windowkill by torcado 2023-10-04T18:22:31Z
Wow! Just Wow! I am speechless. Perfect!
Foon → Ludum Dare Explorer → Users → Petr Vejchoda
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | RESCUE | jam | 797 | 2.77 | 2.69 | 3.02 | 4.00 | 2.81 | 1.88 | 3.00 |
| 2025 | 58 | Collector | 👥 | Čertík´s final stroll | jam | 506 | 3.35 | 2.91 | 2.37 | 3.40 | 3.88 | ||
| 2024 | 56 | Tiny Creatures | 👥 | Mice are Coming | jam | 1076 | 2.30 | 2.28 | 2.83 | 3.20 | 2.91 | 2.56 | 2.35 |
| 2024 | 55 | Summoning | 👥 | The Summoner´s Business | jam | 862 | 3.31 | 3.28 | 3.39 | 3.65 | 3.85 | 3.00 | 3.23 |
| 2023 | 54 | Limited Space | 👥 | RAM Runner: Space Shift | jam | 732 | 3.40 | 3.19 | 4.18 | 4.07 | 3.12 | 3.36 | 3.09 |
Wow! Just Wow! I am speechless. Perfect!
Untitled.pngUntitled.png
Well I kinda like racing, so you hit my thing. Good look to others breaking my scores :stuck_out_tongue_winking_eye:
I struggled a lot even with the third level. Its an interesting idea, but with keyboard and mouse, it gets frustrating quite quickly. Loved the concept though.
Except for occasional collision mishaps, really well done game :thumbsup:
I loved it, I loved the visuals. But man I was not able to pass first few customers.
Pressing R completely obliterates the game :smile_cat: in a funny way :smile:
1430 with the rotationally stabilized building :D Great game, great concept and I might actually play in again in the future.
Very nice mechanic. Pleasant music and visuals. Overall great experience. Thanks! I noticed that after some time it looks like birds, wind and strike events stopped happening. Could have been a bug.
Nice iteration on what would be a classic logic game.
Like I was legit claustrophobic. I felt the limited space. The theme and the mood 5/5 for mood, sound and theme without hesitation. It all worked together perfectly. But ...
Spolier alert:
I hoped for a little more in the gameplay loop - maybe a little detective work among the servers, maybe copying some diagnostic tools and using them, instead of plain copying. I couldn't assign full score on the rest.
Still probably the best entry I had played so far.
Really well made game. I went for the F12 option after all, but I was surprised ho many levels you made. Music somewhere between super meat boy and Portal, loved it. Very well polished.
Even though I really liked the visuals, it just felt the only gameplay leading to winning is to prevent enemy from stunning you by stunning her in the proper time. I couldn't make the special combo to trigger. The block feels like complete flop since it doesn't block the stun attack. I would like to see more Rock paper scissors mechanic where on would count. Visuals were cool though :heart:
Loved the art overall art style. But I was unhappy by seal ending being triggered when I got close the the seal from behind. Maybe just make it a little smaller.
Reminescent of a recent Dropkick Murphys concert :smile:
Untitled.png
Nice and simple game :) I tried it because we also made a game that revolves around memory, though we designed it differently. I like your entry though.
Loved the graphic story :smiley: Easy to grasp concept.
I really like the idea of creating your own weapon in games (any deck building basically). However it felt like it was too easy to game it out.
Spoiler alert: Maxing out 1(_) attack and block basically made any enemy die almost instantly one my card reached 10-19 health. I tried to do the same with heal, however it just made the suffering longer, since I was just switching between 1(_) and 2(_) while 2(_) was not nearly as powerful.
However I couldn't imagine good way out from this.
Would be funny to do a simulated comparison fights of all the builds, that finished the game.
Is there any bonus to collecting the powerups to the full instead of just assembling after each powerup??
@leparlon my bad. I just skipped some reading :smile:
There are some places in the final boss fight, where you can just position your ship and wait for it to slowly die. That might be also interesting for your statistics gathering : slowlyDie.png
I think there is a Portuguese tutorial in the game, that says, that you are supposed to end up with full health meter (I don't speak Portuguese, just guessed). And I find it completely legit. However, since this jams base language is English, I would like to have proper introduction at least in the description on the page. I myself am also not a native English speaker. However other then that, I found it really well done. Nice take on a wordle mechanics. The graphics are exceptional. The hard level could require the player to end with "all items on proper places" and full heart level. You would have to calculate a few turns ahead. Loved the entry. Good job :v:
I stood no chance against those pesky enemy cubes.
I was also perplexed by the mechanics. Once I realized the health of enemies was a bug it started making sense. Good job.
From a gameplay POV, nothing too interesting. As far as I get it it was just a development process experiment. I give you credit for the assets though, if you really made them.
I loved the graphics. I don't really think you can create too many too complicated puzzles with this mechanic, but I can definitely imagine it being a part of a bigger game like It takes two. Very well done. Enjoyed it a lot. (please rate our game too, we are missing just 3 ratings)
I liked the graphics, the gameplay was kinda dull. Go there, bring that. A missed opportunity was to force the player to use the coins to get to places.
I made it to 11th round. However it somehow still feels that your only way is to bet on disposing of injured fighters as well as betting on numbers instead of strength. Which I kind of get. (I loved this video about lanchester square law: https://www.youtube.com/watch?v=J3RBcRyfFec) Instead I would like to see more tactics, like maybe giving player a chance to upgrade some, heal some already summoned soldiers (Maybe soldiers with healing capability could heal some health after each battle, thus making it more investable stat). I was not able to create effective army, since I always had to dispose of all the better soldiers.
How do you feed the animals???
Yeah, the balancing felt just right. I had a feeling for a second that I am going be owerpowered, however when I had bigger amount of resurects, they spread apart and get destroyed. Really enjoyed it.
Except for the "summoning tie being severed" not being quite understandable, the game plays well. I was not able to pass the first level. Once I read through comments, I was able to manage my mana and cheesed through the game and enjoy it. I played two times through and I can imagine there is still a better combination of creatures to build the deck from.
I would probably kind of liked the actual game. Maybe the picking up of the tiny creature would make sense, if I had a ability to check oponents deck first, so that I would try to prepare for each one separately. Now it just feels like a filler. I kinda like it but it just doesn't play well. Lock camera when cursor is free, or make cursor locked and use middle of camera for picking stuff. I recomend the latter, since then you can use controller to use as input. Good luck with the game and the engine. Cheers.
That's what I call game design. Very well thought of game. What were your inspiration?
When I saw BOIDs, I thought we are going to get treated with something spectacular. Maybe this created big expectations and then, sadly, a disappointment. This is a nice tech demo for boid collisions. But unless you make the boids react to other stuff in the environment, for what I care, it might be just a baked animation played in loop. Make it react to player projectiles. Give player a way to heard it with one type of projectile and then kill it with another. Attack player if he comes too close. I am sorry for this comment ...
I spent unhealthy amount of time playing this. Really good.
I liked the procedural animations and procedural snail. Kind of reminded me of slugcats from Rain World. Lovely.
Team rodents FTW
It took me a while to realize what to actually do. I kind of don't like that it doesn't reset after death, however since it is so tedious to maintain the battlefield, it was the only reason I was able to play it a bit longer. A little less enemies in the beginning, so that new player has a time to breath I guess. However it is a cool medley of ganres. The setting is also cool.
We also created a game, where you play as mouse. However we were unable to crate NPC cats in time. I like the looks of your game too.
Very nice. I loved the UI, I loved the simplicity. I loved how polished it looked.
@eric-shaun Yeah ... the pan does nothing. Its just a prop. I hoped that in the finilized game, you would be maybe able to add props to your level. And also have more traps to choose from. It was meant more as a sandbox to create mazes for the mouse.
@skleembof Yeah, kind of like this. I thought that maybe players could have leader boards with their creations and mouse players could maybe ranks the creations of the Human players. I mean, there are currently no winning conditions, since it is hard to figure them out. You could race in both - finding all treats, while avoiding traps (that would mean you eat all treats immediatelly) or collecting as much as possible to your house ... (which is not yet written in description, that you can collect the treats to your house and get the points for that). Now it is up to you, crate something, and give it to your friend and race who can do it faster ...
Sometimes the character just disapears ... Also, the part with the shroom jumping without checkpoint or way to get uo was a game stopper for me. Sorry.
That was cool. I like the art. Somehow it reminded me of the recruitment scene from men in black ...
@evil23 @eggnisi @shelter132 You are absolutely right @evil23. The final speed is actually capped. But it is intended still. My original inspiration was [Winter bells from 2006](ferryhalim.com/orisinal/g3/bells.htm) which we played when I was in high school. Icy tower was also an inspiration, however as far as I remember, icy towers movement was a wee bit more complex. I also didn't want the player to not be able to finish the game, because we thought everybody should be able to accompany Čertík to the heavens gate. Because of that, we had to do "solid platforms" instead of disappearing bells. So the result is kind of mix, that is set up to be non-punishing. For that I don't really consider it a game. I thank you all for giving it a go. Hope you have a great day.
Really liked the idea. However I never found out why sometimes I am not allowed tp trade.
@puebebe sounds like some kind of glitch. Maybe scheduling might be an issue? Sometimes some parts of code finish earlier/later then normally?
Dude, I got such a Papers, please! vibe out of it. Definitely not that polished. But yeah, the idea of abstracting a plot from some routine actions that you are simply asked to. Awesome job!
Yeah, looks good. But the beating you get before even getting the batteries is disproportionate to what you expect from an introduction. When I got returned to the base island for the 10 time I ragequitted. Sadly, I was curious what does this world hides. Might play later, might reconsider ...
Oh I love Base64ing data. We made a game where you could share levels via Base64. Sadly, the game didn't caught up that much. This looks awesome instead ;)
Polished, great gameplay, online services, map editor. I am stunned! Also, we made some first places on the campaign maps with my GF so far, for you to beat. GL HF
Wow a keylogger ... yeah, its not going to be running while I do my work or insert my passwords :D
@ranejeb exactly
@ranejeb there is a memory leak. I started a keylogger and let it run for some time and the game gobbled 2,2 gigs of RAM and crashed.
I like the idea, I was curious of girl in the bottle. Well ...
@jakob-meier @owi yeah, at the time of release we did not found a good balance between probe and shovel delays and AoE size to make it more interesting to use the probes. But before the release we had more problems with just fixing bugs. I think the probe should have little to no delay and the shovel should get smaller AoE so that it would actually be possible to miss the victims just by shoveling. We might do a re-release once we find out better values. Thanks for the feedback, though.
@crak RIP in Pepperonis John.
@janinna21 we should have put pair of skis somewhere on the map for the people to find them as an easter egg ... next time ...
@bloodbane The probe either hits your friend in a face. In that case it gives you a sound cue and a wiggle. If you poke your friends eye with a probe like this, you know that you can safely dig him out from the snow and he will thank you gratefully.
I'd say some difficulty settings would be great. I mean I knew what I am supposed to do but I struggled a lot even on the second puzzle. Just keeping the items switched for a second longer ... I like the idea though.