Ant Anarchy by valgriz 2015-05-10T22:19:00
Definitely liked where you were going with it, and would be cool to see it with more enemies/environmental challenges. Good job!
Foon → Ludum Dare Explorer → Users → pikkpoiss
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 36 | Ancient Technology | sOS | jam | ||||||||||||
| 2015 | 33 | You are the Monster | The Secondhand Screamporium of Dr. Spookhand | jam | ||||||||||||
| 2015 | 32 | An Unconventional Weapon | Chromos | jam | 374 | 3.38 | 3.21 | 3.57 | 3.57 | 3.80 | 3.12 | 2.26 | 3.40 | 55 | ||
| 2014 | 30 | Connected Worlds | Sol | jam | 116 | 3.66 | 3.71 | 3.67 | 3.16 | 3.14 | 3.19 | 2.97 | 3.58 | 87 | ||
| 2014 | 29 | Beneath the Surface | Heavy Drizzle | jam | 59 | 3.79 | 3.58 | 3.67 | 3.64 | 3.39 | 3.57 | 2.62 | 3.93 | 62 |
pikkpoiss leaves an average of 28.0 feedback comments each event.
Definitely liked where you were going with it, and would be cool to see it with more enemies/environmental challenges. Good job!
Really cool gameplay mechanic, and more impressive given the fact that you only worked on it for 8 hours. Hope that you get the full time to work on your next LD entry.
Liked the level design and the idea is cool. Like others have said, the controls with the keyboard can be difficult, but overall good job!
Love the idea and title! Also, that Hi-5 sound effect will be stuck in my head for days. Would be cool to see this fleshed out into a full "greet 'em up" game!
Loved the art, and would have loved to have some awesome music to go with the experience. Agree with what other people have said regarding needing to be able to level up faster, and be able to fire more often.
I actually felt bad when I didn't have enough energy left to make all of the unhappy things happy. I like that because when you're going through a game and killing enemies, you don't really care if you kill all the enemies or not (for most games).
I liked how you had to balance using the umbrella both as a weapon and as a shield. Really fun and challenging game!
Nice work! Hilarious idea - I love the decision of "how much of myself am I going to throw at the enemies". For some small improvements, I wish there were more of a tangible impact for hitting a boat, it felt like my projectiles were gliding over all the boats it hit.
Oh boy you just killed it with this! I was impressed by the art and music but figured the gameplay would get boring - I was completely wrong! Great job on changing things up and making me learn as I go.
Really inventive use of the theme, and the difficulty of the levels ramped up well. Loved the graphical style.
The core gameplay mechanic is simple, but really satisfying. The graphics and music make a great experience.
Love the companion bot gameplay, and the entire game is super polished. Had a lot of fun playing it, great job!
Basic, but fun gameplay!
Solid first LD entry! Hope that next time you get to flesh out your game more, but great job.
Wow, this really sucked me in. It's amazing how much depth and polish you were able to create in 72 hours. I loved that the camera would fly around and show me what had changed when I activated something. Great balance of "can I get that using what I have" vs. "should I be looking for another powerup?". Fantastic work!
Challenging, but fun game with good graphics. Great job!
This really feels very ambitious for a 48-hour jam. I was impressed that you offered translated versions and wrote so much backstory and dialogue. Gameplay-wise I found it pretty frustrating to be killed so easily (and by enemies offscreen without warning most of the time). The atmosphere and the audio were both excellent though.
I didn't realize what the mechanic was at first, but once I noticed the stereo effect it was really cool and worked surprisingly well. I found it fun to run around and try to find the right path.
Small nit: camera was a little close and close walls kept clipping weird. Would feel a little better if it was a bit higher and further away (although your sprites may not show up as well that way so I dunno)
This was reminiscent of Nuclear Throne - nice work on the visuals and the gameplay was really quick and easy to get into. The weapons could have been more diverse I think - it would've been cool to get better weapons and then move into more difficult areas. Still great work for a weekend!
This was a fun idea, great use of theme, humor and sound. I kept running out of satellites too!
I found the idea to be on-theme and pretty funny. Why are the bears on fire? Kind of wish there were a little more strategy though.
I'm really impressed with how much of a zelda-like dungeon crawler you implemented. Having traps and different weapons was cool, but I wish there were more reason to switch characters. There also didn't seem to be a penalty for dying (it even got me through some screens faster) which kept the frustration level low but didn't make me want to learn how to play better. Making the screens more like Zelda where there's some gimmick to "solving" each room would help the challenge. Music and mood were great though!
Really beautiful and fun game! Would love to see it enhanced further with more unit types. Great job!
Cool text adventure game. I liked the interactive and changing nature of the text. Would love to play through a full length adventure. Great job!
Simple, but well done with the graphics and music. Nice game to chill out to.
Utterly chaotic, but in the best possible way. Really cool idea and implementation. Great job!
Really impressive and well put together puzzle game! Usually puzzle games are tough to design and implement over the course of a weekend, but this was a great take on the theme, and the gameplay and music made me want to keep on playing. Great job!
Nice game with an interesting take on the theme! Maybe make the areas to hit slightly larger since it seemed that the links had to hit very specifically in order to succeed, and it was pretty difficult.
Really nice take on the theme and execution. I liked the differences between the different worlds, which made you have to keep on adjusting.
I loved the atmosphere created by the opening monologue, artwork, and music. It's a shame that you were not able to take your idea all the way to where you wanted it in the time limit of Ludum Dare, but I'm looking forward to what you do next time.
Very cool gameplay concept that took provides a nice challenge.
My favorite take on the connected worlds theme so far! The different queues of items for each world, the ability to have the two players get out of sync with their locations, and the need to maintain a path for the players to be able to walk around on made this a really challenging, and interesting puzzle game. Thanks for sharing!
Very atmospheric. The graphics and music are really well done. I think it would be better if you had more time to tighten up the controls.
Cool game and great music. Seemed to work fine for me on OS/X.
Great music, and really chill atmosphere. The core gameplay mechanic is nice, and it would be cool to see the idea expanded on given more time.
Cool puzzle game. I like the ramp up in difficulty across the levels.
I really liked the teleport effect but found the timespan from seeing it to being damaged by anything coming through it to be too short to get out of the way. Nice progression through the waves, but tuning the combat a little more would help it be less frustrating.
Beautiful game, and really nice flow to it. Great job!
Very cool entry! The art style, music, and sound effects were awesome, and exploiting the gravity shift to fall down on top of enemies and explode them into a shower of pixel giblits will never get old.
I think you did a great job of blending the exploration / building style of gameplay seamlessly with the combat. Maybe the combat and building could have been deeper but I like how you already had different styles of alien species each with their own behavior. Sound effects, music and graphics all brought me into the Flash Gordon-esque world. Nice work!
Cool puzzle game, and I liked the different ways of changing the tiles, which made it a lot more interesting in terms of trying to figure out the least number of moves. Not sure how the gun/weapon imagery fit in though. It may be nicer for the overall look of the game to go with more abstract images depicting what can be done. Just a thought, but well done!
One of the funniest entries I've played. Everything from the graphics to the language that the creatures speak was great, and made the game really fun. Well done!
Overall really cool entry that's nicely put together for the short amount of time given to make it. The backgrounds and music build a lot of atmosphere. Nice job!
Catchy music, and an unusual concept. Was fun, but like others said not sure how it relates to the theme.
I liked the use of the poem at the beginning for context, and the music was really cool and atmospheric. The gameplay was cool once the level got more challenging and you had to switch your focus back and forth faster. Nice job!
Nice concept, but it's hard to focus on both screens and synchronize actions well.
Nice concept and art. Would have been great to have seen more levels take the concept further, but understandable with the Ludum Dare time constraints.
Really fun and great level design. All around awesome game, thanks for sharing!
Interesting concept. Could develop into a cool puzzle game.
This game deserves the highest noodle honor that can be bestowed upon a game.
I really liked having to rely on the visual cues from both sides to figure out what each side needed. Nice art style and atmosphere too.
Really cool use of the theme, and the later levels are nicely challenging. The music provides the perfect atmosphere. Great job!
Nice atmosphere and very interesting take on the theme. I also liked the gradual build-up of the player's abilities.
Really awesome game! I liked everything from the presentation to the graphics to the gameplay itself. Simple gameplay, but the atmosphere is great and it was a great use of the theme.
Fun classic gameplay with some great graphics. Pretty difficult, and while the effects are really nice and add a level of intensity to everything maybe the enemies could have been made to stand out a little more from the rest of the effects going on. Good job!
Great graphics and effects! Also, cool that you were able to include a boss battle.
Cool concept, and really great music, which lends a lot to the atmosphere. Great job!
Great pixel art, and art design. Good combination of the classic tower defense style gameplay with the Connected Worlds theme. Difficultly is pretty challenging.
Nice job, considering the limited amount of time that you had to make the game. I liked the level of challenge, and the variety of different tasks to complete. Hopefully, you'll be able to use the full time next Ludum Dare.
Funny platformer with good difficulty and fun powerups.
Nice game! The mechanic is cool, and I like the art style.
Great entry! Like everyone's said the graphics and music are excellent, and I also really liked the design of the ship and the feel of controlling it.
Nice first attempt! I really liked the art style for the player and skeletons, and the music brought me into the world well. I do wish the controls were tightened up a bit, and throwing rocks felt a bit off since I would throw the rock over the head of any enemy I was on the same level of.
It took me so long to figure out you needed to select ants to do anything. The digging mechanic was cool and fighting was easier than I expected. Wish there was a fast way to select ants though, jugging the selection was frustrating. Beautiful and simple sprite graphics on the walls and dig icons, and I liked the music too.
Best sentient aggressive iceberg simulator I've ever played
This was great, I'm so impressed that the AI actually puts up a really difficult fight. Obviously there are a few rough spots with the UI but all the systems seem to work together and I found myself playing a lot longer than I expected to. Nice work!
The idea of navigating around a tetris field is pretty cool, although I wanted to see some mechanism to line up rows of blocks and make them vanish, like tetris. Jumping seemed a bit weird, and going left and jumping felt like some invisible current was pushing against me.
A fun and tense game. It's satisfying luring a ton of ghosts and using the TNT. It would be nice to see some sort of explosion graphic for the TNT to have a better idea of its area of effect.
Aside from being the weirdest game I've seen so far, this idea is pretty cool, and I'd love to see a game more fleshed out around the idea of stalking targets underground and popping up to get them. I'm not completely sure what I was supposed to eat or not, though.
Got really difficult! The one shot on screen at a time thing was interesting, since I could try to stay right over a shark and keep shooting rapidly, but in practice I died a lot more trying it than I felt like I benefitted from being able to kill a shark fast. Would be cool if there were markers at certain depths to let you know milestones as you descended.
I wasn't sure whether placement affected things and my cave jammers died like flies, but I found myself enjoying the "let's build a bunch of these and see if people die slower" gameplay. Cool that you got this much done in 48 hours.
This reminded me of the board game Ricochet Robots, but the falling rocks was an awesome addition. Great idea and execution!
The sprite work was really good, nice work there. The combat mechanics became a little bit frustrating when fighting groups of enemies, I think because you could get hit multiple times at once and all of a sudden the character's life would drop a lot, so I had to pick off enemies one by one and that slowed things down a lot. Maybe adding a short period of invulnerability after you get hit would help? Eventually I ran through each level though, and dodging bats was pretty fun :)
I saw the premise for this right after the compo was over and it came up a few times in random conversations afterward, mostly in the "I can't believe I didn't even consider a lost plane premise given all the news" and also "games should be made to help people empathize with social issues" kinds of conversations. Thank you for making a deep game which doesn't just sensationalize a recent news story but rather helps convey the frustration and anxiety of those searching for a lost plane.
It also works "as just a game" too - the gameplay was immersive enough that I really felt like I wanted to master it, and in later levels when I was homing in on a wreck and finally got it, there was palatable joy in rescuing folks. Really nice work.
Really beautiful. I didn't quite know what to do, but enjoyed exploring the world and figuring it out. Took me several tries to eventually get down to the bottom without crashing, the controls were maybe a little too floaty, or I could've used some sort of buoyancy indicator. But the mood and atmosphere with the music were great.
Nice and moody, I guess I wish there had been some more of a game. From a technical point of view, the walking animation was pretty slick (hard to do that many frames in my experience) and the rain particle system was cool.
Fun game! It was easy to pick up but the difficulty curve got pretty steep, so that by level 2 I was already feeling like I was in the middle of a ton of chaos. Somehow you still made it responsive enough so that it was possible to narrowly escape things, which was really satisfying.
Wow, what a gorgeous game. I really dug the texture work and it looks way more polished than it should be given the short time frame. The digging seemed cool, unfortunately it ran relatively choppily on a Mac Air (underpowered, I know) so it was tough to play. Loved the sound effects though :)
This was fun! The only frustrating bit was getting killed by randomly spawning groups which seemed to pop up right underneath me 5-6 times in a row. But I found myself getting pretty into the gameplay, just... need... a... little... more... size :)
What does the raccoon do? I dunno! But it's awesome. Nice use of the theme and a really original idea. I like the idea of balancing discovery tools vs. retrieval tools. Wish I had a better sense of which fruits were worth more though - I basically forgot as soon as I started playing.
The lighting effects were really effective, and I loved how the torch gets darker as you run out of fuel. Once I figured I could double jump, the game got a lot less frustrating :) I do feel like the sticky walls could use some work though, I kept trying to wall jump with no success. Otherwise, I had a lot of fun navigating the levels and liked the false paths to waste time on.
Reminded me of having to balance energy to different systems in TIE fighter. I wish moving around would have been a bit smoother, and I really wanted to upgrade my ship, but I liked how the levels progressed with new challenges to overcome.
Nice world-building given the short amount of time! Forcing the player to wander into the dark on purpose in level 1 is twisted, and really made me feel alone and lost :) Kind of wish there was a checkpoint before the lava, because I died right away. Level 2 felt a little thin, but I certainly could feel this being really cool once it were fleshed out.
I like the idea of a game you have to play along with in real life. But what are the blocks supposed to do? Should I have someone throw a pillow at me every time I hit a block? ;)
Such a cool mechanic! The simple graphics are nicely misleading - the depth of this game ramps up a lot and I'm sure there's tons of additional stuff you could do. Great work.
I really liked the concept! Like a deathmatch game of Snake. The game itself is really fun, and I was really impressed with the AI given the short timeframe.
The white hole effects were pretty cool and overall I got similar feeling to the game Flow, which is awesome. However, the white holes themselves wound up being pretty difficult. I think adding some sort of obvious indication about how well the player is doing / progress through the level/game would help.
Got 89 pearls. Is it possible to get every pearl in each level? Nice work on level design and ramping up the difficulty. I liked having to plot my way through and try to time air pocket refills for maximum benefit.
I like the idea of trying to figure out the ingredients which would suit the customer's request, but got too hung up on the difficulty of dragging items fast enough that I didn't really get to think about what I was doing. Adjusting the timing and accuracy constraints would help I think, but this is a promising start!
Wow, this was a fantastic entry! I love the way the mood and tension ratchet up the further you go. The art style was perfect and managed to seem bright and cartoony up top and scary and dark lower down. I did wish for a more streamlined switching mechanism, but running around the ship did add to the tension. Great that you were able to put in a polished menu/instruction system too.
Nice take on missile command. The difficulty ramped up really quickly! (Or maybe I'm just really bad at missile command) The "hopping" missiles were pretty cool, but a huge pain to hit.
I liked the lighting effects, they helped add a lot of mood to the game. I would've loved to be able to point my flashlight in different directions (maybe this was possible, but nothing I tried seemed to make it work). Really funny moments, like when I tried to throw a potato at the hungry person and it killed them. For the boss fight, some kind of damage indicator (even flashing when I hit it) would've helped me figure out what to do. Nice work!
Felt pretty easy to zone out and just enjoy zooming around in circles with the keyboard picking up coins. There's something so satisfying about picking up the coins, which kept me playing. I guess the coins disappear though, so eventually my circle got big enough that zooming around wasn't fast enough to pick up all the coins each time through, even though I was adding more diggers and upgrading them all the time, I was losing all the gains just because I couldn't pick stuff up fast enough. This is where better control over the diggers would be appreciated, it was hard to rebalance them over to the same part of the map (but I guess part of the challenge of the game). Thanks!
The 3D waves and the 2D surfer worked surprisingly well together. The soundtrack certainly brought me back to old NES-style games. Gameplay was somewhat simple, but you threw enough tricky objectives in there that it didn't get dull - nice work!
Wow, the aesthetic is really cool and I love the idea. Great sound too. Many of my games seemed to end after one turn though - maybe there should be some minimum amount of moves, or maybe games should just end when you run out of money?
I liked the aesthetic a lot, and liked how the main level was a bit more of a departure from standard tile-based games. The jumping and moving felt good, but the aiming was a bit fussy with a trackpad.
I'll admit that I didn't quite get how the levels mapped to the collectibles, nor how the dialog mapped to needing to shoot all the characters in each level, might be more interesting with different types of gameplay based off of the tormentor. But I did get pretty engrossed with finding the treasures, I'm a sucker for that kind of mechanic :)
I liked the randomly-generated aspect, as it seems like a good way to add complexity without having to design a huge level. Respawning was well implemented and got me back into the game fast, which was good because I kept dying :) I think the controls probably work a lot better on a mobile device, my trackpad was difficult to aim with.
Wow, there's so much work put into this game! Controls were a little bit fussy but I got used to them. The switching mechanic wasn't immediately obvious and then I got stuck in cyberspace, but I figured things out after that. I really love a good strategy RPG and this seems like an awesome execution with a lot of potential.
This was fun :) I do wish the controls were more obvious though - took me a while to realize I could drag the entities, and I should have read more carefully because I didn't quite get that I had to match shape or color right away. Felt like my wrist was getting pretty tired playing on my laptop trackpad so I feel like a mouse is very much needed for this game.
Pressing 'D' seemed to cause the character just to walk right forever. I didn't seem to be able to actually pick up gold pieces. Atmosphere was really nice though, I could see this be pretty interesting if you saw the character evolve more somehow, but I didn't have too much patience to walk slowly for more than 5 minutes without doing much more than holding down.
First level seemed most original, I would have liked to see more exploration of that gameplay. The premise was funny, good use of humor and mood.
LD36 — Ancient Technology (2)
Lost Orion by Sri Harsha Chilakapati 2016-08-31T06:11:00
I was expecting 12 levels too, haha. Nice retro music and sound effects. I think the game would be more fun if the ship were faster - it would feel more responsive. Also if it didn't get hung up on walls (doesn't feel like a spaceship then). You might look for places to guide the player more - hints about where the boxes are or having more enemies the closer to the box you are. I wandered around level 5 for a while without finding enemies or the box.
Double puzzle dungeon by Decentsauce 2016-08-31T05:59:00
I got a great Eye of the Beholder / Stonekeep vibe out of it! Obviously would've liked a little more depth, but the movement / atmosphere felt like a good start.