuck even if you're hugging a rock? It felt like a really polished game in general, and a bit out of the ordinary. It did remind me of old MS-DOS shareware days when people were making all these cave games with destructible terrain. :)
This was kind of weirdly relaxing. After a while I started driving in reverse and driving the wrong way. I was slightly disappointed that the game didn't acknowledge that, but at least I was able to do it to break the monotony for a bit. :) I actually did 200 laps and then stopped. My best lap was 05.517. I wasn't paying a lot of attention to the lap times, but I did enjoy when I started to get better and doing smooth laps without hitting the walls. :D
That was pretty cool! It was quite challenging though and I had to try many times even after getting all the upgrades, but I guess that's how it is for some people in real life too. 😅 I will say though I had not properly read the instructions for space bar until I reached all the upgrades and figured I must be missing something.
I quite like the cute characters, and Tetris is always fun. Nothing we haven't seen before, but it did keep me on my toes. I do wish I could spin the blocks both ways, and I wish I had a hard drop button, since sometimes I'd drop the block, and think I'd landed it, and I'd start moving the next block, only to move the first block off from where I wanted it. Improving the audiovisual feedback could help there too. Also happened the other way, where a block landed before I was ready, though that may have also been because of my nemesis "Blocks have a mind of their own"... 😨
This might be a bit of a brag... but I played the game twice and I made it to #1 and #2 on the leaderboard, and I kinda don't want to keep playing because the leaderboard will end up being filled with my name. You should probably consider filtering the leaderboards so it shows just one entry per name.