My Sun Is HUUUGE! by Follett 2012-04-22T19:46:00
I cant ever get the glowing planet. It's impossible AFAIK. Good game though. ;)
Foon → Ludum Dare Explorer → Users → Phobos001
I cant ever get the glowing planet. It's impossible AFAIK. Good game though. ;)
A very fun simulation! I managed to get around 35 total points with my most alive being 27.
I liked how there are musical notes that play each update on the terrain, it kinda makes a song sometimes and is really nice!
It was also a nice aesthetic choice to take the time to make a 3d world, rather than a 2d grid. It must of been really complicated to design and I applaud your dedication!
Wow, thanks guys!
And shit, It didn't cross my mind about using the song...
Guess i'm disqualified, but I'm glad you guys had fun! ;)
I have one other game on my blogspot, (That is, the only good game on there (Besides this when I add it.)) which is SPHERE. Link is phobos001.blogspot.com :P
Actually, the JAM sounds like a good idea! I'll contact wandschrank and ask if he wouldn't mind. I will post the results of this on my blog, of course.
The game was alright. It was very brief and straight forward, and the sounds weren't very good, but I found it funny that an ant will always point towards you, and somehow walk, even when you are on a platform MUCH Higher than their current Y, so it looked like they merged with the floor. That made me laugh my ass off!
With the theme I kinda did the same thing you did with your submission, a very small level with tons of dudes, especially the last level. Weird how the enemies don't have collisions for themselves, so they all died after I grouped them all together and shot a few times.
I think this game is victim to the 'over-ambition' syndrome, in which developers have this awesome idea for a game, but ran out of time and had to submit what was finished of it. This is better than giving up, however, so I'm glad you pulled through, because this has potential to be a fun mindless shooter!
Overall it wasn't a bad game, but i'm sure if you had more time it could of been much better. But now that the entry is in, you can spend some time fixing it up a bit, and make it an awesome game! ;)
A very challenging game that fits into the theme very well!
IDK About the rest of you, but I died the most on the second level, mostly from holding left arrow when I respawn...
Okay, first: The collision detection is a bit strict and makes movement really clunky, and having to be pixel perfect to fit in a hallway is cruel.
Second: I cannot see anything in the game relating to evolution.
Third: The graphics look nice, and the music was good, but it didn't loop, meaning I was stuck without music.
Not a very fun or innovative game, and it feels like you only spent a few hours working on it. Try playing some of the other games on here and read some live journals to get some ideas, or something. ;)
A bit frustrating at times from slippery movement, but lots of fun till the end!
Although I understand the adaption feature for the theme, it could make the game a bit easy. If you do expand on this, consider adding the score system you mentioned. ;)
It has potential. Hope everything goes well!
Very well done! The graphics were simple but nice looking, and the game got a bit harder near the end, where I died quite a few times before I got it. It's original and fun!
An idea: an endless mode that procedurally generates the next item to remove or add. Would be neat ;)
@brita_: That is the Screen Wrapping. You went outside the level boundaries and ended up on the other side.
@Solarhippo: Brb adding that now.
A very interesting concept and well executed, but all I did was farm points and went right to the giraffe. I liked the mellow guitar in the background, but more sfx would of been nice.
If done right you could do a lot of neat things with this! Very nice entry :)
Fun to muck about in, but difficult to figure out how to defeat enemies with certain setups.
Forgot to rate so commenting again.
Fun to build civilizations like this, but it's a bit slow and the lack of audio made it kinda boring. There is a lot of potential here though, and I hope you flesh this out a bit more. :D
The enemies are way to difficult. I was so happy when I killed the first one after three deaths only to run into a second one and die, and then have to restart from the beginning. Not fun, just frustrating.
The aesthetics for the game are enjoyable however. If you reduce the enemies health just a bit then maybe the game will be a bit more fun!
Now I am wondering why I didn't think of doing this. Awesome job dude!
Commenting again for updated ratings. (Is that how it works? IDK)
Can't run on Chrome. Blank page with "Level 1" at the top. I'll revisit this later after you've fixed it ;)
It's functional and fun! I always get swamped at around wave 3-4, though. But that's not a fault of the game, it's just me sucking at it. :P
"AND EVER AND EVER AND EVER AND EVER AND EVER AND EVER AND EVER AND EVER AND EVER AND EVER AND EVER AND EVER AND EVER AND EVER AND EVER AND EVER AND EVER AND EVER AND EVER AND EVER AND EVER"
I liked this game, even if it was a bit average and not that challenging. Music got a bit too repetitive though.
This game was absolutely infuriating, but I still enjoyed it. Never got to the end, I got sick of being sent to the start. I know there was an 'easy mode' but I saw it as 'press me if you're a sissy'.
Eh, kinda dull for me, but I'm sure other people would really like this kinda thing if they spend enough time with it. Music is really annoying for me though.
Fantastic! Very well made. No issues on my end. Not a game I would be interested in, but it's still very fun to play. I wasn't expecting the hilarious death after running into something really fast. (Oops!) Great job to everyone involved! :)
Very fun puzzle game! Never played a game like this, which is why I did 5 stars on innovation (For all I know there could be millions of these kinds of games X]) No technical problems on my end either. A single nitpick would be to have the game in an bordered window, so I could drag it to the middle of my screen instead of having it in the top left. Not a huge problem though. ;)
It was okay. The aiming was weird and I didn't understand the menu at first. More levels would have probably helped, but I'm sure this is a "spent all of my time coding" scenario, so I forgive. I thought the bigger red fields gave more points as a single object, so I was surprised to see they were just a bunch of them next to each other. :P
That was awesome. I got a bit frustrated, but I got used to the controls after a while. I like the choices of music as well! Fantastic Jam entry ;)
Very fun, and interesting idea! Haven't beaten the game yet, but that's probably because I never used the shields xD
Also, enemy bullets can go through the enemy ship. Was this intentional from a gameplay perspective, or is it an oversight? :P
Pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew- Okay, I'll stop.
I know you didn't have a lot of time to make the game, but it's annoying to respawn and have the carrots instantly kill you. It goes with the theme but doesn't do anything really interesting with it. This would be fine if the gameplay was a bit better. :P
Hopefully you'll be able to finish your entry properly next time! :)
Very good game, but I got really frustrated on the distance portion of the game, where those rocks kept being at the very left end of the screen, giving me no time to dodge them at all.
Still very fun and I really liked the 'story telling' mechanic, if that's what you would call it. :)
Very fun little stealth game! Footsteps were very satisfying for some reason; they had a lot of weight to them. I also really liked the shaking after you got the safe.
Also, sometime enemies can see you through walls and will attempt to erase the wall with their face. Rather silly :P
It was kinda fun. Once I got used to the controls a bit, I had fun flying the ship around. The layout of the bunker was confusing, and I wish you could remove the radioactive breadcrubs so you don't get confused.
Very difficult, but so satisfying when you do beat it. I don't know why you made an idle animation though, because if you stop for even a nanosecond you DIE.
Pretty fun little game. Reminds me a LOT of Postal II. I really liked the jazz music BTW ;)
Pretty hard, but I got into it and played for about a good 15 minutes. Kinda hard to see what's what inside the baggage, but I suppose that is part of the challenge. Good work to you all ^^
Wait, did we end up making the same game with the same title? Either way, I can't wait to play it when you guys work out a Windows port. I'd help, but I've never worked with code compilers before. Best of luck! ^^
I have no idea what is going on, but it was fun to thack the enemies around the screen like that! A bit on the easy side though (Spamming space and alternating direction several times a second) and very repetitive.
Finally, a game where you play as a laser!
You did a very good job with the music, sounds, and graphics. It really made the already solid gameplay feel very pollished and satisfying! Fantastic work!
It was very satisfying to swing the mace around and smash them into enemies ^^ Great job!
This reminded me of a game from my childhood called night raid (although it is much different), but it was hard to play because of the heart-stopping CPU spikes that make me think my computer has died X_X
A very fun little game! I liked the camera shake when every time you shoot, and how the sprites for the toaster stretch out a bit when you do certain movements. It's very satisfying and fun to play ^^
Harpoon guns are awesome :) Pretty fun little game! Was kinda hard to control at times, but I assume that was part of the design :P
Controls made it difficult to react properly, and the 'levels' are extremely repetitive. Didn't really keep my attention for very long. The inflate/deflate mechanic would be really cool in a physics driven game though!
I've updated the game to have a 30 second delay before the run arrives, along with a proper options menu, but IDK if that would be allowed to add after the compo ended. Thoughts?
Simple but fun! The rotate function on the keys made it tricky to get around corners without pushing a block against another block and getting stuck, forced to watch your tiny jerky car get thrashed and mauled by the cold heartless steel of the rotating saws...
But yeah, great work for four hours man. :D
Very simple, very fun! However I will note that I somehow broke the space-time continuity after dying: http://puu.sh/lWX8I/abff727f44.png
I like how you can find abandoned ships with different behaviors laying around the level! But the ships and the background being mostly dark colors made it really hard sometimes to see what was happening.
Well designed levels that merge well with the mechanics and allow for some tricky obstacles. Nicely done!
This had a surprising depth to it; When running low on fuel, I had to decide whether to risk the timing for getting just behind spikes to grab the fuel can, or wait and pray that another one would spawn shortly.
Unfortunately, there's nothing stopping spikes from spawning RIGHT in front of a car, making them impossible to avoid and forcing the player to take damage.
Another issue is that fuel always stopped at 3 for me when I get a Game Over. Other than that this was pretty neat :D
It was okay. Navigating the levels was interesting with the teleporting mechanic, but it would be way more fun with a sense of urgency, like a rising lava floor or a timer. Add some obstacles/death-traps along the way to make it more challenging, requiring more precise movements the closer you are to the end, challenging the players mastery of the controls. That would be a great step in the right direction IMO. :)
Very well designed game! The delay after clicking on a water tile stops spamming, and the harder difficulties required me to come up with new tactics to deal with multiple chlorine balls at once. I also enjoyed the tutorial for its sense of humor. Gr8 m8 8 outa 8
My jaw dropped when I saw how many dependencies were zipped with the game, and when playing the game I was trying my best to hold back from laughing. Was pretty fun (Well paced jumps), even though it's extremely short.
The main problem I ran into was that the arrows didn't match up with the beat at all. If the arrows were timed with the beat of the music or with the melody, it would be easier to time instead of trying to time it just through visuals, which for me isn't very easy :P
Fun little game! I mainly ended up using the sniper most of the time though, my aim has gotten better over the years :P
It's a tad annoying when you cant see the blackhearts that are directly in front of you, and having to spam space to select the right one instead of pressing an individual button for each selection makes it kind of tedious. The sound is really good though, and the art is very pretty. Some more polish wouldn't hurt, but otherwise great entry!
Walking is clunky and there's no indication or telegraphing of what will cause a game over. Very frustrating and confusing, couldn't finish it. :<
Very tricky but very well polished! I think you could reduce the players acceleration and deceleration values so it feels more precise. Otherwise excellent entry sir ^^
Pretty good for your guys first entry, considering the use of free assets! I wasn't sure why jumping was added, considering there's invisible walls surrounding all the obstacles. Would be cool to dodge some archers arrows by jumping on top of a box and using a bazooka to wipe out a squad of gladiators :L The menu screen looks very clean and sharp too. Great work!
Yeah, sprite billboarding was done with shaders and the default sprite renderer. The main thing you gotta do to get it to work is to flip the vertcies (-v.vertex.x) and then you can have a _Scale to change the size (-(v.vertex.x)*_Scale). It should work okay after that. Here's the equation I used, which you can also find on Wikibooks under CG Programming:
o.vertex = mul(UNITY_MATRIX_P, mul(UNITY_MATRIX_MV, float4 (0,0,0,1)) - float4(-v.vertex.x*_Scale, -v.vertex.y*_Scale, 0, 0));
Hope this helps! Glad you had fun with my game, and I'll certainly implement those when I get the chance ^^
Oh shit the TV ate and destroyed the tapes after I put them in how will I be able to return them now??????
Jokes aside, this was a really cool little project. I found it really fascinating and tried out all sorts of different YouTube videos just so I could watch them on a tiny TV in a video game. Awesome work guys!
Solidly made, but I felt I wasn't really pressured to use my resources a whole lot in ratio to what I had (I ended up with around 70 by the time the game was done). But other than that it was pretty cool. Good job ;)
Fun little box-em-up! I've never played crash bandicoot but it looked like you did a good job simulating the animation style on the boxes. I didn't know the LOL boxes would kill you if you jumped on them, but I should have guessed they would :L Great work man!
Really liked the sound effects when you picked up and put stuff down, and the cheery music in contrast to the hectic tetris-like gameplay suited the game really well. I also like the sketchy style of art you have going on. Great work!
The fact that you made this in C++ with your own framework is maddening. This was a charming and very fun game to play. I don't have any negative things to say about the design, so you did a good job with K.I.S.S. Great work my good sir!
Although when you release the source you should remember to include the framework as well as the code, because when the linux file was down I tried to build from source and I couldn't. Just an FYI ;)
Also my score was 7436ft B)
This game reminds me of those old GameBoy games I used to play when I was in foster care! I wished there were some sprite/particle effects for killing zombies and for when you died though... Loved this man! Great work!
***ZOOOOOOOONE SLAYYYYYYERRRRRRRR!!!***
You guys did a fantastic job making this game! It took me a second to get used to the controls but when I did I had a blast. I think if you continue this game you need to give more feedback to the player; More punchy sounding guns and explosion sounds (Check out gameplay of BLACK to see what I mean), and visual damage to enemies while your hurting them and afterwards as well (Maybe flash red based on how much damage was given and dent their armor or have sparks and fire if they're heavily damaged.) Then some permenance of where mechs were destroyed would seal the deal for me. ;) Great work all of you!
Now THAT was awesome! It was short and sweet, very well made, and is beaming with charm. My favorite musical addition was holding RIGHT. I don't have anything bad to say about this fun little game. You did a fantastic job sir!
Very fun little game! I got the driving down pretty quick, but the music was **really** repetitive. But dodging the cars at the nick of time is very fun! Good work man :D
I keep trying to mash the spacebar to refresh the engine but it triggers it the nanosecond it's filled back up and stops me again. Very frustrating! Maybe a delay when holding the bar down so the game can tell the difference between holding it down and mashing it. Just my two cents. Otherwise the art is fantastic and the music is very catchy! Great work good sir!
I think the level design encourages trial-and-error way more than it should. The maze-like layouts and time limit really grind the game down a bit and I think you should refine the level design and maybe add another mechanic that encourages some more deductive reasoning from the player. Good job getting this game done for the deadline though, that's the most important part ;)
I think having to trial and error some puzzles is frustrating in this game because you have to do things you've already beaten over again. I also think the music was very repetitive, but other than that this was a charming entry and I liked the camera effects as you got closer to running out of battery. Nice work man :)
As much as I think infinite runners are kinda driven into the ground at this point, this was very fun! I really liked the dark but encouraging atmosphere you created with the description. However, I think with games like these platforms should be made very clear so the player doesn't miss a jump, ESPECIALLY when they are going very fast! Other than that you did a fantastic job my good sir!
Controlling two different things works much better as their own separate input systems. Maybe have a left and right cursor on the UI so you can use that to dodge stuff instead. Otherwise this is a really fun idea and I think you should push forward with it to make a cool little free game for the market place. Just refine the controls a bit and make some better music and your on the right path ;)
Good work man!
Oh WOW, thank you guys so much! I can't believe I did that! It should be working now. Yikes!
Very cute and fun game! I liked how the propeller in the back is both a hazard and a tool >:) The graphics and controls are very polished and responsive as well. You guys did a great job!
This is a great effort for your second Ludum Dare game! Here's some things I suggest looking into:
* I felt like the environment was too similar throughout, which made navigation pretty tricky. Maybe different areas could have different colored walls or something. Maybe add some skeletons or unique props to help the player build a mental image of the location. * The traps on the floor have too large of a bounding box, and it's not clear how close you can be before its triggered. Maybe make the box a bit smaller so people just trying to skim by don't get shanked. * The music during gameplay seemed very short and it was pretty repetitive. I didn't pay too much attention to it though while I was playing. * Since the bats are on a sine pattern, it's hard to know how to position the player to attack them.
You managed to do a lot in the time you were given. Great work! Also, I suggest releasing MacOS and Linux binaries with your games in the future too if you can. Since you provided the source I was able to play it on my Linux desktop just fine. Hope you have a wonderful day! :thumbsup_tone1:
Good work, but I suggest reversing the camera follow so you can see ahead of where you move. You should also process your input in Update() before applying it in FixedUpdate() so input is always taken in. I also got through the entire game without killing any enemies and without buying any upgrades. I like what you managed to get done in a short amount of time. Keep it up! :thumbsup:
Cute little game! Some more feedback when you got attacked and when you attack others would be better. Some beefy sounds and camera shake is a great way to spice it up pretty quick. I was confused when there was only two different areas you could go in. I thought if I could get all the upgrades then I would be able to go behind what looked like a door behind the salesman. Great work my friend!
Fantastic work! The attack feedback from the way enemies visually explode is very satisfying (Some small screen-shake and punchier shotgun sounds would multiply this feeling). I beat hard mode but lunatic was pushing it. I was also intentionally not using the slow-mo mechanic, which would have helped I suppose x_x Also, I'm not gonna bash you for the horde-style level design because LD doesn't give you a lot of time to really make something more elaborate.
(Why is heart count a float? Just curious :L )
OHHHHH I get it, the pig's hat is whats letting him fly. I was wondering what was going on.
Anyways, very simple game. Music was relaxing, and the game got pretty hectic as you went on. Not much depth, but can be a good little time killer if you're idling or something. Really cute little pig art though! :)
*Besssooooweesshooooosh*
I just kinda uhhhh... walked around all the enemies. I also didn't find use for more than one weapon when you can round them all up and fire one bullet to kill (most) enemies right in a row. Otherwise good job!
Very hard, but I'm gonna keep trying! Perfect example of Minimum Viable Product, and I like how you used high value changes in the circles to show collision zones. Music was simple but not unpleasant to listen to :thumbsup: I'll beat this game yet, you'll see >:L
Super cool art style, gives the game a makeshift puppet show like look! Game was way too easy though, basically just going to people in a certain order to win.
You could have a set of core mechanics and have people trade items in exchange for completing tasks, that challenge and teach the players understanding of the core mechanics. Then the final one, to earn the ship, puts all of what you learned to use to win. That's if you want to take this idea further though, maybe you want to move on to something else. Just my two cents :) Great job guys!
@nathan-wash Yeah, I was only aware of a janky lag when testing, but the comments on a low average framerate took me by surprise! Definitely weird.
There's some loops in there that go over the tilemap, but I dont think there's anything that would slow things down THAT much! X_x
If you liked the music, check the description for Pitfall's SoundCloud! He makes some great electronic music, and he's made music for some of my previous games. He's pretty awesome 👍
@nathan-wash I have a 144hz monitor in my laptop and desktop, and since Godot doesnt have interpolation out of the box and all motion would be soft-locked to 60fps even with VSYNC off, I just set the phys rate up. Since there isn't too much fancy stuff going on it should be fine.
I think that - since the tilemap of both the minimap and the level grid are being updated every physframe, it is either:
* Rebuilding static collision quadtrees every frame (or something similar, not sure if Godot has Quadtrees) * Rebatching tilemap sprites everyframe (which wouldn't be as bad unless it isn't implemented well.)
I'll try removing collision shapes from the tilemap to see if it's a collision optimization thing slowing things down (lol). If it is, not sure how I would fix it without refactoring things, and if that would be allowed for the Jam. What do you think?
EDIT: That's what the issue was! Godot was rebuilding static collider optimizations every frame because of the invisible tile-walls. I solved this by splitting the static and dynamic tilemaps so Godot didn't have a continuous stroke. Thank you for helping me work through this issue!
@nathan-wash Oh lordy you saved the day again! I knew I uploaded it, but I thought I hid the older versions from being downloaded. Turns out I'm just silly and hid the wrong ones. Ay yie yie 🙄
296bd.png
I'm gonna upload the R2 source sometime soon when I get to my PC. Maybe eventually I'll use a different versioning scheme too ><
Very well polished game! It's kinda weird you get hit sounds when you attack the air though. Those knife guys took me a while to figure out, but after that it was a lot easier to deal with them. That music is killer too! This is a very well made game. Great job everyone involved!
Also, the game runs great on Wine for linux users :)
I was so lost on what to do in the code part. I knew it was C# but I tried to write a loop to fill a list of weapon names, but that didn't seem to work. Maybe use flowcharts or something to simplify the design process instead of using code? Otherwise this is a fun minigame like entry that's pretty charming. :)
Very pretty graphics, but I know how technical hiccups can slow you down big time! I think the game would be better if you could use the multi-select weapon as a secondary weapon, and primary being your standard firing with each click. I hope you flesh this game out and iron out the issues with it, I think you could make something simple but fun with what you have now :) Great work!
I tried the revenge door first just to spite the black wizard guy, but I didn't know who that guy in the revenge door was and didn't want to hurt him. So I restarted the game and went through the peace door instead. I might go back to see if there's more in the revenge door at some point, but I wanted to share my very first impressions. Great job! Love the music and sounds BTW :)
"Yippee!"
*Collides on edge of wall*
"IiiiiIiiiiIiiiiiiiiiiiiI"
Great little casual game for your first compo! I will say the music was a bit grating though.
I think an object pooling script with player bullets is slowing things down, because I upgraded Split and things went down to a steady 20FPS. Otherwise the game was beautiful and smooth as butter. I had over 750 'red boxes' before the game ended ;) Fantastic work on the music by the way, it really gave the game a special charm ^^
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Moody little game, but the platforming controls are WAY too floaty when jumping. Really hard to control. Otherwise this was an interesting experience. Thank you for this game!
Very pretty, and lovely audio! But it was very hard to hold still to get the smaller triangles while lasers skimmed me by my corners. Gotta get more pull powerups I guess :L I got 2437 points in the end. Maybe give the player a skill-based tool/ability to help dodge the lasers? It might make it too easy though. Nicely done game :)
I wish I could play this, but I'm on linux and I only get a black screen on Wine (Audio works fine). Wish you could upload the source code so I could compile it for my system. If you cant or if its super-tied to windows libraries then it's no biggie :thumbsup: Hope your game does well!
Platform RNG can be brutal when you need to get out of cannonfire *now*, but otherwise this was a cute little arcade game!
Very fun little game! Here's some random thoughts:
- Graphics are clean and animations are really nice! - Feedback in general is kinda weak. Maybe add some screenshake and some heavier bass and crack to the guns and enemy hit sounds. - Aiming directly down is awkward, but I only figured out I could leave the flag to kill everything on the last level. So this isn't such a big issue. - Cute game over text. :)
Great work! Can't wait to see what you guys do next!
The Compo is hard stuff man, I totally get it. My game was unfinished too this time around. I'm glad you decided to share what you had made though! Keep it up :)
The leaderboard is a fun addition to this game! I wish you could smoothly scroll down while digging instead of by screens, because some of those circular enemies get so fast that you don't have time to react to it before you're hit. Otherwise this is a fun little arcade game!
I really like how you use existing level items in different ways, which kept things really interesting and challenging! This is a super well polished game, and it's clear you've had some experience with game design before. Loved every second of this game! Also yes, I am from the Gorethumb stream ;)
I had a lot of fun writing silly elaborate emails about how I was going to send an army of bees to their offices if they don't give me my dog.
There was a bunch of emails that also went:
Subject: DOG
Body: give dog
I loved everything about this game! But people who play it offline might not be able to do the translations for the binary sections (unless they're a programmer obviously). That's a minor nitpick in an otherwise fantastic entry. Great work dude!
The floors, walls, and ceilings all being the same color makes it hard to really navigate the level. Slimes are going through walls too. But this was fun for a short while! It's about Level 5 when I lost interest. This kinda reminded me of those old DOS/WIN-95 games that came in huge bundles (250 Best Arcade Games comes to mind). Good work!
WOW this is an amazing entry! I was starting to get frustrated with myself because I didn't master 2D Sword Physics 101 in high school and it shows, but I finally beat the game! You did a fantastic job and you should be proud! o7
Extremely tense game, nothing will make your heart sink like realizing one of those 32m things got triggered within yelling distance of your sub. You did everything right with the atmosphere of this game! I never ended up using the number pad though? What is that for? Anyways, fantastic work!
This could made even better if you add some indication to what blocks do lava/gas and which ones dont. That way players can strategize better on how to dig through the level. Right now you just dig into a block and you immediately lose health because you didn't know it was dangerous. Otherwise you guys did a good job!
You did a fantastic job! The slime animations especially are very fluid. The puzzles were just the right difficulty. Super duper polished game. Great work man!
Make sure to use delta time for your velocities! The jets fly 4 times as fast and as loose because I have a 240hz monitor. Just a heads up... But maybe keep a copy of the original, because it's still super fun to spaz about uncontrollably with the jets. Also this is a REALLY cool idea! Good job!
@shawn-moore Yeah, it's pretty wild! I recorded a video for you here: https://youtu.be/mctFu1KMbN8
Very relaxing game. I scored 2400 points :) Reminds me of Cortex Command with the pixel-perfect gold digging. Great work!
The sounds are kinda silly but it's hard to make good meaty sounds under such a strict deadline. The game is fun though! I wasn't able to finish though, because after I died once, and tried to go back into the water, I kept getting sent back to the last checkpoint with nothing around me. Really weird. Otherwise this is a great entry :)
Super fun little game! It's kinda hard to tell when you're about to reach the end of the rope though. Rope mechanics feel fantastic to use! You did a great job :)
I like the idea of controlling a sentient sword and zipping around the world! You strike a good balance between stealth and quickly getting around. There was one level where you had to wait for a guard to get near a spot, but not enough to see you, before you could proceed. That kinda slowed things down a bit, compared to the speed of the rest of the game. This could become a really fun game with some good polish and structure. Great work!
Surprisingly frantic once you get in the higher levels! This game is a good test for how well you can keep track of objects once their out of sight, especially when you have so many of them. If you update this game in the future, make sure to keep the number behavior simple like it is here, it's a huge help when figuring out where it probably is. :)
Shame you overscoped your project, this looks like it would have been really cool if you had gotten it all done. I overscoped on my game too so it's just the tutorial that makes up the first half of the game T_T I LOVE LOVE the art though! There's a lot of potential here. You did great in my book :)
The loose but well-tuned controls make it very fun to gently place blocks down without knocking anything else over.
I've noticed some times where I drop a block, and it starts practically sitting inside it before the collisions start to resolve. I don't know if this is a Unity thing, but you might benefit from increasing the physics timestep and solver iterations.
Also the very last level was kind of easy? I just kept putting stuff in the middle so it would stay put, until I couldn't anymore. Then just place the blocks in the corners and bim bam boop, all done :up:
Music is very nice. Gentle background ambiance while you struggle to place a T-Block on a tilted ice pillar.
Overall this is a great entry! Awesome work :thumbsup:
Good potential for a simple running game with satisfying jumping, but you should look into a way so the player doesn't collide with the ropes. Countless times I've jumped off and had been stuck. Good work though man :thumbsup:
Very rough on my browser (Firefox), I think it's because every tile is its own object because it has to fall, but I can't say for sure. Gameplay was only okay - not helped with the 15 FPS I had - but dashing across rooftops wasn't very satisfying or hard. The graphics were pretty good, but I think some additional decorative items on the roofs would not only liven things up, but add some think-fast-or-die hurdles for the player to deal with. Good entry that can be made better with some love 💕
Initial Playthrough: https://youtu.be/EByu_3WFfTg
This could have been a fun little shooter romp, but there were some things that stuck out to me that made it hard to enjoy.
- Ranged enemies need to telegraph their attacks so the player can know when to dodge incoming projectiles. You could do this with a sound cue and a delay, I think that would be enough for this. You could also make the enemy flash and change their sprite to make it even more obvious.
- There's no feedback when I hit an enemy. A little scuffy sound would add a lot to the combat. I know time was limited but particles effects and sprite-shaking would also beef it up.
- The hole in the floor generated near an exit once and I kept falling in. Not a huge issue but annoying. Maybe make safe zones where holes can't spawn?
- You cannot dodge the lightning, and there is no warning or telegraphing when it's going to come. You lose health unavoidably and that's not fair ;_;
With all that said, this was still a good game! It just needs some fixing up is all, if you decide to elaborate on this project. Thank you, and good luck with the Jam!
https://youtu.be/RqaGwyKqieU
Very moody game, designed very well! I loved the monster designs in this, and the graphics and music were fitting and nice :) The actual gameplay was okay, I think if there were more variety in ways to avoid the monsters it would be more fun to get the wood. Otherwise it's just making sure you turn in ways so they can't catch up to you. Still, great work!
I've recorded my gameplay so you can see a bit how people will probably play your game on the first time: https://youtu.be/nOA5Sh2Vx7k
Fun little bang bang shooty shooty game! While I ultimately enjoyed myself, there were several small issues that added together to make this game hard to play:
- Mouse sensitivity was too low and could not be changed. I tried to change my DPI but it didn't feel right while I was playing. This made it hard to aim at enemies at times but I managed to cope with it.
- It's hard to know where you need to go at times, but this might be a limitation of the way the levels were made.
- A lack of feedback when you get hit, or when you hit others. I think a sound effect plays when you get hit, but that can be drowned out by other sounds easily. A bit of red flash and a camera shake/tilt would really help.
- I got lost on the third level. After I cleared the multi-floor room I just couldn't figure out where I had to go. This was probably my fault cause I was already a bit mentally burned out before playing, but I decided to stop there. Sorry ;-;
- The plasma gun stops working if I use it once or twice. It isn't until I go to a new level that it becomes functional again. Really strange, might be a platform issue?
Otherwise you guys did a fantastic job! Music was good and it was fun to just romp around and blow stuff up for a while. Good luck with the rest of the compo!
First-time playthrough here: https://youtu.be/REEKTRHq9Gg
Very pretty game! Controls took some time to learn, a few people died (._.') But it was very fun!
My Initial Playthrough had some very strange bugs happen though. If it helps I was playing on Firefox on Linux. You can see it here: https://youtu.be/e4h0rIEgsWc
Fantastic work, and great game! Best of luck with the jam o7
Extremely good entry! Simple, solid mechanics with great, challening puzzles! The momentum conversion ones were especially ball-busting ]~[
Music was and art was also very well done. You guys did a fantastic job on this entry! o7
I wasn't able to finish the entire game on my first playthrough, but this video should help give an idea of how new players will play your game <3
https://youtu.be/xxzNFsRvgg4
Usually being stuck playing your own game is a sign that you're doing things right ;)
Very fun, simple game! Music is AWESOME!!! Seriously making a good music track in such a short time is hard, let alone doing it *as well as* making the actual game. Fantastic work!
I found a very silly exploit though, which I share in my Initial Playthrough video: https://youtu.be/uMC00-idW8A
I love the sketchy look of the game, but there were a few levels that had springs that simply did not work, and it made it tricky to complete. Very good first ever jam entry! I wish you well on your future jamming adventures!
Fun top-down shooter! It's weird to have the sprite change direction and have the bullet-spawn on the gun change as well, but once I got used to that I was dashing around and spamming bullets at the hordes of skeletons. I'm guessing the sigils make the final boss more powerful? Kind of like Doom 64's secret demon keys but in reverse. Really cool idea :) Great work!
Blind first play: https://youtu.be/ii2LO6KLI54
@izokia I'm glad you enjoyed it! I did put a lot of work into the feedback of the gun, but I feel like the twist of having elemental ninjas that can only be killed by specific bullets did kinda mess with the flow. I felt like I had to spice it up somehow but in hindsight I could have just made different kinds of enemies instead and had a better game 😥
@firetwoonenine Whoops! Okay so I might have totally forgot to put some text and an image there to explain what to do. The thought passed my mind but I must have never actually done it. Would it be uncool to add a tutorial after I submitted the game, or would this be a case where it's okay?
Love the art style! The sounds and music work really well together. The game itself is simple but just long enough to wrap everything together. You guys did a terrific job and I'd love to see more weird stuff from you guys!
Blind playthrough: https://youtu.be/oRwvv8dGHm8
Sorry for the music cutting out in the ending, I had to pause recording for a while and it ended while I was away.
Fun snappy controls and great gameplay! The sound effects were very quiet but it was very nice. I wish there was some more feedback when you hit enemies instead of just knocking them back a bit. Maybe a bit of (small) red flash or shaking could help with that, or some extra particle debris that comes off? Either way though this was a great entry. Art is also stellar by the way.
Blind first playthrough:
https://youtu.be/BJrZ6eyu3Ok
You need to upload the .zip with the stuff in the first folder at the root of the zip, so the index.html and the nearby folders are at the top. Otherwise Itch.io won't recognize it as a HTML5 game.
You came in and made exactly everything the game needed and didn't add any fluff. Very sweet story that hits hard even though it's very short. The music was okay but it didn't need to be fancy for this game to work. All around great job!
Very hard but very pretty, and a well made first game as a team! The jump being (feeling) exponential in power makes it much harder to predict how the jump is going to go. If there could be a visible arc that shows the path you will take it would help a lot. I also think having the charge bar ping-pong back and forth instead of staying at max can make it easier to re-gauge your jump without committing to something more than likely to knock you down. Great work all around though!
Very competently designed! Fun, simple game that is paced well. I wish there was more visual feedback when you shoot other cars, and the final boss wasn't very hard, but the music was great and the little QOL design decisions paid off in the end; such as telegraphing which columns cars are going to enter into, and having infinite time between waves to get ready. Great job Stevie!
Very hard because I'm not familiar with sudoku at all x.x Lol building whole new neural paths for this game. It's a great brain scratcher and it feels good to solve a square. The visuals are great for such a simple game too. Great work! I'm gonna keep trying :smile:
For some reason I can't leave a rating? It's a cute game, I think with some fail conditions (like damaging too many civilian vehicles or letting too many racers escape) and some good sound design you could make something cool. :D
It wasn't until Stage 2 that I started feeling that freight fever! Lol, this a great game. Deceptively simple, then once things pick up you start making mistakes, desperately waiting for that blasted blue ship that should have been here five hours ago. The blue jenga tower casts a deathly shadow over the port, and one simple mis-input of your cursor will cause it all to come crashing down. :grimacing: Great work!
Fun game! Graphics are great, controlling the board took a little bit to figure out. Maybe a little more visual feedback showing that the board is going up or down? Like a little arrow that blips in and fades out quickly, something subtle. Great work :grin:
This is a fantastic arcade game. The simplicity of the game really makes it accessible while still being challenging. And it's unique enough with the mechanics to be a new challenge to anyone that picks it up. I do think the box should stay a constant size, because once I'm "Freezed" I can't seem to grow the box back and keep getting points. Great work :D
Fun simple game! I feel like the space should only get kicked back a little bit instead of resetting when killing an alien, so that the borders closing in has a larger effect on the gameplay. You should also add a little timer to force the player to move, or make it so they're constantly accelerating (slowly). You did a great job on your first Ludum Dare game :smile: I can't wait to see what you make next time!
Fantastic game, but my blood boiled a bit on level 11 :dizzy_face: Controls are great, graphics are perfect, and those mini-cars love to get stuck in 1000-point turns. Here are my scores (doesn't include restarts)
Screenshot from 2023-10-05 14-16-26.png
Fun concept! I think the biggest gripe I have right now is the controls on the webpage. It's very very hard to get the ship to follow your cursor. It kind of feels like you're suggesting where to go instead of controlling the ship. I had to quickly move my cursor in and out of the canvas so I would have more room to guide the ship in a certain direction.
I suggest you interpolate the current ship position to the mouse cursor with a speed weight, like [ lerp(ship_pos, mouse_pos, speed * deltatime) ]. This gives you control over floatiness but it's still easy for players to control. Maybe something under 1 like 0.5 or 0.3 would work the best, if you want that floaty feeling. Higher speeds like 5.0 and 10.0 would slide to the mouse faster. Feel free to experiment with different speeds and find something you think works well with your game. If you don't like this approach that's okay :)
I hope you expand on your ideas here, I think you could make something really fun! Thank you for your game :hearts:
@theyflower @myse Thank you for your feedback! Since the Jam has not ended, I have updated the game to have faster text. I originally kept the text slow because the key sounds would overlap loudly, but I made it so it only plays a sound every other visible character.
I will expand on this world! It's something I've been thinking about for a long time, and I'm very excited to share it :smiley:
@epb9000 I've noticed that same issue on my machine. It's this sort of stuttery effect right? That's not intentional, I can't figure out what's causing it either. It FEELS like the audio buffer is underfed but that doesn't make sense. I was able to fix it on my end by restarting my system. Very strange, but I'm very happy you were able to enjoy my game! :v:
These puzzles are very hard but I can tell you put a lot of heart and soul into this game. Art is great, the glass sound is subtle enough to not get annoying after a while, and programmatically it is very sound. Great job on completing something you're proud of, and thank you for sharing it with us o7
I agree, I love the silly walk! I'm surprised you managed to express it with such a small amount of room.
Good start to what could be a fun project! Keep up the good work, glad you shared this with us :)
Good idea, love the name, but the gameplay is pretty slow. One way you could make the game more engaging is having the game in Tom's perspective, where he draws the shapes in the air using his hand (the mouse) for the cult. I think this would allow a faster game pace, and more room for unique shapes to be traced. Otherwise having summoning be a remote work-at-home job for spellcasters is hilarious. Thank you for your game! :heart:
It was fun trying to figure out what to do, I'm glad you made it so the game logs the spells you successfully cast. The high-contrast art style is really nice! I managed to get 221 seconds on my first run. Thank you for your game everyone :heart:
Super well executed gameplay! Very accessible and easy to understand. The sacrifice mechanic adds a lot of depth, as it can really open you up to some nasty counter attacks. Great work! :medal:
I love the art style, but moving the panels around is kind of glitchy feeling. Often times I lose track of which panel needs to come back or moved out of the way, and it ends up being kind of confusing. I think if you can find a better way to be able to manipulate the structure of the artwork, it would be a lot more accessible, and you could spend more time focusing on solving the puzzle. Otherwise I really like the premise and the atmosphere. The cat is also very cute. :heart:
Nice work! I love the cute character design. Game is simple but it doesn't seem to get much harder. If you expand on this idea, maybe you can use harder time signatures as they get further in the game? 4/4 would be in the beginning, but then later on you have to start memorizing crazy rhythms like 23/8 (That might be a bit extreme but just an idea). Thank you for the game padlynn :D
Cute entry! Love the very enthusiastic voice in the menu. The gameplay is very VERY simple. I think a system where you memorize key combos to cast different spells could spice it up, but it would need some other systems that interact with it to make it interesting. Overall this is very good for your first time! It's very hard to get something out so I am rooting for you :sunglasses:
Ah yes
The Duck Navy
Cute art! Music is kinda ehhhh. Gameplay is obviously built to summon ducks - which it does flawlessly - so I can't really dock points for that. There might be potential in a duck themed clicker game. Thank you for your game! :heart:
Cute! The difficulty was paced very well. Loved the addition of Chrome (very accurate). Art is great and adds a lot of charm. Great first entry! Very excited to see what you make in the future :smiley:
Very fun game! I love the over-dramatic text you get based on your ranking in a level. I think the loose physics system adds a lot of depth to the gameplay! I found myself thinking about how I can 'trick' the physics system to get people to land in a certain way. This adds a layer of agency that's very dynamic, and a lot better than if characters were to fall only after the rotation was finished. It goes from 'What set of rotations did the developer set to solve this puzzle?' to 'I bet if I time this right I can get the guy to fly past the Minotaur without taking damage!' Great work guys!
Great work! I can tell you put a lot of love into this. It says that being too feed the penguins will hurt you (from heartbreak of course) but I never saw the health go down? Otherwise every part of the game works so well together and is really fun to play! Good luck with the compo :D
Extremely well done game! It was very hectic to swing the camera around and summon a phalanx of ants to tilt the food in the opposite direction of weighty chocolate bar, held by the antenna of a singular ant. Intro cutscene is very funny and well done, compliments the game perfectly! You guys did a fantastic job and you should be very proud for what you all have made :medal:
I really like the art style you have! The colors and choice of font is really eye-catching. Aiming is super spotty, I'm not sure why? I've looked over your code and it looks okay, it might be something to do with the line renderer. Maybe try to increase the thickness of it a bit more? It makes it really hard to see if you have a good shot lined up if the line keeps blinking in and out of existance. Otherwise this was really good. Great work! ^^
Love the movement mechanics! Once I got a hold of the controls it was very fun to fling myself around and smash through enemies. I wish there was a bit more feedback when you got hurt, but otherwise you all made a great game. Thank you :D
Cute and very challenging! They are hidden very well. You both did a great job :D I'll have to come back again to see where those last 4 ghosts on level 2 are lol
Best sound effects and presentation ever 10/10
But seriously, it looks like you guys had a lot of fun making this game, even if it's really simple. Thank you, and I hope you enjoy the rest of the jam :D
Very cool sketchy art style! The game itself is a bit janky, mainly because it's really hard to control how the boxes move while you're pushing them. I'd recommend locking the rotation so the push force goes into moving the box across the floor, if you're going to use the physics engine. The game was very short, but I can tell you guys pushed really hard to get this game out of the door. Great job, hopefully you can expand on these ideas and give the game some good polish. :D
@wouter52 @samuli @dumchevdev @torte478 @mael-rios @raysplaceinspace @tykki19 @dmitriyci @cope Hey I'd like to thank you guys for your feedback :smile: I had planned to add a tutorial like in the first game so new players could get a hold of things first, but I didn't make it right away and never had a chance to go back :sweat_smile: I'm planning to make a more fleshed out version of this game, and I promise the pacing will be so much better lol. Thank you for your time :heart:
Fun game, made it to around Stage 13 before I started panicking and lost. :sweat_smile: Wish there was some audio, maybe a few confirmation or feedback sounds, nothing fancy. Great work though :thumbsup:
This has potential to be a fun game! Right now it's too easy to optimize the balancing into a routine. There should be some curve-balls or extra mechanics that either require closer calibration of the ship, or make asteroid mining something more hands-on.
It's also difficult to know how far you need to move to avoid an asteroid. Maybe there can be a highlight showing if an asteroid is going to collide? Or maybe a radar that shows the asteroids radius compared to the radius of the player ship.
Finally, I think if you use upgrades that are mechanically different - instead of upgrades that just do things faster - you can introduce more depth to your gameplay, because the player has to strategize differently.
An example would be a choice of engines: One doesn't use as much fuel but requires the player to hold a button down to thrust at all, but there's a risk of accelerating too much or not enough. The other engine choice automatically balances your warp speed for your weight, but any hit from an asteroid has a 50/50 chance of instantly killing you. Do you trust your skills to avoid all asteroids and use the auto engine, or do you trade convenience for more time in space? Or do you decide to risk waiting until the next job to get a different selection of engines? It gives the player interesting systemic choices that will keep them engaged for much longer.
Great work all around! I hope you had a lot of fun making your game, and I'd be interested to see where you take it if you decide to keep working on it :smile:
Really cool to highlight whats being pulled in. There is a LOT going on though and it can get kinda hard to track the bombs. Maybe try having the items and bombs be a bit bigger and reducing the number of objects at once, or maybe give the bombs different colored highlights so its quicker to discern from the jewels. The music is very good as well :) Very good entry!
Very relaxing game, great audio/visual feedback too. Good puzzles that help broaden the players understanding of the mechanics. I like how the level design encourages players to explore with the more difficult puzzles needing some more experience in other areas. Great work :)
Great work guys! If you decide to polish this game up, I recommend adding some more juicy feedback to the actions. For example, adding a little more crunch to the footsteps and having the screen zoom in a little when characters attack. Reinforcing the interactions like that can make the click-to-click gameplay more engaging. Very fun game, and I hope to see you again next Ludum Dare :D
Hello! I made it flat :)
https://www.youtube.com/watch?v=od6otbiSgNs
But in all seriousness this was a good clicker game.
It obviously gets crazy if you're patient but I think if you decide to explore this project further, leaning into the crazy might be a lot of fun. Oh, you can just wipe out entire mountains of trash? Cool, help clean up the ocean now. Cities need to be cleaned too. Oh the planets clean? Other planets want in on your garbage disposal. Scale the experience with the players abilities up until the very idea of garbage across the cosmos is nought but a whisper on the solar winds.
Another idea is to add tools the player can get to structure their waste disposal, making vehicles and tools and such to let your workers go wild. Either way you guys did a great job :) Thank you for your game!
Very fun arcade game! The turning is just right to give that good car feel without being tanky. Art style is perfect, I love the colors you guys picked. I think some additional indicator of your current facing direction would help a lot for controlling the car, since it's easy to lose track of it when its moving very fast or behind structures. All in all great entry :)
Was fun to blast some billboarded businessmen lol. I had a few issues with the game freezing but I think it's because I was running it under WINE. Thank you for the quick little shooter :heart:
Loved it. Very well written and paced game. I can only imagine what the building must look like from the outside.
Very nice diegetic UI. Very simple game that obviously had a lot of love put into it. Glad you were able to finish your game in time. Linux port will be welcome but happy to inform you it works well in WINE too :)
I was kinda bummed that I had to start all the way back at the beginning after I lost one day, but it's not hard to catch back up to where you were at once you get a better idea of how to sort things out. Very good game!
Forgot to publish the itch.io page >_< Should be working now! Thank you very much! :)
Fun little game! If you make the controls a bit tighter and streamline the level design a bit so it's not as clunky but still compact for stealth gameplay (Maybe tight corners or oddly shaped areas you go in multiple times?), you could make this game shine! Great work!