Foon → Ludum Dare Explorer → Users → phi
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | 👥 | Wordquake | jam | 203 | 3.95 | 3.73 | 3.93 | 4.09 | 3.92 | 3.88 | 2.58 | 3.47 | |
| 2021 | 48 | Deeper and deeper | 👥 | deepr | jam | 371 | 3.85 | 3.66 | 4.42 | 4.14 | 3.39 | 4.28 | 3.57 | ||
| 2020 | 47 | Stuck in a loop | 👥 | Atomos | jam | 312 | 3.88 | 3.86 | 3.93 | 4.09 | 3.84 | 2.67 | 2.00 | 2.97 | |
| 2020 | 46 | Keep it alive | 👥 | Triage | jam | 470 | 3.82 | 3.63 | 3.86 | 4.26 | 3.88 | 3.25 | 3.82 | 3.70 | |
| 2019 | 45 | Start with nothing | 👥 | Underdressed | jam | 281 | 3.72 | 4.08 | 3.54 | 4.08 | 3.68 | 3.45 | 4.16 | 3.68 | |
| 2019 | 44 | Your life is currency | 👥 | Leif is Life | jam | 383 | 3.60 | 3.43 | 3.36 | 4.04 | 3.88 | 3.97 | 3.34 | 3.48 | |
| 2018 | 43 | Sacrifices must be made | 👥 | Traffic Jams and Hand Grenades | jam | 297 | 3.66 | 3.63 | 3.24 | 3.87 | 3.59 | 3.40 | 3.54 | 3.17 | |
| 2018 | 42 | Running out of space | Files and Felines | compo | 133 | 3.76 | 3.55 | 3.76 | 4.23 | 3.44 | 2.80 | 3.94 | 3.55 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | No Need To Get Frustrated | jam | 67 | 4.09 | 4.00 | 3.68 | 3.90 | 3.77 | 4.13 | 2.54 | 3.58 | |
| 2017 | 40 | The more you have, the worse it is | 👥 | Guy is late for school | jam | 197 | 3.82 | 4.24 | 3.84 | 2.96 | 2.98 | 3.30 | 4.20 | 3.46 | |
| 2017 | 39 | Running out of Power | Clumsy Clemens in Space | compo | 259 | 3.42 | 3.00 | 3.77 | 3.36 | 3.81 | 3.13 | 3.14 | 3.68 | ||
| 2017 | 38 | A Small World | Dr. Plumb | compo | 95 | 3.77 | 3.83 | 3.48 | 2.64 | 3.48 | 3.46 | 3.15 | 3.53 | ||
| 2016 | 37 | One room | My room is too fucking small | jam | 106 | 3.89 | 3.83 | 3.47 | 4.42 | 3.53 | 3.19 | 3.94 | 3.47 | 28 | |
| 2016 | 36 | Ancient Technology | Sounds of Samos | compo | |||||||||||
| 2016 | 35 | Shapeshift | Hybris | jam | 971 | 2.75 | 2.29 | 2.65 | 2.40 | 2.50 | 3.70 | 2.59 | 3.21 | 37 | |
| 2015 | 34 | Two Button Controls / Growing | A Game About Bacteria | jam | 455 | 3.38 | 3.19 | 3.28 | 3.90 | 2.58 | 3.48 | 3.04 | 3.33 | 50 | |
| 2015 | 33 | You are the Monster | Attention, Please | jam | 758 | 2.96 | 3.00 | 3.04 | 2.76 | 2.77 | 3.00 | 3.31 | 2.77 | 45 | |
| 2015 | 32 | An Unconventional Weapon | Leaf Blower | compo | 125 | 3.73 | 3.80 | 3.40 | 4.20 | 3.73 | 3.03 | 4.23 | 3.45 | 66 | |
| 2014 | 31 | Entire Game on One Screen | No Idea Man | compo | 723 | 3.04 | 3.04 | 2.71 | 3.71 | 3.40 | 2.55 | 3.21 | 2.65 | 28 | |
| 2014 | 30 | Connected Worlds | Equilibrium | compo | 319 | 3.45 | 2.98 | 3.90 | 3.85 | 2.87 | 3.21 | 2.18 | 3.30 | 45 | |
| 2014 | 29 | Beneath the Surface | Radix | compo | 267 | 3.49 | 3.09 | 3.61 | 3.82 | 2.67 | 2.22 | 2.42 | 2.83 | 61 | |
| 2013 | 27 | 10 Seconds | 10 Seconds | compo | 401 | 3.21 | 3.33 | 3.17 | 3.76 | 2.63 | 28 | ||||
| 2013 | 26 | Minimalism | Maximalism | compo | 1169 | 2.50 | 2.17 | 2.46 | 3.12 | 1.88 | 2.67 | 2.53 | 2.31 | 49 |
AAAAAHHH! It's so frustrating!!! I hate this game!!!
Good job though! ;)
Very good idea! Nice interpretation, it's a good start for a game. Although the black floors look a bit weird.
Nice little game you got there! Graphics are definitely minimalistic, which I like (although the colors could have been chosen more wisely, I think). The audio is very minimalistic, too - it's actually almost getting annoying over time. Good effort!
PS: Thanks for my potato!
Not optimized for QWERTZ keyboards... Cool little game though! :)
If the FPS settings don't reduce the flickering, try using the command "java -jar maximalism.jar". Works for me with 60 FPS this way.
Thanks for your comments!
I am double buffering. It's my rendering method what causes the flickering. I'm sorry for that! It might depend on the Java version, because I get the issues only if I start the JAR by double clicking.
Well, at least I learned something. :)
The control delay is very difficult to handle, but the graphics are overwhelmingly amazing and the 3D-sound is great!
Remember what I told you?
Could have been more levels, but the ones that you've got there are very nice! Could also use some more sound effects, but overall it's a great game. Loved playing it!
The hairs on his back are moving! Gross! ;)
Nice game, a little overpotatoed for my gusto. Also very frustrating.
The hairs on his back are moving! Gross! ;)
Nice game, a little overpotatoed for my gusto. Also very frustrating. Audio doesn't work for me.
I like the colors very much! Very relaxing for old school programmers... ;)
I love it! So classic, but so much cooler! Very good job.
I love it! So classic, but so much cooler! Very good job.
Very nice graphics, but unperfect isometric tile effect. Not sure if I like the flickery style, but the mood created by the colors and lights and sounds is amazing! I like it very much! Too bad you didn't have time to add more levels. :)
Turned out quite nice! You can say what you want, I still like your drawings. ;)
A tutorial would have been nice, indeed. Has a lot of potential. Good job!
I love this one. Very clever mechanics, well thought out. Only when you run out of villages, you just sit there and wait till it's over. The graphics are amazing. Thanks for making it!
I love this one. Very clever mechanics, well thought out. Only when you run out of villages, you just sit there and wait till it's over. The graphics are amazing. Thanks for making it!
My score was 1900 over 23 days.
@Ditto: Try this one: https://dl.dropboxusercontent.com/u/67576446/10%20Seconds.zip
@guardiancs: I don't think that's a problem, you still have to back to kill yourself. So yes, I guess you could call it "intended".
Not very intuitive. And quite hard. I think I'm doing it wrong. I just like to nuke everything.
A little bit clearer information about what's going on would be nice.
Frustratingly fun.
Pretty much impossible to do anything without the walkthrough. And even if you know what you're supposed to do, it's hard as hell. And the 10 seconds limit gets very frustrating very fast. Besides that, it's an enjoyable game.
Fun game! Could be polished and soundified, but I like the gameplay.
Very nice. I like the level design. Challenging, but doable. Having the limited field of view is very frustrating sometimes. Well done! Your game made me hate ice bears.
I love it! Simple concept, but highly satisfying to play. The little "story" behind it is great, too. If you add more levels/planets to it, it would be even more awesomer!
This is extremely fun. I love how they sometimes clump together and have an orgy of love and hate. The perfect mixture of oddity and challenge. You were right to throw away "my" idea and go with this one. Thanks for making this.
I love the music. The sound effects almost destroy the mood. Your interpretation of the theme is great and the interface is very intuitive, though you could have worked more on the level design. Great start!
Seems like it could be a game I would like to play... But try as I might, I could not figure out how to use all the features. Sometimes it wouldn't let me build or mine somewhere and I don't understand why (maybe you should explain in-game if the player wants to do something impossible). I kind of knew what I was doing, but I didn't know if it was what I was supposed to do. The interface is quite intuitive though, and the idea seems like a good one, I'm probably just too stupid for this. :D
Weird game, great atmosphere, cool sharks; I love it.
It's nice playing the traps that otherwise frustrate me. The difficulty curve could be adjusted a little bit, but otherwise, it's already a fun game. After a while I didn't even bother using the first four traps anymore because I couldn't get over there in time, so they became kind of useless. Also, the graphics are a bit too silly for my taste, but for 48 hours, it's a great accomplishment overall. :D
A game plot is useless if there is no goal. I would also have liked to have more control over the direction I'm shooting. The game needs some more work, but it's a good start.
It's good fun, but it seems like the easiest way to get past the enemies is to avoid them, because attacking them is quite difficult (at least for me...). The levels are very nice.
The levels are fun and reasonably difficult, the gameplay is generally entertaining, but the physics are a little buggy. Otherwise, nice little game, especially for your first platformer. Well done! :)
I get a framerate of ~2FPS, which makes the game pretty much unplayable. The graphics look really awesome, too bad my computer can't handle it. Seem like it would be a nice exploration experience though.
Great concept, intuitive design, beautiful graphics. It's a little bit buggy sometimes, but all in all it's a nice game. Good job, I'd love to see future versions of this.
Great job on creating the atmosphere. The graphics and audio are really fitting. But the gameplay is rather lacking in variety. Don't get me wrong, it was fun to play, and it gets challenging to keep up with the pace after you've got more rooms, which is a nice effect, but it could use some more variety.
I like the simplicity. It could be a lot harder though. I ended up with about 400 health, not even caring about the red guys and just walking over them... It's a great start, and you could develop it much more, but hey, you've made a game!
I like the constant "use-up-a-click-or-just-guess" decisions that I found myself in. It's a simple game and it could use some refining, but it's fun, and that's what counts.
Love it! You know how to entertain me, even with a simple game like this. I could sit here and watch these knights die all day... Does this sound weird?
But seriously, great job on graphics and sound. I love that the atmosphere is kind of dusky, but the silly music and sound effects make it an awesome combination of mysticality and black humour.
Thanks for this, and congratulations on your victory in advance!
Now that I understand the mechanics, it seems actually quite reasonable and a very cool idea. Nice concept, nicely implemented. And it's fun, which is the most important thing. :)
The weed cutter didn't work, so all my leaves got covered in darkness. :(
Really nice game though! I especially like the resource balancing, great job on that. Very up-lifting graphics and sounds as well.
Easy to understand, intuitive to use, challenging but fun, nice graphics and music; perfect game. To form a full sentence: You rule.
Solid, simple concept. Could be more polished, but it's fun already. It's interesting how just two simple gameplay elements like shooting and TNT can lead to quite challenging strategical decisions.
Nice little story, I like the way the game tells it. Although the graphics and physics are a bit buggy, it does the job really well. It's great for what it is.
I love the graphics. The control mechanisms are well adapted to android. Worked flawlessly.
Fun concept, but maybe it could be elaborated a little more. I like the "genetic code" aspect of it, but I didn't really have a feeling of achievement. It's a good start though.
Very nice. The controls are very intuitive, the handling mechanism seems reasonable. The difficulty is very balanced, and I like how the player can develop his own "style" of playing it.
I don't know if this kind of behaviour was intended, but I found it easy to just circle around the enemies holding down A or D, so they can't get you. It's actually kind of fun... :D
I think the graphics don't give a very strong feeling of "beneath the surface", at least in the top regions near the surface. The shaders and 3D-ness make it look more like the drill is kind of sliding on a flat surface.
But anyway, this is a very entertaining game, and I loved playing it!
This is fun. There are many features and a lot of different stuff to do, but it's all very comprehensible. Maybe it's a little too difficult at first, and the fact that it's all over when you die is a tiny bit frustrating. Nice, polished game with simple but great graphics and audio. Well done, Sir.
At one point I also got the bug where viruses spawned repeatedly and the framerate dropped. It's a great idea, and the random mutations add so much to the fun of controlling the viruses. I loved it, but you could probably do some more balancing.
I would love to see this developed further!
Looks like the concept is not extremely well thought through. It's a nice thing to play around with, but it needs some more polishing and less annoying player movement.
The controls need some getting used to. The 2.5D effect is a nice touch. I also feel like there should be some kind of way to defend yourself.
I'm too bad for this. I just can't get past these fire balls.
Nice idea, good physics, hard level design, could need some moodier graphics? Otherwise, very fun and challenging in a good way. :)
You really make it look like there's more to the game than there actually is. It's a simple concept, but it's definitely well implemented (although the physics are a little buggy). It's easy to understand and good to handle. Great job for your first LD! (Much better than my first attempt...)
Nice mechanics, challenging levels, soothing music, I like.
But is Mia suicidal? That would actually add a lot more meaning to the game, now that I think about it...
Solid concept, genius game design, nifty mechanics, fun game. Could be polished further, but what's there is already great. Thanks for making this!
Too bad you didn't finish it. Was a nice experience already though...
Hmm... Seems like a nice idea, although the game is not really polished and it's just too easy. You can just move the moster around the surface once, and all the habitants are gone. The physics and controls on the moster seem quite nifty, maybe you should just add some more gameplay to it. And make the screen bigger. :)
A nice, simple game that could easily be developed further by adding some features which actually let the player have more control over how deep they're able to dive, rather than just having them press one button spastically until they know that they won't get any deeper.
The online ranking is a really nice touch. I don't get why the score is doubled in the end though...
The point of the game is easily understandable and all the features are nicely implemented. I personally feel like the player movement is a bit too rigid, but all in all I love the game.
I love the music and the graphics are incredibly pleasing! I don't fully understand the mechanics, but I managed to beat the game by just trying around. I'm personally not a 'game reader', but I really liked the messages, the story and the instructions on the right. Great job!
I'm sorry, but even after some trying I was not able to figure out how to do the things you tell me to do. A tutorial text is not very helpful if you have less than 3 seconds time to read it before you lose the game. You should have thought more about whether people who play the game for the first time are going to understand the concept.
The game might be quite cool, and it seems playable, but it needs more work. :)
@DaanVanYperen: This is not a glitch. You can move the planets by dragging with your right mouse button. It's mentioned in the description and also in-game, but I guess it's not visible enough. Thank you for playing and for your feedback!
@ZNCatlaw: Thanks a ton for playing and for the feedback! I do have a twitter account (@phigames), but I'm not really using it actively at the moment.
@PapyGaragos: You can move the planets with your left mouse button.
* right mouse button
:s
When I started to understand it, I loved it! It seems like a very complex game, but the controls are very simple. It involves strategy, a story and creative thinking, and you combined these things really well. And the sounds made me smile.
Smooth, simple tower defense experience. The difficulty is okay, but in the beginning there's really only one way to play without losing. The easier you make the game, the more possibilities you give the player to develop his own playing style.
Works well on mobile devices. It's a little bit slow, and only playable well on big screens.
It looks like a really nice game, and you got it to work very well. But once I figured out how it worked, I was just annoyed by the clunky movement and the weird colors. Of course, you can't polish a game like this in 48 hours, and that's not the point of this. You've made a great game, but you can make it even better.
I like the silly graphics, but the physics are a little annoying. Also, I didn't understand how to advance from the first room. Maybe it's just me, but I didn't find a way out, maybe you should explain better what's to do.
Solid concept, intuitive design, nice music; you've got a good start here.
I like the cool, innovative idea and the connection with the real world. I generally like when games are made using unusual technologies, but I'm afraid this one didn't keep me interested for very long. It's awesome and fits the theme very well, even though the gameplay isn't the most exciting.
This has more potential in terms of level design. It's not a very unique idea, but it works and it's fun. Nice work!
I like the character switching mechanic, but the mediocre level design and inappropriate use of audio kind of threw it off. Also, nobody likes installers.
Solid concept, nicely implemented, visually very appealing, in desperate need of sound effects. You can't have such a good game without audio. Also, I really like the way you designed the levels and how the mechanics are explained while playing. The level of difficulty is perfect. I hope you'll continue working on this and polishing it.
Your idea works well, eating the other guys is a lot of fun. The sound effects could use some work, and the one hit kills are a bit frustrating, but as a first version, great work!
Nice mood, the graphics do their job, audio could potentially be improved. I get a lot of annoying flickering and a weird border around the drawn area on Windows.
It's a good start and fun and simple to play.
You already won me when I saw that this game was about Conway's Game of Life. I love watching stuff evolve, and this is quite fun. However, I have some points of criticism:
-The tutorial is good but too long and extensive.
-The play/pause button is inverted, which is mildly irritating.
-Sometimes, it gets stuck or repetitive quite fast.
-The font is not pixelated.
-Reading the title I assume you chose the plural form of "bacterium" on purpose to tell me that I'm not alone, now I'm slightly creeped out.
Interesting physics, fun to use. I found the level design a little bit odd and difficult. The simple graphics leave space for more 'special effects'. Otherwise, a nice concept and prototype. :)
This is great! It's very polished, it looks awesome, it's fun to play and easy to grasp. I love the way you explain the concept and the way you implemented the theme. But I found the time limit rather annoying than challenging, but I guess the leaderboards make more sense this way.
Wow, I just spent 10 minutes dividing a square into 16384 smaller ones. But somehow, I don't feel like I wasted time. Filling in the holes is oddly satisfying, and the colors and the music help a lot. I guess this was thought as a silly joke (I hope so...), but if there was actually some strategy to it or some kind of counteracting force and not just a timer, this could be quite interesting.
Weird mechanics, but I guess that's the point of it. I like the creativity, even though there could be more. Nice idea of putting it as an introduction to the actual game!
This game is glorious. The concept actually makes kind of sense and I think there's some deep meaning in moving bibles out of your way to reach your goal of making yourself a healthier and happier person. And the sounds totally cracked me up. No second felt wasted. This is a masterpiece, you deserve an award. The only sad thing about this is that the bible quote isn't real.
Great idea, nicely implemented, awesome music, good difficulty progression. Graphics could be pimped up, but this is a great game. Thanks!
This is awesome for your first LD game! Great job on the mechanics and physics. Level design might be an aspect you could spend a little more time on in the next compo. I hope you will keep participating!
It's a simple concept and it's been seen before, but I find this one very nicely implemented. I like the physics effect when you jump over the corners. The animations are awesome and the blood effect when you die makes it all even better. :D
Great job!
Nice job on the GUI and the general appearance! Unfortunately, I don't have friends, and beating myself at a video game is equally satisfying and depressing. I love the graphics and the sounds are quite fitting in my opinion. The physics seem a little strange at times, but overall this is a great thing to play around with. :)
I like the graphics style and the narration. It's a good start, but the buggy physics are a bit annoying sometimes. I'd love to see you do more with this game! Nice work.
I pushed one guy into a cube, so it looked like the cube had a face. I like goggle-eyed cubes.
I'm sorry it didn't quite work out as you planned. Your interpretation of the theme is very creative, though.
I don't mind that the behavior of the enemies is so predictable, but the choices the player gets for the weapon sometimes don't allow for a "creative" strategy; most of the time there's one logically better weapon, and sometimes there's no way to escape death. I like the arrows that show who's involved in an attack, they are quite helpful. :)
The UI is quite intuitive and the instructions are sufficient for a basic understanding of the mechanics. The crafting system is a bit confusing. Which elements can I combine and how do they have to be placed? I feel like the placement of the elements is kind of unnecessary...
Otherwise, interesting concept and a nice basis for further development. :)
Destroying humanity while moving in slow motion; the concept seems legit. :P
As other commenters have pointed out, the mechanics are quite confusing, especially because there are no clear instructions and no progress is noticeable.
If you rework the UI and polish the whole thing more, this could have some potential.
Bacon everywhere!
Your trailer didn't promise too much. This is epic. :P
Story, art and music blend together into an awkwardly awesome mass of... pig meat? It could use some more variety, but bacon is enough to keep me playing for a while anyway.
To all the pigs: Come over to my game, there's plenty of real meat to be roasted there... ;)
Lots of fun! Not a lot of variety, but the basic concept allows for some good entertainment on its own. Great work! Leaf blowers are awesome!
The mechanics seem very elaborate and complicated, I'm probably just too stupid to comprehend them. I like the console makeup and the layout of the interface. The concept is awesome, but I was too confused because I just always ran out of words and then died.
The controls make me feel very dizzy. :D
I like the puzzles very much, and the graphics and audio fit perfectly. I love the narration, you did an awesome job on the story!
I love how you can just jump on their heads and stand on there without getting shot. :D
The comments are sometimes a bit too silly for my taste, but you've managed to get some good gameplay in spite of the not very seriously interpreted theme.
Even though there are so many things to look at and observe, it's very hard to tell what's going on, and the game over message appears so unexpectedly that I wasn't always sure what I was doing wrong. I was quite overwhelmed with the features and didn't even get to use the shop yet. :(
It seems like an interesting story and concept... Maybe next time you should keep it a bit simpler and have it more polished. If your profile tells the truth and this is your first entry, you've done an amazing job though. The graphics are nice, the UI is intuitive, and it's complete. :)
I love this kind of software "misuse"! Very elaborate mechanics, everything works quite well - except for the technical limitations given by the "engine". It's certainly an interesting concept and extremely fun to discover stuff and fool around trying out the features. Ludum Dare is perfect for these sorts of experiments! Thanks for making this!
The graphics are amazing! The controls and physics feel a little bit awkward, maybe some sounds would help to indicate what's going on. Even though it's not finished, what you've accomplished is awesome! Great work!
This game makes me look and sound like a complete idiot. Thanks for that.
But seriously, this works surprisingly well. Especially the rapid fire mode feels very well controllable, the other mode is kind of weird sometimes. It's a genius concept, and you can easily expand on it, so go ahead and do that while I'm here whistling these targets to death.
PS: I got a highscore of only 5 missed target using my sopranino recorder! :D
I like the graphics and physics. Maybe you will be able to make a complete game with this, but at the moment of course it's not really very exciting.
The idea of gaining abilities is great, but this implementation is kind of frustrating sometimes. It's less about the thinking process than about getting the player to move the way you want him to. Otherwise, nice visuals, great music, good level design. Nice work!
The shop is a nice feature that keeps the player motivated to play, but there's still not a lot of variety to the game and progress is restricted to finding things more easily. The graphics are very appealing, although I would have liked more "dynamic" movement, the very linear physics kind of made me feel dizzy...
Also, your interpretation of the theme makes me think you couldn't come up with an idea... ;)
Once I understood the interface, I started to enjoy it quite a lot. I love the spacey physics, the indication of the velocity helps a lot and gives it a kind of "technical" feel, which is appropriate. Of course, the content could be more elaborate, but for this short time, it's awesome!
The tutorial looked and sounded great! When I tried to start the game in normal or expert mode, it crashed.
This was the error message in the command line:
Exception in thread "main" java.lang.NoSuchMethodError: java.util.List.sort(Ljava/util/Comparator;)V
at net.kalinovcic.ld32.GameStage.render(GameStage.java:300)
at net.kalinovcic.ld32.StageManager.render(StageManager.java:18)
at net.kalinovcic.ld32.LD32.main(LD32.java:105)
AL lib: (EE) alc_cleanup: 1 device not closed
Both the graphics and the responsive audio are very appealing, but the gameplay alone is enough to keep me playing for a while! It's simple and nicely explained, but allows for some challenging maneuvers. It's a little hard to control at the beginning, but once you start to master the mechanics, it's a lot of fun. I love the hidden corridors! Awesome work!
I think I found a bug where you can push your weapon through a movable object by pushing it against it (which allowed my stupidity to get me stuck at one point: http://i.imgur.com/3sExpP6.png), but otherwise, the whole game is very stable and playable. :)
Simple concept, nicely implemented. The UI is pretty intuitive, but the constant manual aiming is a bit tedious at times. I like the variety of weapons and the increase in difficulty. The music is quite disturbing... but I guess it fits the theme of the game. :D
This is incredibly fun! I'd love to play this with friends, if I had any... :(
I don't really know what to criticize; gameplay, appearance, humor, innovation, everything is awesome!
I like the different weapons, and the particles look very pleasing. The level design could have been made a bit more interesting, I've managed to win the game without shooting at all, just by jumping over all the enemies. Of course there could also be more content, but that's something for post-compo. Otherwise, good job!
Fun game with funny physics! The bouncy effect is very satisfying, but it's very easy just to position the ball in a way that it will almost always kill all the slimes that fall onto it or walk over it.
It's a nice thing to play around with, and in the end that's what a game is supposed to be, so good job!
The sounds are a little bit confusing at the beginning and start to be annoying when playing longer, but in some weird way I think they are very fitting. :D
Anyway, good gameplay with interesting mechanics, even though it feels a little bit out of control at times. Great job on visuals!
Thumbs up for crappy design! The weirder it gets, the better it gets. Thanks for the amusement! :)
Quite challenging indeed! The lack of control over what weapon you're using makes me kind of uncomfortable, but it's an interesting mechanic! Nice graphics and sounds, they create a good atmosphere. Good job!
I'm totally lost on this one. When I finally figured out I had to get a fairy to step on the button, I didn't know how; in level 2, it suddenly teleported me into the next level, no idea why; I have no idea what the picture taking does, it appears not to do anything for me...
I'm sorry that I'm too stupid for this game. :(
I absolutely LOVE the concept! It offers so many possibilities, and you've actually used them pretty well! The level design is amazing, the art style is very fitting and the little hints throughout the game are perfect. I imagine the physics must have been hard to manage, and sometimes things glitch out a bit, but it works as it should. If you add some more levels and polish the whole thing up a bit more, this will be an awesome game! Great work!
Gotta love the music!
The story seems interesting, the UI is simple and intuitive, but perhaps it would be nice to have some more information about what's going on, maybe some kind of stats or maps. Pretty good amount of content for such a short time, though!
Awesome first entry! The concept is nice, and the graphics and sounds are cute. However, I would have liked to see more clearly what's going on. There is no real indication of progress and when the "Game Over" appeared, I didn't know why. Your game creates a solid basis for a more extended version!
Also, a tiny piece of advice, since you're a first-timer: I think most people prefer downloading ZIPs which contain a single folder with all the files inside (at least I do). That way, extracting is easier. :)
Great story! I loved the combination of passive conversation and interaction, and the graphics do their job really well. As others have mentioned, the controls could use some work, but otherwise, it's an incredibly beautiful and polished game!
Just when I thought I had understood the strategy behind it, I lost because the bar suddenly became independent for some reason. It's quite hard to know what's going on when the game doesn't tell you when something happens. I didn't find the tutorial very helpful either. Otherwise, I think the game is quite fleshed out, but could use some polishing. I also don't get how it's related to the theme. Good job on UI, graphics and sounds!
This is the most awkwardly funny thing I've ever seen. :D
The sloppy graphics and the funky music are oddly appropriate. I'll call this one a success. Great job! I had a good laugh.
Awesome gameplay! Everything fits together, it feels very nice to move and shoot. There seem to be a few bugs (when two dead things are picked up only one of them can be eaten; the health bar can go negative), but all in all it's an incredibly playable and polished game. The concept is easily understandable and well explained, and you've done a great job on character and level design. Awesome work guys!
Quidquid id est, timeo Danaos et dona ferentes.
This is a wonderful piece of art on multiple levels. The physics aren't exactly realistic, but who cares about Newton if you can have Ulysses? It's great fun and the random level generation makes it very replayable! I absolutely loved it, awesome work!
The concept has a lot of potential! The funky art and music style is oddly fitting, the mechanics are easy to understand, the levels are not too hard. Very well done!
Simple is good. :)
I like the controls, and the slow motion mode is awesome! It's a solid, working concept, but there seems to be no increase in difficulty at all (or have I missed something?). That would be nice to have in a post-compo version, if you decide on making one. Anyways, great work!
I like the simplicity, but the kind of sluggish movements make it feel a bit weird, I find. Nice combination of 2D and 3D graphics, awesome main menu!
Nice concept! The physics are a bit wonky, and the game is not really finished, but it's a cool little prototype.
At first I thought I had to hit/throw the balls in order to attack, but I'm stupid and a normal person would probably understand it more quickly... :P
I like the art of the kraken and the general appearance. It could use some nice splashy sounds! Also, the user interface could be simplified a bit, but since you had more complex controls in mind it probably made sense... Anyways, I'd love to see a post-compo version of this! Good job!
That was... interesting. I especially liked the lady whose head is completely enclosed by her umbrella. I feel like there's some deeper meaning to her existence than just to throw bird food on the ground. She covers her head to shut herself off from society, all these other people just waiting to be pooped on, she's not like them, she doesn't need to worry, because she has an umbrella, and bird food. Sometimes I feel just like this old lady. I never thought I'd think about my own life so much while playing a game about a pooping goose. Thank you.
Just in case you'd like some constructive feedback:
I actually find it quite entertaining, the flying and eating mechanism is nicely done, I just think it could use some real purpose. Don't remove the silliness, just add a goal. Also, wall collisions are a bit glitchy at times, which makes it hard to fly through the holes at the beginning. Otherwise, good work!
I like the eating and puking mechanism! Cool graphics, fitting sound, physics a little buggy but somehow appropriate... And it gets a little awkward when you become bigger as the screen, but if that was intended, good job! :D
I like the strict simplicity throughout the whole thing. The main difficulty is at the beginning of the levels... Maybe you could spread out the enemies in a less homogenous way or make them appear later to make it feel more natural. I found the slower version hard enough. Otherwise, great idea, nicely implemented, very playable! :)
This is insane amounts of fun! I love the interpretation of the theme, the levels are beautifully designed (although some of them seem to be solvable more easily than perhaps intended), both music and graphics make for a very lovely/cute mood, which only emphasizes the absurdity of the concept. I absolutely love it! :D
The only thing I found could be improved is the way the UI and the placement of the objects work. It's kind of hard to figure out where you can place things and grabbing another object when you mis-grabbed another one is a bit tedious... But that's just a minor thing.
Same here, the keyboard inputs don't work in the embedded version, the direct link worked fine though.
I like the messy graphics style and the calming music. The gameplay is rather simple, in a good way, and 100 levels seems pretty impressive! Although I appreciate the simplicity and ease of use, it didn't keep me playing for very long, maybe because progress isn't clearly visible.
Also, the physics appear to be a little wonky... When I jump and hit an enemy in mid-air, I slowly slide back to the ground, which feels a bit unnatural. Otherwise, it works well, the controls and UI are intuitive, and as a whole it's quite well done! :)
Huh, that was interesting, and fun! I really enjoyed it, and I felt like I understood the mechanism better every level. However, as far as I conceived it, this has nothing to do with the theme... Maybe you didn't like it, but not integrating it at all might convey the impression that you had already planned this game ahead of the jam, which is not really the point... Anyway, the graphics are nice and fluent, everything worked fine, and it's a great little puzzle game! :)
That was awesome! I played it all the way through, and I didn't regret it! Great storyline, I love the little hints and references and the cute graphics and messages. Only the walking sounds are a bit annoying after some time. But it's incredibly polished for a compo! Thanks for making this! :)
This genuinely made me laugh, DICKHEAD! Excuse me, great job on the storyline, the graphics and sounds are just perfect, the snipping when the time runs out cracked me up. :D
This doesn't need more gameplay, YOU IDIOT! I'm sorry... I love it!
The UI could be improved, it's not very intuitive and a bit confusing at the moment. Other than that, solid entry, nice interpretation of the theme.
Yeah, I didn't really like the controls very much either... But the lighting effects are awesome! The concept is pretty cool too, and I'd love to see a more fleshed out version of this!
Frankenstein in first person... Awesome idea!
I like the wobbly body physics, they're awkwardly appropriate, and the general appearance is quite pleasant. Some interactive sound would have been gross... I mean, great.
I seemed to make at least some substances move, but no life emerged. I imagine this would be awesome if you had managed to implement some more gameplay! I hope you'll make a post-compo version! :)
I like the way it shows their mood in the speech bubble. The concept could be expanded a little, to reduce repetition and introduce some kind of difficulty curve, but for a game made in 48 hours it's good fun and nicely polished. Great job on the graphics and sounds! :)
That's a really fun concept! When I started to understand the mechanics, I found it to be very satisfying to waddle around and destroy stuff. It gets kind of stressful after some time, but I guess that's the whole point... Anyways, graphics are awesome, controls are responsive and intuitive, everything is nicely executed and polished! And of course I love me some Greek mythology! Great job!
The best score I managed to get was 975, I feel like that's pretty bad...
Quite good, has some bugs, but otherwise plays nicely. It looks more like a prototype, but if you implemented some more challenge and some 3D models, this could be a cool little game! Good job! :)
Simple mechanics are great. I love hitting people on the head, especially when trying to cure a headache. However, it got repetitive really quick, also because I seemed to get the blood pressure test a lot more often than anything else. The concept is cool, the game has some good humor and a great graphics style. The interface could be simplified a little, but overall it's good fun! :)
My score was 26600, and now my fingers hurt from hitting space bar. But now I know I can cure that by just hitting my hand with a hammer, so let me go do that...
Cool idea. The sound effects are a bit too loud in contrast to the music and the ball is too slow.
Watching the dust come down and the trees grow is satisfying, but doesn't involve the player very much. Most of the time I spent waiting for the ball to come down just to be shot back up by a tree (so, is that how physics works? :P). I liked the progressive objectives though, and I would have liked them to be a bit more prominent than just some text in a corner. Otherwise, nicely done, good music! :)
Very interesting concept, kept me playing for quite some time. You implemented both themes in a clever and simple way. However, because of the challenge of the controls constantly changing, I fear there might be no room for adding more game elements in order to make it more interesting. What you've done in the compo is awesome, I was just trying to think about how one could develop it further...
Anyway, great, polished minigame, appealing visuals, awesome work for 2 hours!
Great mood, good music and visuals, multiplayer works fine, only with small hickups. The objective is not very clear, the game ended very suddenly and without any user feedback.
Extra cred for making an online multiplayer, though! And a built-in chat is always a nice touch. :)
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@kepons, @simon.parzer:
Thanks for your comments, we're sorry it didn't work for you. Just in case you see this comment, could you give us some more information?
Was the 'ok' button not visible or just not clickable? What browser did you use?
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@kepons, @simon.parzer, @ragnta:
Thanks for your reports, we've added a fixed version. Turns out Firefox (or Chrome) handles mouse coordinates differently. All should work fine now. :)
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Your game is actually very catchy! The controls were hard at the beginning but it got easier with time.
Also the music is really great! Great job! :)
Wonderful graphics! Especially the part with the lightning.
Unfortunately I couldn't defend the tree against the lightning… Overall good job!
I love the idea that you can shoot before the other player's projectile has landed, it's a nice touch to a familiar concept! Also, I like the little animations between the turns, makes the game feel very smooth and appealing, even though the graphics aren't very polished after all.
Great game overall, thanks for making it!
Fun little game! It takes a lot of time to advance without the difficulty increasing much. I loved the stores and the corresponding sounds though! The music didn't seem to loop properly and it started playing the track again whenever I returned to the main menu without stopping one that was already playing.
Otherwise, the game works well and is easily understandable. Great work, I'd love to see a post-compo version of this! :)
It's life as we all know it, friendo. Very relatable, especially the last level.
But seriously, this is great. The world needs games like these. Perfect graphics, fitting sounds, awesome storyline. And the typos just make everything better. :)
I'd give you 6 stars for humor, but I can't even give you 5... :(
The two themes perfectly involved. Graphics are nice, music ok. Gets a bit repetitive with time.
Very soothing gameplay. :)
It's not too challenging (except when the ball is as small as a pixel, then it's hard to grab it...), the levels are nicely done and the music is fitting. Unfortunately the aiming is not optimized for full-screen, and sometimes the foreground and background colors are hard to distinguish. Otherwise, great work! :)
Best score: 50
That's really interesting! The music is cheaply implemented, but nice. The GUI is a bit weird, and it seemed to me that the game is slowed down by maximizing the window (is the framerate not synchronized with real time?). The controls are quite difficult to handle in the beginning, but it's still fun to play.
You nicely implemented the two button controls, I liked the simplicity of movement. The physics are still quite buggy, but it works okay for how you intended the level to be solved. Cute graphics and level design, great introduction. This has some potential!
I love the cute animations, they make the game very appealing (even more so in the post-compo version). Also, gotta love the sounds, although they get pretty annoying after some time... Other than that, it could use a little more gameplay, but for your first submission, it's awesome! Good job! :)
I love a good pipe game! The water flowing animation is a little slow though... And the controls could be a little less cumbersome. I liked the level design, nice increase in difficulty. The visuals are well done, too, with a lot of attention to detail.
Nice little game!
When it goes faster I feel a bit dizzy ;) Got 77 points (3 tries).
Overall good job!
Good concept while keeping the controls simple. The 'shoot on mouse up' is a bit counter-intuitive, but it works. As an increase in difficulty, I rather expected there to be a new gameplay element than just increasing speed, maybe that's something to think about for a post-compo version? Overall, solid entry, no bugs, good job!
Very cool visuals and sounds. The way you grow the organs feels a little weird, but it works. This would be a great intro to the story of a bigger game!
Nice idea. Sometimes the survivors aren't following the path although they haven't bounced a car or a zombie... Is it a bug or do I have to consider it to find the solution?
Missed the music a bit and didn't see the relation to the theme very much. However I like the graphics!
Nice, simple concept, good difficulty balance. I liked the boss fight, too.
Maybe next time, could you include the game executable in the download? Most people don't like installing things, especially when they're only going to use it once.
Amazing sound and rhythm, well done. The fact that it starts over when you make a mistake is quite frustrating, also because it gets challenging rather quickly. Handling four (oddly positioned) buttons was just too much for me...
Anyway, I'd love to see a more polished version of this! As for the jam version, this is awesome!
Man, I love the controls! You really implemented the two button controls theme well, the menu navigation is awesome!
The gameplay is quite intriguing, too. The maps are interesting and the graphics simple and effective. Only the music seems a little unfitting for a rather "happy" game like this one.
Otherwise, not much to criticize, awesome job, thanks for the game!
Good job on the models and level design! The shapeshifting is pretty straight-forward, just a little tedious, and the specific skills for the different characters are introduced well. The game needs some polishing (buggy physics, weird perspective changes, sound volume, etc.) but it already has a lot of content and potential for a post-compo version!
Also, please think about your QWERTZ-players next time... ;)
I found it quite hard right from the beginning... As others have said, I didn't fully understand the controls at first. You make your game look conceptually simple, so players assume there's noting special about the way the circle moves. Also, I still don't understand when and why the game goes into slo-mo sometimes.
Woah, trippy tetris... This is really messing with my mind. :P
I love the idea, it's fun to play, also because of the great visuals and smooth feeling. Great music, too. Overall awesome, but quite challenging at first. Maybe it would be a little less overwhelming if all the blocks fell in the same direction...
Welcome to Ludum Dare and congrats on your first game! :)
I'm not sure if I got this right, but I found it quite low to switch to the right shape in that short amount of time... I don't really see how the concept could work out in a complete game, but I like that you've combined graphics and audio in the objective of the game. And for something made in five hours, I guess I can't complain. :P It works smoothly, no buggy animations or anything, so good job after all!
I hope you continue dev-ing and jam-ing, and believe me, you'll learn to make sound effects and music by just doing it. I know everybody keeps saying don't use anything you haven't worked before the jam, but there's absolutely nothing wrong with trying to compose some music or recording or generating something, even if you think you don't have the skills, and even if you're not going to be entirely happy with the results. Use the opportunity to be experimental, get feedback and improve. :)
See you in August.
I absolutely love the visuals. It's hard to convey a feeling of action or excitement when the gameplay is simple and there's not very much happening on screen. The shaders make it feel like you have to keep moving, and the changing bullets are emphasized to seem more dangerous, which makes it much more fun. Great work!
I like your graphics and the whole style of your game a lot!
Just like @Andy Gainey I've won the game without the knowledge of the shape shifting ability. So it's a bit too easy I think.
Thanks for a few amusing minutes :)
Very cool! I like the visuals, although it gets a little overwhelming when the whole screen is constantly filled with bullets... Maybe that's just me. Also, I couldn't really get used to the keyboard controls, but I imagine this would be awesome to play with a controller. Shapeshifting to change how the player interacts with bullets is a great idea; Simple, yet fun.
As others have said, the controls are confusing and a tutorial would be nice. Otherwise, very interesting mood and great graphics.
Okay, either I didn't quite get the concept of the game, or this is a game about clicking on a cat hundreds of times until it disappears... The tutorial is nicely done, and the UI is well designed. Graphics and audio are very appealing, but I feel like it needs more gameplay to be fun.
Yes! Just succeed in reaching a score over 400 (thanks to the randomness for the many space holes).
Of course it's expandable with music, eventually level design etc. But we all know that time problem, and for your first ludum dare, great job :)
This is truly amazing. The story is great, you've created a mood that makes simply clicking around very involving and exciting, which is very difficult for this kind of game, and the visual effects and audio are awesome.
It could still use some polishing when it comes to the details (e.g. graphics style or user interface), but what you've made is already incredibly good. Thanks for making this!
By the way... How does the phone work if there's no power...? :P
Hey there, fellow Greek mythology allusioner! :P
I love the humour, graphics and sounds are fittingly silly. Even using the GUI is fun, that makes up for the low diversity of gameplay ;). Great job! :)
I love how the player takes on the enemy's shape when he destroys it, that's a great way of implementing shapeshift and showing progress at the same time. However, it's quite frustrating when he morphs back into the shape from the beginning when he's killed... And I would have loved to see some different skills for the various shapes, not just different health properties, but that might be something to consider for a post-compo version. :)
Overall a very good entry, with good level design and appealing visuals (although the resolution seems to be off on some sprites...). Thanks for making this, good job! :D
I absolutely love the pseudo-3D graphics style. The idea of shapeshifting into different characters with different skills is nicely implemented into the level. Drawing the spells is kind of cumbersome, especially if a fox is chasing you and you have to shapeshift quickly. Overall, a cute little game with a good setting that could really use some fitting sound effects (maybe something for a post-compo version?). Great work!
I love the concept, and if the graphics and animations were more consistent and 'cave-like', this would be awesome! I found aiming very hard, as the arrows didn't go where my cursor was pointing at. But it was still enjoyable enough to play a couple of times. :) (Tell your kids they did a great job!)
Some cave-y music would be awesome, too, now that I think about it. I hope you're continuing work on this, I'd love to see what you can do with the concept.
I don't know if this behavior is intended, but it looks like I can shoot the animals more than once (the red score updates everytime I shoot them, even if they're already dead).
Love the ending... :P
I like the consistent graphics style, even in the menu. The concept isn't necessarily bad, but the issue is that the only factor of difficulty is a fixed time limit. This makes the game (a) a little frustrating and (b) not re-playable. To fix (a), there would have to be some mechanism that gives the player some control over the time limit (or e.g. the walking speed), which requires skill. To fix (b), there has to be some sort of measurement of how well the player did (e.g. a score), which would provide an incentive to play again.
Congrats on your first LD compo game! :) See you in December!
I absolutely love these kinds of game. And you mastered everything perfectly: sloppy graphics, silly music, dubious story, weird controls. Everything fits perfectly. Congratulations on this amazing masterpiece. I'll leave this image here in order to express my admiration: http://s1.ibtimes.com/sites/www.ibtimes.com/files/styles/lg/public/2012/03/22/251908-etibar-elchiyev.jpg
@jakatpemadi
I didn't use an engine for this one, just plain HTML5 and Dart. I think I'll have to rewrite a lot of the code anyway, so I should probably switch to a cross-platform framework... Thanks for the hint, I'll look into it! :)
Took me a bit to get my brain going, but after the first couple of puzzles, the solutions were always obvious. Nicely done, with the least amount of explanation necessary. I just had the idea that you could "show" the hints graphically instead of having them as comments from a mysterious source... E.g. you could show that they have 12 fingers etc.
I didn't write down the words, so I couldn't figure out what it said in the end...
Overall, great job! :)
Classic platformer concept, but I like the steady increase in difficulty and the new elements that come with each level. What's really great is the way you give each level a consistent theme, including graphics, audio and mechanics. It makes the game pleasant to play, even if the physics don't feel quite right and the level design itself isn't the most interesting. And of course, there is not enough content to make for a full game right now, but there's a story, a nice intro, three levels, and an ending. I'd say that's a success for your first entry! :)
Loved the game :)
Good use of theme and unpredictable.
This is great! I love how the colored bars provide visual and audio effect and a gameplay feature at the same time. The physics, although a little buggy, work out well and the rotating animation and particles are a nice touch. It gets difficult really fast, but it's fun nonetheless. Awesome!
A 2D shooter works well if shooting enemies is as satisfying as in this game! However, the controls were a little cumbersome for my fingers... Repeat-tapping and perpendicular motion don't combine very well in my opinion. Also, the skills aren't really visible when the player chooses what to level up - and that's the only time you need to see it... Otherwise, quite challenging, but the concept isn't overwhelming, so I think that's legitimate. :) Nicely polished, good job!
Positive:
+ Use of the theme
+ Very cute drawing
Negative:
- It's a bit too easy, even the hard mode. I could easily avoid the sight of the cat, so I kind of just skipped the first part with the noise.
- I would be user friendlier if you can pick up a cheese with a keyboard key such as space.
- A "back to the menu" button would have been great.
- Some collision issues as other users mentioned before.
Simple yet interesting geometry game. The theme "one room" was a little forced into it, but if the game turns out this well, I don't mind that at all. ;)
My strategy for most puzzles was to make the rectangle fit the outer bounds of the shape first and then shape it by creating "indents". I wonder what other people's approach was. In my first try, I managed to get a final score of 30180.
The graphics and music are amazing, it looks very polished. Great work!
I love it! Simple controls (but next time please think about QWERTZ keyboards...), and yet every now and then something unexpected happens. The music, graphics, and the comments in the intro and in the end fit the atmosphere very well. Awesome!
Wow, I didn't expect a word puzzle, but I was not disappointed! Very polished look&feel, fitting audio, smooth transitions... I must say, a couple of them are pretty hard (I blame it on my native language not being English... :grin:). What would make it even more interesting, I think, would be making the levels and physics a part of the mechanics (maybe more than one puzzle per level, each one triggers something different, so that escaping the room is a bit more complicated). Anyway, thank you for making this, I loved it!
I like that the controls are kept quite simple. However, I find that control feedback (by anymation or sound etc.) is just as important. For example, I didn't really realize I was being hurt when the enemies swung their swords at me at first, and there's no "health bar", so I was quite confused when I was sent back to the tutorial without a warning. After a little practice, one can master the art of moving and shooting at the same time quite well, but I think the mechanics could be worked on a little bit more to make them smoother and more responsive. Also, props for trying randomly generated maps! It looks like you worked out the main issues pretty well (enemies spawning out of reach etc.). The detailed 3D models look really cool, and the music adds to the general mood.
Even though this couldn't be called a game, I had a surprising amound of fun watching this. I'm surprised at how well the simulation works to replicate natural phenomena, with just a couple of simple rules. And if you add the possibility some sort of influence, you could turn this into a very interesting experimental game with a great mood. I'd love to see this evolve into something greater! Awesome job! :thumbsup:
@ectucker1: You're right. I tried to hint at common depictions of arterial/venous blood, or oxygenated/deoxygenated blood, so I didn't feel the need to explain it in text... But your strategy works just as well! :smile: Thank you for playing and for your feedback!
I like the educational touch. However, I think you could integrate the physics a little better into the gameplay. For example, you could show the difference of series and parallel circuits by adjusting the lightness accordingly. Most of the time, I ended up just clicking around until I'd used all the wires, regardless of the law the level was trying to teach me - I don't think that's what you intended to do. But if you flesh this out even more and make the physics more sophisticated (maybe with more different components), I think this could be a great educational game! The concept and the graphics style reminds me of an old game called Bug Brain, where you wire up a bugs neurons in a way that fulfills certain criteria, and I loved it as a kid. Maybe more "dynamic" objectives (not just the number of wires) would be quite interesting, too (e.g. achieve a certain brightness, certain blinking frequencies or LED colors, ...).
This is a solid, playable and (maybe most importantly) expandable entry! Great job! :)
Nice, simple yet challenging puzzle. There is some weird behavior with picking up tiles that appear behind others, but overall, it's very nicely executed. I wasn't able to finish it, mainly because I lost patience. I think some easier levels with a smaller board in the beginning would be nice. The theme relation is kind of forced, but I don't really mind that if the game concept works, and it definitely does. Nice work!
This is hard. My highest score was 2 before I rage quit. I actually love the simplistic design, but the fact that the mechanics are so unforgiving right at the beginning is VERY frustrating (dying from own laser, shooting at slightly wrong angle and missing, launching at slightly wrong angle and missing...). But with a little bit of tweaking, this could be a very enjoyable game! Also, props for making your own engine! :thumbsup:
That's some very interesting gameplay. It's very intuitively designed -- I was able to figure out the main mechanics quite quickly without a tutorial. With a little bit of balancing and a more sophisticated difficulty curve (maybe various enemies, different fortresses, upgrading etc.) this could really have some potential! The UI is a bit sloppy, but the game works really well for a compo entry! I'm impressed, congratulations!
Great mood, nice atmospheric graphics and music, vaguely related to nuclear physics... :P I think the fact that you don't explain the objective at the beginning (if you could call it an objective...) really benefits the game. It's fun lies in discovering new things and features. Now, if you can keep up this constant discovery, this will be an awesome, relaxing, fun game. It does become repetitive and old quite quickly right now, but as a compo entry, it's very impressive, and it's a great start for something bigger (and less forced into a given theme). Really good job!
Haha, when it died in the first year I thought he had just gone into hibernation or something, so I continued to play for another year until I realized... :joy: The main issue for me that I didn't know what the colors of the bars meant (maybe a symbol would be useful), so I just kept trying out various environments until it died. The graphics are cute, the music fits perfectly (I forgive you for making me download 2 GB of game data... :wink:), and the general look&feel is awesome. And if it's taught me anything, it's that I'm a terrible pet owner.
I think your web link is broken.
This was fun, very simple, classic RTS mechanics. At some point, most of the gameplay involved spam clicking light everywhere, which was kind of annoying. The idea of evolving more and more complex life forms while maintaining optimal conditions works well in this format. The UI could be made more efficient, and the whole thing could be polished more, but for a compo entry, this is a really great and finished product! Congrats! :smile:
hyperrealistic.gif
But seriously, this is amazing. The mechanics couldn't be simpler, and the possibilities couldn't be endlesser. In fact, I think this could be a very good game on a larger scale, but very hard to design, as this version already has a lot of weird behavior. Anyways, I'm fascinated with how polished you managed to make this game feel, even though it basically lives off of its buggy and strange physics. It has the right proportions of randomness and purpose a LD game can produce. Awesome job, congratulations.
Haha, I love the experimental concept and the literal take on the theme! But if my math is right, the probability of finding a connection is about 1/5^6, or have I missed something? The names and references are a nice touch, and the background adds a little bit of interest. And from your source code, it seems that those two features are the thing you worked most on, so good job!
I'm usually not a big fan of turn-based card games, but I actually liked this one a lot! The visuals are clear enough so it doesn't need much introduction, the rules are fairly simple and understandable, visual feedback is given with animations (sound would be cool too, maybe in a post-compo version?). The difficulty balance might need a little tweaking, but all in all, this is an awesome, visually appealing and fun game! Nicely done! :smile:
I agree that the shooting physics are somewhat buggy, but it was still quite satisfying to shoot enemies. It looks like you focused on models, graphics and level design, which are all done remarkably well. The visuals are excellent, the music is nice and undistracting, but the gameplay could definitely use some more action. Maybe that's something for a post-compo version -- what you've got here is a solid, good-looking base for developing something even better, and that's a great result. Awesome work!
Wow, I really struggled with the jumping and walking physics. The gravity and jumping between planets is kind of cool though! :smile: The constant scaling thing is interesting, but I don't really get it in the context of the levels. I ended up just randomly jumping between planets and seeing which gates I could open, and most of the time I was really confused. The graphics and music are a great choice though, greate mood!
Silly gameplay, silly graphics, silly sounds -- in other words, coherent game design. :P I lost interest quickly, but it seems like you could get quite good at it with a little practice. A player can get skill and yet the rules of the game are very simple; that's very good for a little casual game like this. Now put in a leaderboard and realtime multiplayer and this game would be tons of fun! :smile: Nicely done.
Do you know that feeling when all your muscles start to cramp because you're so angry at this game? I know it pretty well now. Level 10 was too much for me. The strength of this game is definitely the challenge and insane time limit. Besides that, the graphics and sounds are kept simple, the music is nerve-wrackingly fitting, and the controls are hard to handle -- all of this is productive to the intended feeling this game conveys. So in that respect, great job!
Wow, what a sleek menu screen! I too was quite frustrated by the hidden mouse cursor, and having to reset and rebuild the whole level when I've made a small mistake. The level design is quite clever and kept me interested until the end (although quite often I didn't need to use half of the tiles). The music is great and diverse too! I also got the same buggy screen as @veralos did. So overall, it could use some polishing, but I really enjoyed playing as it is. Thanks for making this!
The jumping physics are very satisfying and work well with the level design, which I actually find quite hard to figure out, so good job on that! :D The graphics work surprisingly well despite their simplicity, but the sound effects take some getting used to... (The music is my jam though!) I love the two different world types (spaceship and walking) replacing tedious menus and level selections. The features and gameplay elements are polished and well implemented, and the difficulty curve is quite gentle. I may have found a possible small exploit though: I often found it easiest to get to the ores and then kill myself so I don't have to parkour my way back to the exit. I played all the levels, and found the ending quite satisfying! :smile: I had a lot of fun.
This is a very complete, thought-through and well designed entry, and you should be proud of it! :thumbsup:
By the way: Thank you for reporting my broken game link. I’ve uploaded it to a different host now, and it might be more stable: [**Entry page**](https://ldjam.com/events/ludum-dare/38/dr-plumb)
Okay, I give up. I don't get the knife. Most of the time, it wouldn't leave my body at all and I would automatically retrieve it, so I found myself spam clicking an enemy while dealing no damage to it. Whenever I actually threw it, of course, I missed the enemy and the knife was stuck behind it. Which is a shame, because I absolutely love the sloppy yet not annoying look&feel of the game (the day-night areas are great). It looks very well designed and I would love to get further into the game and try out trading, but the most I managed to collect before dying was 2 berries. Maybe I'm just bad at video games...
Nice little casual game. And once I figured out I could change the camera angle, I felt like I had a good overview and good control over what's happening. I found it most comfortable to keep the angle perpendicular to the surface. A few more gameplay elements would make the difficulty curve more sophisticated, but as a compo entry, this is a solid, complete and quite polished game. Well done, I like it! :smile:
This looks like a lot of fun! I haven't had the chance to play with someone else (no friends... :pensive:) yet but if I do, I'll let you know how that worked. The graphics are kept simple, there aren't a lot of complicated gameplay features and the goal is immediately clear. This is perfect for a fun little multiplayer shooter like this. The shrinking planet is a very nice adaptation of the theme and it makes sense in the context of the game. Music is great and funky, I like it. Of course, now it's a little hard for you to get a lot of votes, as with all strict multiplayer games, but I hope it gets noticed anyway. Thank you for making this!
Cute little point and click adventure -- I like seeing these every once in a while. And you put everything together nicely: simple but effective graphics, fairly intuitive level design (though some things are indeed quite hard to find...), not too much to read. Sometimes the cursor went buggy (e.g. when I returned from the pond it stayed purple), but otherwise, this appears to be quite polished. Great job!
Once I got the inception-style concept, I thought it was really cool! It does feel a little raw at the moment, with awkward controls and rough transitions, but as far as mechanics go, I think you've done a great job! I ran into some issues with the level design, but those have already been mentioned. I hope you're continuing to explore this concept, even if you might have to rewrite everything from scratch.
By the way: Thank you for reporting my broken game link. I've uploaded it to a different host now, and it might be more stable: [**Entry page**](https://ldjam.com/events/ludum-dare/38/dr-plumb)
I also think the goals and mechanics should be explained a little better. The UI is intuitive, but very technical and it fails to give a clear overview over the whole situation, which would be quite useful at the beginning. The concept looks really cool though, and I think this could make for a really nice game if it's a little more polished and the gameplay is more clear. I personally love these kinds of strategy games, and I think you've got a great start right here. Great job!
This is really challenging, but actually great! As soon as I realized I could wall jump and slide, everything felt very cool and smooth. I didn't get very far because the only way to beat a level for me was to learn the obstacles by heart, and I'm not a fan of that. It's sort of like the "Impossible Game" with the triangles and the boxes: If you're into it, you get better every time, and it's fun. I didn't get into it because I don't have the patience. For the right audience, this game is awesome! And it has the right amount of simplicity in graphics, controls and level design. Nice work!
You did a good job on keeping the style and goal simple. Now obviously the physics are quite buggy and the "success" seems to be bound to a lot of factors which the player can't influence, and I think that's the main problem with this game. But it's a working game, with a goal and a score, and you made it in 48 hours! As for the music, I actually found it quite interesting to listen to. Quite fitting for a game that doesn't require a lot of "thinking power". The rhythm is quite engaging, but I think the instrumentation could use some more layering (or maybe not, I'm not an expert...). The smoke from the furnace is a very nice detail. Overall, for your second LD, you can be quite proud of this! :thumbsup:
@nnnikki: Thanks for your comment! What kind of lag do you mean? Does the framerate drop? Does the flashlight lag behind? When does it occur? What flavor of cookies?
The intro and transition into the main menu is quite charming, and the UI is nicely designed and fitting the mood of the game. The music style sounded somewhat out of place though (compared to the nice darkish mood in the level selection)... The concept is well explained, but a little confusing at the beginning (why only *up* and *down* and not *left* and *right*?). I found it had quite a steep difficulty curve, but I guess it's just that kind of game. I got quite frustrated on the second level. The spark gap space bar thingy is very confusing to me, my brain just doesn't like teleportation... :sweat_smile:
My number of tries used to complete: - Level 1: 3 tries - Level 2: 12 tries - Level 3: 4 tries - Level 4: rage quit on the 42nd try - Level 5: wouldn't even wanna try it :dizzy_face:
I'm clearly not made for this sort of game... :man_shrugging: But I think you did an awesome job and you can be **very** proud of the result! :)
I found the puzzles a bit tedious, and I think it's a bit annoying that time passes in the background as I'm trying to figure out what to do... The movement and physics feel nice, the graphics and music make for a pleasing aesthetic. I agree that some more precise instructions would be nice, but I can see that you've invested a lot of time in the mechanics and features of the game, and I think you did a great job on that! The game feels smooth and thought-through. Nice job!
The Simon-type games seem kind of random (and the almost inexistent feedback from winning/losing them is not very motivating towards winning them -- I ended up mostly avoiding them), but the movement and shooting is very satisfying. Although the graphics style isn't really consistent (trust me, I know how hard that is to achieve... :sweat_smile:), I think the lovely animations and particles and the music make for a very good look&feel, and what's more fun than shooting laser beams at turd shitting bats and Jerry Mouse? I enjoyed it thoroughly :)
I found the target clear and easy to understand. However, I never managed to find more than two of the boxes. The stealth mechanism works well and is well balanced with the field of view. The graphics are simple but effective, and with some spooky ambient sounds would make for a really nice moody atmosphere. I like the combination of exploration, puzzle (though maybe a little less "predictable" behavior with the switches could enhance this factor) and parkour. As expected with a Unity compo game, the physics act weird sometimes, but I haven't actually had many problems with this at all. I'd love to see this fleshed out into a little more polished game! For a compo entry, awesome job!
The graphics are... interesting. :grin: I like the basic concept of it, however, it's easy to lose interest since there is no difficulty curve. After about a minute, I started to give up and wanted to see what happens when the power runs out. Then, suddenly a winning message appeared. I think if you introduced some kind of mechanics that would allow the player to influence the end of the game, it would be much more interesting, and maybe it could also provide a difficulty curve. Also, something to focus on and practice might be physics :wink:. I hope you'll continue to improve your dev skills, you clearly have the tools and motivation to do so, since you just made a game in 48 hours! Well done :)
Once I got the hang of it, I actually quite liked it. Although I can't really say I fully understood it. I think taking a simple game and over-complicating it with a lot of (partially useless) buttons isn't generally a good idea. The way you executed it is consistent, but not very user-friendly (though that might be the point...). A lot of the information could have been shown graphically in a simpler way (shield, energy, etc.). That way, the end screen also wouldn't appear so unexpectedly. I generally try to follow the rule of "always giving feedback", for every constructive and destructive action the player takes. Your game shows information very clearly and exactly, but it doesn't give a lot of immediate (visual or auditory) feedback, which makes it hard to understand the mechanics and to develop a playing technique.
I like the coordination challenge, and you applied it to a very simple and known minigame, but the challenge itself might be a bit too cryptic. Otherwise, I always like to see original ideas, and you've definitely got one here. The graphics style is wisely chosen and the UI is intuitive. Nice work! :)
Interesting. The concept is quite simple and easily understandable, but I got frustrated pretty quickly because I couldn't correct mistakes. I agree that the level randomization isn't optimal. Maybe starting with a smaller world and more predictability would give you more control over the difficulty curve. I know it's very hard to balance puzzles like these, but some hand crafted level design could be something to try out. The graphics sytle is charming and intuitive, although not entirely consistent. But overall nicely done!
Nice! I think you could make the controls a little more intuitive and responsive. I mostly just ran around and used the knife, middle and right mouse button weren't of much use to me (except when I got stuck in the walls :P). Killing things felt more like collecting coins, which can be very satisfying, but in this case it seems a bit weird. Otherwise, solid execution, good integration of the theme and not too overloaded graphics. I think a bit of moody background sounds would aid the general appearance greatly. I've found that a bit of brown noise and random spooky triangle wave notes with a ton of reverb and some echo go a long way... ;)
What a great take on the theme! And the retro feel fits quite nicely. I like how you introduce the story without any words in the beginning, and how intuitive the controls are (although Windows kept wanting me to activate sticky keys... :sweat_smile: Overall a very good game, quite polished and fun. It got repetitive and "old" (get it? :smirk:) quickly, and I think there are possibilities to use the concept for some much more involving gameplay.
Seems like a great concept and really nice for a multiplayer game! However, a big portion of the time I had little idea what was going on, and why the energy was increasing/decreasing or not. The awkward motion and physics didn't help either. I'd love to see this a little more polished (and with more players...), and I hope you'll continue developing it! Great work! :)
The physics look very nice and fun to play around with. Unfortunately, my computer didn't like it so much... It ran at about 1 FPS. From what I could see in the video, the gameplay looks quite simple, but there's nothing wrong with simple puzzles if they're nicely implemented. This one seems quite nice (although I can't judge that fairly since my hardware is very limited...) with a great mood.
Wow, I don't know whether you designed that UI or whether that's a framework, but I absolutely love it! Makes navigating really fun and the background color changes make for an subtly exciting vibe. Actually, I think some simple sound effects would really enhance the whole experience. As for the story, I quite enjoyed reading it. No long and useless texts and dialogues, but still a bit of character development in a very short timespan. There might be some logical mistakes in the texts as others have mentioned, but I can imagine how hard it is to think about all possible orders of action and writing accordingly. For a compo game, this is amazing. I'm usually not a big fan of text based games, but I'm really glad I clicked this one. :)
Hitting enemies feels awkward, it seems like there's no predictable hitbox... Otherwise, the mechanics work very smoothly. Graphics are nice and the music quite pleasant, although sound could be a little more interactive (sound effects, changing music for daytime etc.). Also, just standing on the solar panels during daytime is quite boring... :sweat_smile: Maybe there could be a way to make charging energy require some sort of skill? It's a great game and a solid entry for a jam, and I think it has a lot of potential to improve and polish. Nice work! :)
This is awesome! Solid, simple concept that anyone can understand (although basic Capture the Flag isn't too innovative), intuitive controls, great audiovisual feedback on every action. The sounds are very fitting and motivating, and the graphics do their job well. The maps are diverse and the AI is well balanced. I found using a controller harder than the keyboard, and I sometimes found it confusing that the bullets have the same velocity as the player (they become invisible when running in the same direction as the bullet). The implementation of the theme is kind of secondary on this one, but that doesn't really matter if the game is good. Thanks for making this, I really enjoyed it! :)
I love the premise. :joy: The story has everything it needs, and not a single element too much. The characters are surprisingly well developed in such a short time, and there's enough time to explore and converse. I'm amazed at how you managed to make a game about space, society, robots, love and sperm in 48 hours. The only thing that annoyed me a little bit was the controls and the way you swap modes of interaction. Most of the time, there is only one possible type of interaction per object anyway, so just setting "walk" to LMB and "interact" to RMB would probably have worked quite well. But since it's not actually very difficult to solve the puzzle in time, it's not that big of a deal. I personally don't like games with a heavy focus on storyline, but I **really** enjoyed this. Thanks for making it! Robo laugh. Beep beep.
Control feels really nice. I don't completely get the energy thing, I just kept charging until I went fast, and the enemies couldn't really deal any damage. But it was fun anyway! :D I like the simple graphics style, and with some sound effects and music, this could be a great casual game! Nicely done!
Wow, it's incredible how accurately you simulated my Ludum Dare experience. Hacking furiously at a keyboard while trying to keep caffeine levels high enough. Of course, the gameplay lacks a real challenge and something to motivate the player. I would suggest not making it time-based and introducing some features allowing the player to interact more with the mechanics, e.g. influence how fast the power runs out, how "efficient" the coding is, etc. In this state, I don't know if I would actually call it a game, since there's no real feedback whether the player is doing well or not. The graphics and mood are fitting, the soundtrack change was a bit sudden but appropriate. I also like the animations and the fact that the monitor actually shows what I'm typing. So it definitely needs some work, but hey, you made everything yourself in 72 hours, and it works! :D
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Either my depth perception is junk or this game is really hard. Probably both... :sweat_smile: It's a simple modification of a snake-like concept, and it works quite well! Maybe the difficulty could be adjusted a little bit by slowing down (less power = slower movement?), but as it is, I found it quite hard to hit the coins... (or maybe don't require all coins to be collected, or just count them as bonus points?) I never even managed to get to a level with fences... :see_no_evil: There are many possibilities to experiment and fiddle around with this, and I know it's very hard to balance the level design on a game like this. Great job!
Incredible! Really nice, consistent visual style, reminiscent to the original games yet modern, __very__ effective use of particle effects, all the games I've played so far are really well executed and balanced. Now all that's missing is 24 different music tracks ;) I'd love to have this as a mobile app, with online leaderboards in all the different games!
For 48 hours, you did insanely well.
PS: I liked the simplicity of "c what i mean" a lot, but please have mercy for QWERTZ keyboards... ;)
At the beginning it was very puzzling (*get it?*), but it instantly made sense when I realized I had to pick up the UML elements and place them in the calendar. Maybe a drag-and-drop mechanic would be more intuitive? I love the sarcasm, and the game actually works really well (although the levels aren't very challenging, but I can imagine that's quite difficult given the design restrictions). The office background sounds are a nice touch, and the visuals are effective. Solid short entry, well done!
@dudum-lare Thank you so much for your kind feedback! :)
However, I'm afraid you may have been between 0 and 0.5 seconds too late for school... The number of seconds is rounded, but it should appear as green text if you've made it in time ;) But I'll let it slide, congrats :P
After a bit of tumbling around, the controls became intuitive quite quickly! Great implementation of a one-button concept. The graphics are great and create a certain "roomy" atmosphere, and I found that the sounds which feel rather flat and low-res sort of don't complement this very well. I love the general aesthetic though, especially the shockwave effect and the falling-over-like-a-brick.
A problem I ran into pretty quickly was that I spent most of the time further up than the screen is high, and I had to rely on the shadow to get an idea of where I was (don't know if that's an intended feature, but I think it's actually pretty great). It's easy to stay up just by hitting space fast enough, but it's hard to control where to go. Was adaptive scrolling speed something you considered (especially because it's an infinitely high tower)?
Overall, a great, solid entry! Great job!
I really like this one! Simple and clean game design, and very beautifully presented. I liked that it started off as a kind of casual physics-based game and then some action-y elements were introduced. However, after some time, I found the only thing that changed was the rate at which enemies spawn, which made it somewhat more challenging (although it was always quite easy to defend using the bow), but the feeling of progress was lost pretty quickly. But for what you've accomplished in the jam, this is awesome, and I'd love to see an extended version of this! Visuals and audio are very nicely executed, nothing I'd change in any way. Now go add some overly happy music, put it on a mobile app store and get some ad revenue from it! :P
Definitely one of my favorites so far! Simple, known concept, with a nice twist that fits the theme perfectly! I'm normally way overwhelmed with fast paced games like this, but the mood you create in combination with the music is awesome and I loved every second of it! The online leaderboard is amazing! I can't believe you did all this in 48 hours... Graphics style could be a little more consistent, but that's just nitpicking. I love the overall appearance of the game.
@cerno-b I think the pipes and the "bullets" have a very organic look, while most of the rest mainly consists of flat, solid colors, which then feels a little "artificial" in contrast. Also, in a game where there are lots of different elements, it helps to reduce the palette to a limited number of colors and shades, keeping the elements distinctly different from each other. I'm not very good at graphics either, but that's what I always try to follow. The shadow effect on the pipes looks really cool and makes them pop out nicely!
The ingame tutorial is simple but effective, exactly how it should be! The learning curve is a bit on the steep side, but the feeling of accomplishment is all the more satisfying. The level design is creative and ingenious, challenging but still fun. I love how you include the non-interactive levels behind menus, it makes the whole game appear coherent, not just the gameplay. The graphics are a little inconsistent (I personally find the font somewhat unfitting, and the tiles a little bland), but you make up for it with the really nice light and shadow effects. Music is a nice touch, and matches the mood quite well.
Level 7 was the one I started to struggle, level 8 was my favorite. My brain isn't made for time-sensitive puzzle games... :sweat_smile:
Not sure what the connection to the theme is -- the more lights there are, the harder? Anyway, as long as the game is fun, I don't think that should matter overall. I loved playing, thanks for making it, and congrats on finishing! :)
Gameplay feels really nice and smooth. I found the food-makes-you-fat mechanic somewhat counter-intuitive. My brain was confused whether it was good or bad to eat the fruit, because fruit is healthy and also restores your health but makes you obese? Anyway, I made it after about 4 tries. I sometimes seemed to get stuck (vertically) when I got too close to a wall and the spike hitbox was pretty large, but otherwise, I felt the physics worked quite well! Level design and graphics are lovely, the overall appearance is great. Nicely done!
PS: I really think you should opt out of the audio category since you obviously didn't create the music yourself (which is totally fine for a Jam game, but the point of the ratings is that people get scores based on what they create themselves, not what they download from the internet).
@zenwraight That's not what I meant. It's absolutely fine if you use music you didn't make yourself. :)
What I meant is that you should consider **opting out of the voting category** in your entry's settings. That way, people won't be able to vote on your audio anymore. If people get ratings for audio they didn't create themselves, they push down people in the rankings who *did* create it themselves, which is not very fair I think.
Love the programmer art. :thumbsup:
The game actually seems to be quite well balanced -- until all the upgrades have been acquired, then it's just spam clicking the two remaining buttons. I decided to stop when I was at about 200 bees and I couldn't keep up with selling the honey they produced: Unbenannt.png Maybe it would be interesting if you had to look after the flowers/plants where they collect the nectar as well. Also, you could introduce natural phenomena such as bad weather or drought. In turn, you could slow down the whole gameplay a lot and make all the information a bit easier to keep track of. There may bee a lot of potential in this...
Sounds like a cool, simple and effective concept, and it's not too difficult to keep track of the population with this map size. It took me some attempts until I finally managed to keep my population from dying out, but with the instructions, it was quite well comprehensible. Even though there aren't a lot of parameters (which I like, makes the game very easily understandable), I had a hard time estimating what the best moves were. Maybe some kind of visual/audible feedback when and where people are dying would be useful, so the player can react accordingly and learn from mistakes.
The UI could be a bit prettier, that's true, and having to click the floor and not the houses feels a bit weird, but overall, it works really well and provides a great mood. I also like the interpretation of the theme with the population balancing aspect. Nicely done!
Also, you hid that "game speed" setting really well... ;) But it's great that it's there!
PS: If you didn't create any of the audio, you shouldn't take credit for it, which probably also means you shouldn't allow people to rate your game in that category. It's good that you mention it in your game description though. :)
I love it! The visuals are extremely well adapted to the music, I'm impressed! However, I'm somewhat confused about why you didn't allow regular number keys *and* numpad keys... Or at least some meaningful circular configuration on the letter keyboard -- as it is, it's more confusing to play than fun, especially in the third level. I don't like when the only real difficulty is clumsy controls. Anyway, the game looks and sounds amazing, the mood is great, and the penguins are awesome! And kudos to your musician!
Great idea! I didn't actually have another human handy to test the multiplayer aspect, but the controls seemed nice and smooth both with the controller and the keyboard (but please have mercy on QWERTZ keyboard users... X and Z feels like I'm doing gymnastics with my fingers). I don't know whether that's intentional or not, but the music kept fading out whenever more than two players were throwing their swords (lightsabers?) at once. The graphics are somewhat weird, with the different pixel sizes and awkward color palette, but the animations are nicely done, the grass-cutting effect is really neat!
Overall great job! I'm sure this would be a lot of fun if I had friends :P
Haha, this is so stupid, I love it! It was really hard until I had just one vase left, and then I kind of lost motivation. Also, I didn't really understand the score at the end. What makes you get more stars? Maybe a little counter or something showing how long you have to persevere in order to get another cat/star would make it more fun. Make the cats even cuter and more annoying and put it on mobile! I'd play it. :P Nice job though, I especially like the visual design on the start and end screens.
That's actually a great idea! Fits the theme well too. It took some time for me to understand the concept, but after that it's quite simple and fun. It looks and seems very abstract in the beginning though, even though it's a quite easily understandable and relatable concept. Maybe if you could make the visuals a little more self-explanatory, you wouldn't need to use so much text in the introduction, which would generally make the game more appealing. My rule of thumb is always: Every letter in a game is too many. If you can explain it using graphics/symbols/colors, it's much more user-friendly (or maybe I just don't like reading...).
Considering you made this in half an afternoon, I'd love to see what you can do with this given more time!
That's a great idea, letting the player influence the level design and thus the difficulty curve. However, there's almost always one terrible that's clearly the most annoying/challenging one, and allowing the player to eliminate it so easily makes it somewhat less interesting (if I'm not actively encouraged to keep the game difficult, I'll make my life both easier and boring). The graphics are charming (although a simple 2- or 3-frame walking animation would have been nice) but could be a little more consistent with the UI to create a better general appearance. The music works quite well -- I expected it to become terrible as well. Like I said, awesome comcept, I had fun playing, thanks for making it!
Those mouse-controlled physics are awesome! Makes it challenging but not too frustrating. What's more frustrating is the level design. :P I would have liked to play the same level a couple of times to become better and see some progress. But I ended up just dying over and over again after the part in the beginning that stays the same. The repetitive music supports the frustrating mood, and I don't know whether that's good or not... :sweat_smile:
Also, the behavior was sometimes quite unpredictable. I never managed to get over those circles with the red spikes on top, because I couldn't adjust my brain to the weird sticky-gravity-effect. I also sometimes managed to jump while in the air (don't know if that's intended...), and I was trapped under the platforms a couple of times, still being able to jump, but unable to get back on the platforms: temp.png
Visually the game is appealing, just the right level of detail for it not to be boring to look at, and not too cluttered. I think your minimalistic interpretation of the theme is valid and well implemented. Nicely done!
This is amazing, I loved it! Just the right amount of silliness, challenge and fun. I imagine you could do a lot more with the concept though. I'd love to see an extended version with a story, quests and more difficult levels. Also, I don't know if I just didn't get the game but whenever I drove the last passenger home and went to the next circle, nothing happened anymore, the guy just kept sitting on his bike and the time continued to count down. Anyway, I enjoyed this short ride! :)
Haha, it only took the music to make me crack up :D
Snake with ducks, great idea, I love it! Simple, but effective graphics, the mechanics work flawlessly, very nicely done. The stats at the end are cool, but in order to motivate me to play again, there would have to be a little more. It's a good and proven concept, but you may need to implement another "twist" to make this appeal to a larger audience. For a compo game, great job! I enjoyed playing. :)
Unfortunately, the controls were very unresponsive and the graphics slow. I don't have a very good machine, but it usually works for games that are not very graphics-intensive. The mechanics are nice simple and the visuals and mood are great. I don't know what the jump velocity adds to the gameplay (mostly because I didn't really notice it since the movement was quite uncontrollable for me anyway), and it's certainly unclear how it fits the theme, but that doesn't really matter. The music was very soothing, it did a great job at counteracting my frustration :P All in all, a very clean, simple, polished looking game. :thumbsup:
Nice! Once I understood the UI and which ones the "right bunnies" were, I loved it! The elements are nicely put together, the types of bunnies and the graphics make sense, and it's quite well balanced. Maybe a more strategic aspect would be interesting, where you have to balance the types of bunnies in a certain way or something. The concept is good and simple, and it allows for some relaxing but still fun gameplay. The music is great, and I absolutely adore those bunnies. In the end, I was hoping for a sequel in space, with all the bunnies in a spaceship, but then I remembered this was made in 72 hours. Really well done, congratulations!
I found the hold-and-release-to-shoot controls kind of tedious in the beginning, but I got used to it pretty quickly. I agree that the sprinting mechanic is pretty redundant at the moment, but maybe you can make it work by adding another gameplay element? Gameplay isn't too complex at the moment, so there's definitely room for expansion. Visually, it could be a little more polished, but the UI is really beautiful. And of course, realistically this would need some stereotypical laser sounds, and some overly intense music when the waves start ;) Overall, solid entry -- you kept it simple, and that's good. I'd rather play a simple but fun game than a half-finished complex one. Nice work!
Hey! You seem to be new to Ludum Dare, so welcome to the family and congratulations on your game! :)
If you run into problems during the jam with exporting/hosting/compatibility etc. (we all know this can the most frustrating obstacle before the deadline...), feel free to create a blog post and ask, we're happy to help! I managed to build your project fine and export a runnable JAR. I included all the dlls and the res and src folder in the same path as the JAR, and it runs fine. If you still run into problems, let me know, I'll send you my export. It's fine to add this after the deadline, since you're not changing any of the game elements.
Also, some tips for next time: - Shader files usually count as resources, as they are not compiled and have to be loaded at runtime. (I had to include your src folder to the JAR path because of this, which is not optimal...) - If you can't make the window resizable, choose a size that works on most screens. I have a 1920x1080 screen, so your default window size doesn't really fit... Some people play on laptop screens with even lower resolutions. Especially with "pixely" games as yours, don't be afraid to lower the window size a little more, just in case.) - Test your game early! That includes testing on another machine, with another human playing it (you can ask the community if there's noone around in real life).
Now about your game: At first I was a little confused why I suddenly moved so slowly, until I realized that's probably the point. :P I like your interpretation of the theme, and the level switching is nicely implemented! I had a hard time finding my way around the level -- maybe it would be better if the view was more zoomed out, or if there was a minimap or something. The lava level was already quite hard, especially since you have to start over completely if you die. Surely, the game has room for improvement, but it's a great start and even more awesome since you made it in 48 hours!
I think you've done a great job, and it would be a real shame if nobody got to play it. :) If you need any more help, feel free to ask!
@c1fr1 Great! Now you should label your GitHub link as Source, not as HTML5 (HTML5 is for games played in the browser). Otherwise filters won't work correctly. ;)
Nice little shooting game, I would imagine this would work really well as a multiplayer game! I like the minimalistic graphics, but if you added some basic sounds, that would help the general appearance a lot. The hardest thing for me was the key layout... For my keyboard, it was set to something like QZSD instead of WASD, and the arrow keys didn't work. Also, I'm not sure how well this fits the theme, but as long as it's fun, I don't care :P
Great concept! :P We had a somewhat similar idea, but couldn't find a way to implement it into a fun game, and I think you've done it quite well. However, I ran into the same performance issues mentioned by others. It became barely playable after I took the weed, but I think I got the gist of the game anyway.
Visuals work quite well, especially considering the theme of the game. At first I didn't notice the music because it was so quiet, but it fits the mood quite well. Overall, nice work and great interpretation of the theme!
@eraleis I tried it again on a better machine, it worked flawlessly. Before I was using Chrome on a crappy laptop... (i5 @ 2.8GHz x 4, 64bit Ubuntu)
I completed and updated my ratings. I love the short and simple level design, but some kind of progression would be nice indeed. Enjoyed it anyway!
Woah, 400 MB? That's a lot of 1s and 0s you wrote in 72 hours... But it's understandable when you look at all the Pepes you fit in that game. Unfortunately, my crappy graphics card didn't really like the visuals as much as I did, but it was fun nontheless. Very nice interpretation of the theme too. (Didn't actually notice much of the effect though.)
Interesting idea! At first I thought I was calling the friends, since I had to make a call everytime I added a friend. After I got it, I thought I also had to click the right answers on the texts in order to keep the friends, but as far as I understand, it doesn't make a difference(?)
I thought the concept was quite good and nicely implemented in the interface. The sounds provide some good feedback, and the music fits nicely. In my first attempt I got 19 friends.
It looks absolutely gorgeous! It would be nice to be able to rotate the view though... Sometimes I couldn't see my roads because of the tall houses in front of them. Also, it took me a long time to understand how the sea wall mechanic works and why there were these grey things on the ground after removing the water. Now it makes sense, but I realized too late and then all my spatial planning was useless :P
Also, the game suddenly froze after about 5 minutes of playtime. No errors in the console, just stopped working and slowed down the browser.
I love the SimCity style concept and how you kept it simple. There are still a few technical hiccups, but this is awesome for a game made in 72 hours! I hope you keep working on this! :)
This was fun! The controls feel very good, speed and spawn frequency is nicely balanced. The different guns are a nice touch, although not really necessary because I always had enough gunpower and bullets no matter what gun I was using, but the big exploding bullets are very satisfying! The graphics are clear and do the job, the music is well chosen, the whole thing looks and feels quite polished. The only thing that bugged me was that I struggled to read the messages above the player's head. In a game that's as fast-paced as this one, having text constantly flashing on the screen is quite distracting. You should try voice acting next time ;)
Overall I really enjoyed this!
Score on first try: 46258 (I have no idea how I even survived that long...)
PS: If you didn't do the majority of the sound in the game, you should probably opt-out of the audio category.
7-Zip tells me it can't open the RAR. :( Can you make a ZIP for us? I think more people on Windows use ZIP anyway...
Thanks, the ZIP worked :)
It's a classic concept, but very well implemented, and the levels are nice and challenging! I gave up after about 10 minutes in level -2, I think I'm just too stupid :see_no_evil: Love the graphics too, the elevator music is fitting, everything looks and feels very polished. The only thing that irritated me in the beginning was that I didn't see immediately where the player is at, since he looks a lot like all the other people. Otherwise, great work, I'm impressed (by your game, not by my skills...)
That was amazing. The writing is very good and the aesthetics fitting and pleasing. I felt quite immersed in the story and I loved every bit of it. What I would have loved to see is a kind of epilogue that explains more specifically what happens after he wakes up (according to the memories he keeps), but of course that's out of scope for a jam game. Great job, thanks!
@demn I don't remember all of them unfortunately :see_no_evil: I think I picked the last day of school, moving in, the memory of dad, and the very last one.
The concept is quite fun, but I was confused at first because the rotation gets stuck everytime you leave the atmosphere. Gravity still works, but the player can't rotate anymore, that felt somewhat strange. It was kind of hard to control too because of the slow movement, and the big beam thingie was pretty much unavoidable. The random level changes make it very challenging and hard to learn too. Maybe if you just revise the level design and balance the physics a bit, that would already do a lot! The graphics are effective, the music is strange (which fits the theme quite well actually), I liked the overall appearance a lot. This is a great entry and may have potential to be expanded, I hope you keep working on it!
Welcome to the community! And congratulations on finishing your first jam game! :)
Very simple but interesting mechanic! I think you should punish the player for spam-clicking though. I got to about 38 just with spam-clicking, and I don't think I'd do any better if I practiced... It could be a nice start for a mobile game though, if you think through the mechanic again and maybe add some fancy particles and "bonus boxes" or something :P Otherwise, solid entry, everything worked fine in the browser (just the "game over" text was cut off at the top). Good job, see you next time hopefully! :)
I think you could simplify explanations a lot by giving good and intuitive user feedback. You've got a lot of really nice animations going on, but some of them are just confusing and not where they would actually be useful. For example, you could show exactly where the damage goes, or what it would cost to play a certain card by giving a kind of preview of the changes. This way, you wouldn't need a complicated tutorial overlay that's hard to adapt to every situation (it really helped, but sometimes the annotations were out of place). Otherwise, I think it's really clever and incredibly sophisticated for a jam entry! Once I felt like I got the hang of it, it was really fun to play.
The levels are great! Some parkour, some archery, some melee combat -- great combination! I was just wondering, is there an advantage in not constantly using the shield? The weather changes and particle effects are a cool touch, and I also love that the storyline is skippable :P I love games where I can develop my own playing style, and this allows me to do that without requiring overly complicated controls. Great job!
Also please think about us poor QWERTZ keyboard users next time ;)
Hey, this is really nice! At first I didn't get the red-green switch platform thingies, so I started stacking dead bodies of myself on top of each other to try and climb over that wall :grin:. The hectic camera movement when the player changes direction is somewhat annoying, but movement and physics in general are quite pleasing. Also, spawning right where an enemy is is something you should prevent. But apart from those minor details, I think this bears some real potential! You should definitely try to flesh this out and polish it!
Haha, nice! This reminds me a lot of those old yeti penguin flash games... I found the short jumping distance kind of annoying, but otherwise, the game looks and feels great!
Concerning the music: I don't think that's a huge problem, as long as you know better next time. ;) If you want to be fair, you could opt out of the audio category, but I get that you're proud of finishing it in 48 hours -- especially since it's so polished and well made! :)
Huh... :thinking:
asdf.png
The Jeff is an autocannibal.
The game has a really cool vibe, and it's fun to explore all the functions. It's good that you kept the interface informative and simple. The controls could use some work though (especially because the framerate on my computer is quite crappy, which makes 3D camera movement with the mouse particularly annoying...). Also, not being able to deselect someone (or did I just not figure out how?) kind of bothered me. I would have liked a more zoomed out overview. Otherwise, nice graphics, simple but entertaining gameplay, perfect for a compo game! Great job! :)
It doesn't seem to recognize my controller no matter what. A keyboard/mouse alternative is always highly appreciated. :)
Brilliant! :laughing:
This made me laugh out loud. And it's not too long so I actually played until the end. The combination of a silly idea, semi-3d graphics, excellent sound effects and slapping made for a jolly good experience! Movement is quite buggy, but that didn't disturb the fun too much. Thanks for making this! :)
The idea to combine plant growing with tower defense is nice! But... I have no idea how win this... I don't have any resources at the beginning, so all I can do is destroy some of the towers, which aren't even able to defend the first wave of enemies by themselves. I managed to replace some towers with more expensive ones, but they didn't seem any more effective. Am I missing something? Maybe I'm just stupid... :sweat_smile: Anyway, some more graphical feedback about how much damage my towers are doing would be great. Also, I don't know if that's a bug, but my game just crashed whenever my base died. I like the graphics and perspective a lot! And with some relaxing music I'm sure this would be a great casual game!
I love absolutely everything about this! Ingenious game design, perfect simplicity for a mobile game, great music, funny and relaxing gameplay. It's the perfect idea for a game jam, and you managed to polish it really well.
I imagine it would be quite a challenge, though, if you tried to balance this well enough for it to be fair. I assume the three values are chosen randomly by uniform distribution? Once I got to this point, I thought it would be quite probable I would survive for a long time by just always replacing the top advisor:
asdf.png
(I actually tried it and got to day 59, with a final distribution of 0-11-2)
Some funny avatars would be really nice too, now that I think about it. Awesome job!
Who doesn't like a space-y platformer? I would have liked to have the jumping physics at least a little bit more dynamic. I kept jumping up to the ceiling whenever I just wanted to take a little hop. Once I understood how to use the interface, I really liked it! And surprisingly, I actually finished the game! The graphics need some more work, but I really liked how you integrated the narrative into the level design. Music is quite funky, but a little repetitive after a while. Overall, great job!
What a terrifying flash screen... :D I like the simple storyline and mechanics, but the physics should be a little more intuitive... And remember to give the user enough feedback whenever he does something. At first I was very confused as to why I couldn't thrust or rotate, until I got a feeling for the physics. Otherwise, great idea, steep learning curve, I love throwing people off my spaceship!
Congrats on your first compo! You made an awesome thing in 48 hours. See you again in April! :)
Hmm... it seemed like you didn't use a constant update- or frame-rate, movement was very inconsistent and the game started to be unplayable (0.5 fps) as soon as I entered the house. From outside it looked really funny, and from your description it seems like a simple but effective concept. The graphics could use some work though... ;)
What a great idea! Unfortunately, because of my cheap electronic keyboard I am not able to run right and jump at the same time, so it got quite frustrating really quickly... And jumping felt a little weird as well. Otherwise, it looks really promising as a prototype! Just needs a little more work (which is pretty much always the case after 72 hours...). Congratulations on your first and successful submission! Hope to see you again next time! :)
That's awesome! So simple you understand it without instructions, and yet intriguing to think about. I'm not an avid chess player, but I really enjoyed this little game with a clear objective in sight! The AI seems pretty OK, I figured it was most successful to join as many yellow things together as possible and then just let the brown things chase me. I managed to get out of a couple of situations that would have been basically check-mate. After one round, I saved 64.
Graphics is very basic, but does the job, music is interesting, not too distracting. All in all, great work! :D Thanks for making this, and see you next time! :)
@ioleoso Thank you so much! :) We've added a download link for the soundtrack.
@aggrathon Thanks! Turns out I was too stupid to find it :face_palm:
Unfortunately, the game crashes shortly after the first sprites appear on screen. Here's the [`Player.log`](https://gist.github.com/saeub/590da7f31e13cdeb902ea957fd424212). I'll try it on a different machine tomorrow.
I got it to work on a different machine. :thumbsup:
I really liked the game! The controls and physics felt quite unintuitive at first (kinda un-physic-y), so I needed a couple of restarts before I could grow a sustainable population. I found it was easiest just to fling a ton of blobs in the asteroids' general direction and spam click the asteroids as they fly by. In the end the resource balancing seemed to work out very well, and sending a giant army of green blobs towards the planet, destroying the satellites on the way was *very* satisfying. :smile:
The graphics could use some work to look more polished, but the GUI is simple and intuitive and the tutorial is well made too. Overall, awesome job! Thanks for making this :)
Very smooth implementation of a classic board game! Relaxing music, nicely put together graphics and animations, really well done! :) Most of the time while playing, it felt like I was watching very long cutscenes without a lot of variation (obviously). And sometimes I was confused why I couldn't take action except pressing the space bar and waiting... I guess my brain is just used to trying to interact as soon as I see these game-like mechanics. Maybe the gameplay would feel more "game-like" if there were more things to do, i.e. decisions the player has to take. Otherwise, it just feels like a simulation mainly determined by chance. Or maybe a fast-forward option would already help. Otherwise, very nice ideas! I liked the life insurance and the shops as game elements, and everything seemed quite well balanced! Unfortunately, I died just a couple of steps before the end... :( Nice work! :)
Very simplistic, I like it! I actually love the approach you took with the graphics! If you fleshed it out a little more, added some decorative elements and animations, I could see this becoming a very pretty little game! The music is very fitting too!
I found the movement quite unnerving at times. It took me a lot of effort to clumsily push around the sheep using the keyboard (would mouse-based controls be an option?). I felt like I was never given time to really get to figure out the breeding mechanism, which seems very interesting! So maybe the difficulty curve is a little too steep at the beginning.
Otherwise, very cute idea, and using ML for exploring game design and aesthetics is awesome! Great work!
This looks and sounds amazing! Very impressive aesthetics, even the loading animation looks gorgeous (is there even any loading happening or is that just to show off your graphics? :stuck_out_tongue_winking_eye:). However, I found the actual game very hard and confusing to play. I seemed to lose blood at unpredictably high rates sometimes, and biting never seemed to work. The best I could do was just to avoid everything and find the stairs as quickly as possible. Sure, the graphics are awesome, but I think I need a bit more actually *useful* graphics, i.e. stuff that gives me immediate feedback about what I'm actually doing, i.e. are my attacks and biting working? Or did I just miss?
Overall, amazing work, and maybe if you put in a little more effort to balance and test it, this really has some potential! You've certainly nailed the aesthetics!
Nice one! I like simple game concepts that are explained in one line. The minimalist graphics work well, and the music makes for a very good atmosphere! The physics are quite buggy, but not to the point that it would prevent the player from winning. It's just a bit frustrating having to keep restarting the level.
Also, it's very hard to figure out whether I'm hidden or not, and what distance from the bushes I can be. The controls were quite frustrating too, but I guess that's at least partly intended :wink: I made it to the second level after all, but had to give up there eventually. Maybe a couple more checkpoints would be an option, at least in the early levels?
Otherwise, solid entry, congrats! :) See you in October!
Really nice how the tutorial guides you through everything! But sometimes I was confused, because I think I did things the tutorial didn't expect me to do yet (maybe because I hadn't pressed "continue" at some point). Maybe forcing the player to act "in sync" with the tutorial in the beginning would help.
Travelling between places felt quite slow, but otherwise, I think you nailed the UI! Having a moveable, zoomable map is nice, and seeing supply and demand when hovering is very convenient.
Overall, great little game! Simple to understand, yet fun and kept me interested for quite some time. Awesome job!
Wow, that's pretty dark... But I love it! Great aesthetics, awesome music, well explained controls, overall very good! Just the physics were a little buggy. Congrats! :)
Awesome, I love it! Simple enough to understand quickly, but complex enough to keep me interested for some time!
Possible minor improvements:
- have a "compost" button besides each seed, so bulk-deleting seeds isn't as tedious - have some way of telling when a plant is fully grown (I was never quite sure at the beginning) - the "scan" feature could be a hover thing instead of a separate tool (since it doesn't use up an "action" anyway), so you don't have to click as much - the scroll wheel wasn't working for me, which was kind of annoying (don't know if that was intentional)
Also, it would be really nice to have some more diverse graphics, so it's easier to identify the different mutations.
The game did become quite easy after some time, but the fact that I played for so long is indicative of how fun it is! :D
Nice, simple concept, I like it! At first it took quite a bit of attention to manage all the connections and numbers, but after some time, the feeling of progress was kind of missing, and losing the game was inevitable... Maybe I just didn't figure out the right strategy though (my best score after three attempts was only 18). Maybe you could experiment with adding different gameplay elements, such as multiple "lives" or just losing single washing machines by overflowing, not losing the entire game immediately? Also, I found it quite strange that you can continue playing after losing -- was that intentional?
But as a jam game, quite impressive, and very playable! Well done! :)
Quite fun, but I didn't manage to learn how to avoid the enemies efficiently... I liked the idea with the different sounds! The graphics, of course, could be made more dynamic, but as such, and especially for a jam game, the pixel art is quite pleasing! Great job!
Woah, that last level was quite a challenge, only using a trackpad :sweat_smile: Nice little game though, with awesome aesthetics! Love how you implemented the idea, using almost only handdrawn graphics, and with the difficulty progression across levels. Awesome job!
The Linux version does not seem to work in my case. When I press "New Game", a gray line under the words appears, when I press again, it disappears again.
I'm using Manjaro 5.2.11-1.
@psychic-ash Thanks, it did work now! Though I was sort of disturbed when oddly realistic heavy breathing came from my laptop's speakers :sweat_smile:
Congratulations on successfully completing your first Ludum Dare game!
I liked the exploratory nature of the game, but maybe you could make walking around and looking for things a little more interesting by adding more elements to the game (more different hiding places, more stuff to find on the way, etc.), rather than having a map this big. I understand that larger amounts of content are very difficult to create when you're one person and you only have a couple of days. So for a jam game, I think this is great! It was easy to understand, gameplay was intuitive, there was mostly good feedback after interactions etc.
What you've managed to do is pretty impressive, especially given you've only been doing this for a year! Nice work, I hope you continue developing, see you in April! :)
Nice idea! Sometimes I felt I needed a bit more guidance. The `guide` command sometimes didn't output anything, and while I like exploring what's possible, it got quite cumbersome after some time. When I reached level 3, I had no idea what to do anymore and had to quit. But I know from experience that terminal applications are surprisingly hard to make user friendly, so I think if you put in a bit more work, this could turn out to be really fun! I like the minimalist graphics and the general theme.
A couple of small things: - The build command is supposed to show all available buildings, but doesn't show the ironwork at level 3 (I was quite confused for a while...) - `build coal_mine` or `build ironwork` responds with "You can't have more *Iron* Mines" - Maybe un-indenting the lines starting with `>>>` would help visually to see where the output of the last command starts. - Use space more efficiently. The terminal is the most important thing in the game, so it should be allowed to take up more of the screen (also, if you remove the "Command terminal" heading, the whole thing might look less cluttered) - autocomplete... PLEASE!!! :stuck_out_tongue_winking_eye:
Really great athmosphere, and a very simple but effective way of engaging the player in the story! Some puzzles were quite tricky (for a non-native speaker), but the hints were useful. (I had to cheat on number 6 though, since I didn't know the word.) Overall, beautiful little story game!
This feels like a Simon game, but without the additional challenge of having to memorize! I don't think it's a bad concept, I personally like it when games are kept simple and the goal is immediately clear. I just think a bit more challenge would be nice -- for example, if some special tasks came up every once in a while. This way, it wouldn't be "the same, just faster". The game looks and feels quite polished already though! Nice entry!
@santaclausnl @jasonsumm1 @wilko @petrroll Thanks for your feedback! :) We've added a gif showing the most essential actions in the game, and some text explaining the controls and mechanics. A greyed out organ means it is dead -- you can throw it in a trash pit and replace it with a healthy one. Maybe you can give it another try, we would love to know what you think! :)
Amazing! Love the atmosphere, the sentimental music fits perfectly, being able to change the music is a nice touch. I didn't really notice anything negative, except that the objects floating in the water were sometimes a bit glitchy. Loved playing every second, thanks for making this! :)
Very cool idea, and nicely implemented as a turn-based strategy game. I loved the gameplay, and just noticed a couple of things about the UI/UX that I think could make the interactions a bit more intuitive:
- It would be more convenient to click the protector itself, not the button, to move it (since you're gonna have to click near the protector anyway, to move him); also, when there is no protector in a particular level, the button is useless anyway - Remove the fade-out transition between turns, it makes it harder to see where the villagers moved - Once there is nothing else left to do (no protector, no more torches, trees or steaks), auto-forward the rest of the level, so you don't have to spam-click through the remaining nights - Make the tiles have some sort of border or indication, so it's easy to see how many tiles there are between elements - Have a visual hint about the radius of the steaks and torches (it was quite hard to figure out whether the area of the effect was a square or a "pixelated circle", and how big it is)
Starting from level 6, I thought it became more interesting, because it felt like it was more about calculating moves, instead of just maximizing the space between the yeti and the villagers and clicking through the nights. Maybe you could make the playing field in the first couple of levels a bit smaller, so this feeling would be there too, without it becoming more difficult?
Also, it definitely needs some sound effects when the villigers are slaughtered :P
Overall, great entry, had a lot of fun playing! :)
Is there only a Windows build? I would have loved to play it, it looks awesome, but I'm on Linux. If it's not possible to build for other OS, please tag the link correctly (right now it's tagged as "Source Code"), so people don't spend valuable seconds downloading and unzipping ;)
Watching the cart go around the loops is unbelievably satisfying! :smile: I felt it became old pretty quickly though, because I couldn't acquire an intuition for finding the right amount, so I was stuck with trial and error in every level. As difficulty progressed, it tended to become more frustrating, but not more challenging. I love physics simulations though, so I kept going until level 7, where I had to give up because it seemed like it requires pixel-perfect accuracy (?)
As to visuals and audio, I think the minimalism serves the game really well! I enjoyed the aesthetics and the smoothness of it all. Congrats on another finished game! :D See you next time (as I seem to encounter you almost every time I participate :wink:)!
Please opt out of the audio category if you didn't make any of the audio. We want to vote for you, not for Kevin MacLeod ;)
Apart from that, a lot of dark humor, I like it! The story tree managed to keep me exploring long enough to find the right ending after all, and it was totally worth it! :laughing: What a traumatic sequence of plot twists 🥴
Very nice little programming game! A couple of levels really made me think hard (especially level 18). In the end, I managed to get through them all.
It would be great to see which levels are already done in the overview, and to be able to speed up program execution. Also, the music was a little faint.
Otherwise, impressive entry, congrats!
Really not bad, for an afternoon's work! I can feel your frustration with the theme in the frustration your game caused me :confounded: It's like a rhythm game, but without the rhythm :joy:
I always think of the theme as a starting point for letting your imagination run free. There's countless times my game idea drifted far away from the theme, and if it's a good idea, I don't see any problem with letting that happen.
Hi @dyp54
Of course we would consider rating your game, if you actually tried ours and didn't just comment without playing it :wink: (we can see that you didn't leave any posts)
Please don't game the system, we're all just trying to have a good time here, and after all, you can't win anything :)
When I start the game, the screen turns pink from the center, and then nothing happens. :( I can hear sound, but I can't do anything. Nothing is logged to the console. Any idea how to fix this?
I'm using Linux (Manjaro).
@thegamer1123211 I don't have a separate GPU, just an internal graphics processor (Intel UHD Graphics 620 I think?)
@thegamer1123211 Okay, that's unfortunate. :/ Then it might be useful to add specific requirements to your description, so people don't spend several minutes trying to get something running that doesn't work ;) (or release a web version)
I absolutely love the idea and the metaphor! :D And the leaderboard is an awesome feature to have for this kind of game!
At first I thought that it would be easiest to "spam-move" the mouse left and right, but I think it ended up being more effective to try and hit the items precisely. The only thing that was a bit annoying is that I couldn't see where my cursor was, and I kept moving it out of the canvas element and got stuck.
The meditative sounds when you hit a thought is a nice touch too, but there was always a small delay before the sound started, so it didn't really sound as if I was causing it but more like random.
Overall very solid game! Congrats! :)
Very cool! The graphics and audio are really cute and charming! While playing I imagined this could be a cool little real-time multiplayer game, where you race your bunny against others and eat away each other's carrots and maybe bump into each other :D
Sometimes I got a bit stuck when holding down left or right, which made it hard to predict the angle I needed to catch the carrot. Also, I think it might be worth experimenting with the difficulty/intensity curve a bit more. It felt like I was making good progress and getting faster at the beginning, but after a while it just seemed like the same thing for a long time (probably because we perceive sensory changes in a logarithmic manner, so maybe the speed should be increased exponentially?)
But the animation and the well-crafted sound effect at the end made it all well worth playing :stuck_out_tongue: My score was 12580.
Congrats on making your first jam game! 🥳 Really well done!
Nice idea, I love a good clicking game! :D
Just a few ideas and problems I ran into: - I'd make the disabled buttons' color a bit more distinctly different from the enabled ones (they're barely distinguishable on my monitor). - I seemed like a lot was happening at the same time at the start of each level, but then I got stuck suddenly waiting or spam clicking for a long time until the next level. Maybe events could be more spread out more to keep motivation up?
Really enjoyed the idea, and it's very well executed with appealing visuals! Well done!
Very cool and meta! I love how the dream slowly fades away as you get more awake. The music is very chill and dreamy, and the combination of traditional platformer pixel art with a slightly-out-of-place office theme works really well! The difficulty progression is really good too. The only annoying thing was that sometimes the camera is a bit too slow to follow the player, so when jumping from a high place it is impossible to see where you're going.
Really impressive, thanks for making this!
This is absolutely awesome! The levels feel like puzzles, play like a horror game, and progress like a story! I thoroughly enjoyed playing through all of them.
Also, this absolutely needs to be played with headphones! The atmosphere is just amazing and brilliantly captures the childish feeling I still feel when walking through a dark room -- oddly relatable :smile:
Vitun mahtavaa! :D
Wow, I can't believe how much I enjoyed pressing buttons for such a long time! :D Really well done -- the animations, the music, the attention to detail! My best is 13871, but I will try again until I reach the top!
We definitely need to talk about collaborating :P
This is awesome! It's short, but the material that's there is very enjoyable! I especially appreciate the attention to detail and the fitting dialog, and the graphics style is just phenomenal ;P. The flat nature of the protagonist does not seem to diminish the deepness of this game in any way! :D
Great job!
PS: Thank you so much for blessing deepr with your lovely words of wisdom!
Nice! I like the look and feel in general, and the movement feels quite smooth.
But there were a couple of awkward little things about the controls I noticed (some may be bugs):
- When you aim completely right and then move right, the weapon swings around below the robot to the left side - The bullet is not shot exactly through the crosshair - When you hit a wall and try to keep moving, the robot sinks to the ground and stays there, even after moving away from the wall again - I don't see how the 180-degree controls are useful, because the enemies are always on the left or right side of the robot -- this just makes it feel very sluggish, also because the angular velocity of the gun is slower the closer to the target angle it is
But these are just minor things. The level design with the different levels joined by elevators is really fun and works well with the theme!
Congrats! I hope you manage to keep working on this and extend the content! :)
This is really a genuinely charming game, and I was surprisingly intrigued by the story, even though it's so "simple". The art style, the music, and the narration gave me an oddly cozy feeling, at times with a very dark or sad undertone. I thoroughly enjoyed exploring every detail of the rooms and conversations, trying to make sense of everything and piecing together a story in my head. I was really impressed by the creativity!
The "saved games" feature is a nice touch! Unfortunately, I only discovered it after I had tediously re-played about 4 times to explore the missing branches. :face_palm:
Thanks for making this, it made me feel nice and warm inside! :hugging:
I'm not sure I fully understand this... Is there any hint about where the obstacles and apples are hiding? Or is it just random? When things randomly appear without any way of avoiding them, it's usually quite frustrating, because then it just feels like Russian roulette, waiting until you die and starting over. But maybe I'm missing something?
I really like the aesthetic, and interaction-wise I can see this working well on a phone! Also, I quite like the way you reveal bits of information about the game mechanics whenever it's game over -- takes much less effort to read than full instructions or a tutorial. If you can develop it further so that there is more skill involved and not just luck, I would be interested to see where this goes! :)
@rolodophone Aaah, I see! There's no way I would've figured that out on my own :see_no_evil: In that case, maybe some more visual cues would help, because the dirt looks the same everywhere :thinking:
This is really impressive! Even without audio, the graphics create a very immersive atmosphere, and the little details in the story make it captivating to play! (But a bit of atmospheric sound would still improve this a ton!)
UI-wise, I would have liked a less obtrusive inventory that doesn't have to be activated, and a font that matches the pixelated art style better. Also, at one point I got stuck in a dialog and couldn't continue (none of the keys worked), so I had to restart the game.
Otherwise, amazing entry, I loved playing it! Congrats!
I love this pseudo-3D-like effect! Flawless execution of a simple but effective idea! I managed to get 32 points after a couple of attempts -- it seems that luck was getting more important than skill. I wouldn't have minded playing a little longer and maybe have more variety (What about TNT that blows up stone around you? What about ladders?). I imagine this could be developed into a very addicting little game!
Really well done! :D
This is really impressive! The gloomy atmosphere as you go down further and further fits the intensity and feel of the gameplay perfectly! (The only thing that might help it even more would be adaptive background audio.) I love the attention to detail in the visuals and animations too. The gameplay is simple enough to understand quickly, but intriguing enough to keep me playing and enjoying it all the way through. And the little tutorial plates are really nice for progressively getting to know the mechanics!
Thanks for making this, really well done! :clap:
Nice! The art style amazing! Unfortunately, I only have some ancient Logitech controllers, and for some reason the control mapping seemed to be completely off... I spent about 5 minutes figuring out how to dash (I had to hold down left on the "arrow keys" and then quickly move up the right stick to dash up, and use the left stick to move at the same time), and wasn't really able to control it well because it kept flying all over the place :joy: Somehow, I managed to finish anyway, and exploring the levels was quite fun after all! I really hope you continue this idea, it seems really promising! :)
The concept is very interesting, but oh boy those controls are trippy 🥴 I eventually figured it out, but orienting myself was really hard (but I guess that's the point). I would have preferred to have the "up" and "down" controls flipped, because "up" conceptually means "go forward" to me (but maybe that's just me). Also, the camera angle was a bit frustrating at times, because I couldn't see where I was going.
Somehow I really enjoyed figuring out the direction of gravity at any point, and I wonder what this would be like if you also had trampoline-like platforms where the ball bounces higher, or auto-rotating platforms etc. Really got the gears in my brain turning! :D
I love the attention to detail on the fish movements and animations! The procedural generation looks awesome!
At first I did not realize that the bigger fish were hurting me, so I died very unexpectedly :joy: Some clearer (visible/audible) feedback would be nice (it was also hard to see which fish hurt and which don't).
Also, I didn't hear any sound (on Firefox). If there isn't any, it is possible to opt-out of the audio category, to avoid low ratings ;) (because there is an incentive for people to rate in every available category, to get more "coolness").
Overall nice submission! I hope you continue developing it after the jam! :)
@lelulagames Audio doesn't seem to work for me at all (the audio icon doesn't even show up in my browser tab). Here's my console output, if that's of any help: https://gist.github.com/saeub/f5ac4e4b67bb084f11e281a35c383757
I'm using Mozilla Firefox 86.0
Very nice! I think you nailed the controls, physics and animations, it feels very satisfying and fun, even though it's such a simple game! The great visuals and audio tie it together nicely!
The initial tutorial level was perfect as an introduction. I felt like the difficulty increased quite fast -- I wouldn't have minded playing a couple more or longer levels. Also, I was always a bit stressed out right at the beginning of a level, because it's hard to predict where the player will spawn and there are immediately enemies all around. Maybe the enemies could appear a bit more slowly, over time? The upgrade mechanic is easy to understand and use and does a great job at breaking up the gameplay.
And I think I fell victim to a bug on my second attempt, when a new level started without spawning a player somehow, and I couldn't do anything anymore: 2021-05-15_16-06.png
Overall, really well done, I thoroughly enjoyed it! Congratulations on your first Ludum Dare! 🥳
I agree with @boxedmeatrevolution that clearer feedback would be really helpful. I had a hard time figuring out whether my clicks did any damage (also, I heard the "butchering" sound whenever I hit a south-facing wall), and died quite a lot of times. Otherwise, I enjoyed exploring the levels, and the idea with the changing visuals is very neat, the attention to detail adds a lot to the experience! Nice job!
Also, the audio volume slider doesn't seem to work -- not sure if it's a web thing (tried on Firefox).
Very simple mechanic, but really stressing me out! An interesting mix of quick visual analysis, reaction time, and finger coordination is needed, and I'm pretty bad at all three of those :sweat_smile: My best score was 31 after a couple of tries.
My suggestion would be to either place the diagram right above the buttons, to reduce eye movements (because I always just looked at the diagram instead of the field of arrows), or to make the differences between the arrows in the field more distinct (or add colors to the arrows on the buttons), so it's more plausible to eyeball the ratios between the different arrows.
Otherwise, very interesting little game! I'm sure this could be used for some psychological experiments, or even for diagnosing some neurological disorders related to visual processing! :thinking:
This reminds me a lot of World of Goo and Poly Bridge, but with a kind of strange mix of real-time mechanics and strategic planning. When the simulation is running and I'm building at the same time, the lines can stretch to lengths that exceed the normal range radius.
And I'm not sure if this is intended, but it lets me build anywhere if I just draw a line to where I want to build and keep deleting the previous lines... When I use this strategy, the fact that the starting point in this level starts so low just feels annoying, rather than a restriction I have to consider when planning:
2021-10-10_21-22.png
Also, a quick way to reset the entire level would have been useful.
But overall, this is a solid physics game, and a quite polished one at that! With some more intricate level design, this could already be a fun little casual mobile game!
This is really hard :sweat_smile: The only way I managed to kill any enemies was to start spam-clicking when they weren't even visible on screen yet... I couldn't figure out what I was supposed to do really, because avoiding the enemies wasn't an option either. I would have loved to play longer! The lighting effects look awesome! :)
Love the drawings, and great job on the visual appearance in general! Gameplay-wise, I was quite confused about a couple of things, and only some of them cleared up while playing: Why does the view only zoom out when I'm moving diagonally? Why am I sometimes randomly slowing down or get flung across the universe when I crash into things? Are the strange colorful blobs helping or eating me? Why does the debris suddenly stop after the second lock?
Apart from this confusion, it was actually great to just explore the different areas, find the keys and have some sort of difficulty progression (although I don't think the player has anything like health?). With some soothing space music, this would be a very nice game to relax :massage:
Now that's just cruel... I love it! Like the sarcasm. I don't exactly know what the two genres you combined are, and you might have been able to implement the mechanics a little more elegantly. Especially the controls are not very satisfying and everything feels very clunky and repetitive. The whole concept isn't bad, and the graphics are appropriately cute, I just think there could have been a better choice than this pseudo-tile based level. Also, how could you *not* put some funny sounds in there? :stuck_out_tongue_winking_eye:
Thank you all for the great and constructive feedback!
@BoltKey You're right, it would have been nice to have some more interaction between the two games. We had quite a hard time coming up with a feasible concept, and in the end we just stuck with the on idea we thought was easiest to implement. Thank you so much!
@VinegarLove Thanks for the feedback! Huh, that's weird... The only resources that are loaded is the audio, and that's completely preloaded. There aren't any graphics resources, those are just shapes drawn at runtume, but I wouldn't think that causes stuttering. :thinking:
Can you tell me about your browser and computer specs? That would be helpful :) (I developed and tested on Chrome and Linux, and everything worked fine)
Thanks!
Very calming gameplay and fitting soundtrack! I like the concept, and this would be a nice game to play kind of half-actively while listening to podcasts or so. A little more consistency in the art style would definitely help the general appearance and the controls feel a little sluggish (maybe partly because of my slow computer), but overall this is a playable and very well done entry! Congrats!
Cool story bro :grinning: But seriously, the level design and storytelling is quite good, and it's what kept me playing until the end. The aesthetics however were quite arduous, especially the color and font choice. I found the respawn and don't-go-too-far-off-the-map somewhat unintuitive and annoying, especially since the visuals sometimes weren't clear. I ended up having to replay a couple of levels just because my brain didn't manage to recognize the objects on screen within the first two seconds. Other than appearance, I don't think it's a bad game at all. So, if you clean up the visuals a bit (less is more!) and maybe put in some appropriate music/sound, this could be awesome! Especially since the ending is totally worth the struggle :stuck_out_tongue_winking_eye:
Hey, congrats on your first LD, and welcome to the community! :)
Awesome idea! The dialogue is great -- of course there could have been more content, but I think what's there is great. If there is some more interaction between the two games, maybe if the dialogue also reacts to the tower-defense game, I imagine this would be really fun! It's of course unfortunate that you've underestimated the complexity of the game, but what you've got here is a good start and a good concept, so I hope you'll continue this project.
I had a look at your source code, and the dialogue parser does seem a little overly complex to implement and debug in a 48 hour game jam... My advice for next time would be: If you really need to use a specialized data format (which may well be the case because it simplifies level design), pick a format that can be parsed with minimal effort. For dialogue trees, you might want to use XML if there's a library for it in your framework. Otherwise, design your own format that can be parsed for example using regular expressions with capture groups. For our game, we used this approach to design platformer-style levels in a simple text format, and managed to parse it in about 10 lines with a regex. It's absolutely ugly, but it works and it's easy to debug. (if you're interested, [here](https://github.com/phigames/ld41/blob/master/web/baselevel.dart)'s the source code with the level string, [here](https://github.com/phigames/ld41/blob/master/web/baselevel.dart#L89)'s the parsing section)
Anyway, I hope you're continuing development on this, and see you next time! :)
Congrats on finishing your first Ludum Dare entry!
What an intricate well system... Unfortunately, I suck at these types of game, and after countless deaths I had to give up on level 2 :see_no_evil: I found it really hard to move the platforms around and not being able to stand still at the same time. Also, the platforms are quite glitchy and hard to control, sometimes they disappeared (partially), sometimes I got stuck or fell through them, sometimes they wouldn't move for unclear reasons.
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I really love the visuals and audio, and the concept in itself isn't bad and can allow for very interesting level designs. I just think it could benefit from some more work, both in terms of physics and game mechanics. I would have loved to play further, but I just couldn't figure out how to control the platforms in a way that would let me go where I wanted to without glitching out. But it's a great start and I hope you'll continue working on it!
Well done (get it? like a _**well**_?) and hopefully till next time! :)
The jam version actually works quite well, but it's still ridiculously hard. The crashing physics are satisfying, which somewhat lessens the frustration. I liked the voice acting and the jokes quite a lot, but I would have loved to hear more of it before dying. Maybe being able to slow down and in turn getting more annoying comments would be an option to consider? Anyway, after playing this I am both amused and dad.
This is ridiculously challenging and ridiculously well made at the same time, I love it! At first I thought I had to type on the real keyboard until I realized what it's about, then I feared it would be one of these annoying point-and-click-as-fast-as-possible things, and then all my worst nightmares seemed to come true, in the best way imaginable. :laughing: I enjoyed this thoroughly, the visual appearance and awesome music make it surprisingly fun to play. I thought the random (?) selection of keyboard-going-wildness makes the score quite unrepresentative of the player's skills, since there are clearly ones where it's physically impossible to type. But I don't think that takes away from the general experience. Very nice, thanks for making this!
My highscore after 5 tries was 633.