Kill Drill by rik 2012-05-06T15:23:00
The style really holds together and I like the simple mechanic. For the first few seconds collision detection worked, then I could not longer kick drills but they could kill me.
Foon → Ludum Dare Explorer → Users → ronsho
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 26 | Minimalism | Efficient Body | compo | 1097 | 2.62 | 2.26 | 3.64 | 3.08 | 2.58 | 2.43 | 2.67 | 2.89 | 52 | ||
| 2012 | 23 | Tiny World | Fooling Yourself in Moderation | compo | 735 | 2.47 | 2.10 | 3.20 | 2.50 | 2.60 | 2.66 | 2.96 | 52 | |||
| 2009 | 16 | Exploration | Drowning | compo | 100 | 2.38 | 1.53 | 3.38 | 1.94 | 3.13 | 3.44 | 1.56 | 16 |
The style really holds together and I like the simple mechanic. For the first few seconds collision detection worked, then I could not longer kick drills but they could kill me.
Great, short. Can screw yourself with your first few choices. Glad a gave it a second chance and read the instructions more carefully. Maybe there should be an option to destroy and rebuild structures.
Wow, difficult! Reminds me of the Madrid bombing candle game.
Isn't the competition supposed to be solo?
Isn't the competition supposed to be solo? I really enjoyed the game, though. Great environments with moving characters in the background, and a nerve-wracking car scene.
The music and graphics are interesting. I wish I could distinguish my projectile from the others. The enemies seem to move too fast, and combined with the fact that I couldn't tell that I was shooting made me feel somewhat unsatisfied. It was difficult to time shots since I couldn't tell how fast my bullet was going. Nice frantic pace, though.
Great visuals. It was pretty difficult, though, and confusing to me that the first few obstacles were unavoidable but didn't hurt you.
Nice variation in levels. Pretty satisfying destroying/collecting. Once I realized that the rocks wouldn't destroy me I wondered what the challenge was. I just twirled endlessly around the extractors and shot off bullets.
This would have been really interesting with two players who couldn't talk to one another, say online. Easy to defeat the purpose if you're just one person, though, you just move one side. Nice atmosphere and I like how one side blocks the other in almost invisible ways.
It was fun when I actually was able to play it. The fact that there is no time to get your bearings and it closes when you die makes it difficult to play for long.
That's okay, thanks for the feedback. There isn't any end goal. You basically avoid the little black balls. Crushing them with the blocks works the best. But each time you drop a block, the world gets smaller, and each time you hit one of the black balls, the world gets much bigger. I suppose the goal is survival.
Wow, this is an awesome mechanic. I haven't seen anything like it. I felt like at many points I wasn't getting any planets going back toward the center, though. Still, it was exciting and brief.
Neat idea. Very difficult! I wasn't sure what my end goal was.
Much of this is satisfying, and the look and sound are wonderful. It doesn't feel very open, though, and I imagine that every player progresses in pretty much the same way. Eventually I seemed to run into a bug that prevented me from putting a moon base.
I got as far as the bedroom but the woman kept saying that I looked too weird. It was fun, though. I wish there was a keyboard shortcut so I don't have to click OK after every dialog.
This is a good start. I do like the rapidly-spinning planets. Would love to hear some sound.
I enjoyed the graphical style. Since it is impossible to kill all of the viruses, it feels more like "surviving" than "defending". I think there should be fewer and there should be a penalty for letting them get past you. Also, the level change and lost life screens are so similar and pass so quickly I wasn't always sure which one I accomplished.
I like the idea of running away from an explosion, but never really felt it until the explosion was right on me. Therefore, there wasn't the tension of running away from something. If you could hear the explosion getting louder and louder, and maybe an even larger radius of smoke someone toward you, that would help give the player a sense of dread at what is chasing them. Otherwise I enjoyed the experience.
Nice navigation. On hi-res monitors, impossible to locate purple pixel.
Hmm, I guess I'm supposed to make circles with the mouse? After a while it stopped getting bigger. The narration is hilarious.
I enjoyed the theme of this game. I was surprised at how much it slowed down, though, and often the laser killed everyone on the screen. Eventually my robot turned invisible. I like the fact that is laser is pointed down.
This was a fun toy. I created a world and watched it for a few seconds. There was some interesting procedural movement but the elements did not gel together for me. The static flowery objects just sat there and didn't feel like they were a part of the world. And the two different types of things flying around didn't seem to impact each other. Nice graphic style, but it was odd how the game world was so much darker than the GUI.
I had a lovely experience with it in its unfinished state. I basically blew out all of my fuel going in the wrong direction and drifted off into space. The thruster sound was relaxing.
Well-balanced and fun! Great imagery, sense of composition.
This is pretty solid (only played the first version). I feel a bit too constrained to the center of the screen, and actually pretty easy to go without shooting anything or hitting anything. Maybe steers a little too slowly.
Love the art style, music, movement, but it won't attack when I hit the left mouse button! Using Safari on Mac.
Nice graphics, love the rotating door.
Sometimes the dot I'm supposed to get appears offscreen. Music goes nicely with the action. The effect when I fall into a black hole is familiar, maybe it reminds me of 80's video effects or public access educational shows... don't know, but it's weird. Maybe it's the font! Fun game, though.
I actually liked the monochromatic background. I think the drawing style clashed a bit, though. I liked the flicker effects in the intro. Some of the text was too fast to read. The major problem I have is that there is no way to avoid getting hurt... while you are slashing enemies they are taking away health... there is no way to back up without turning around, and the enemies do not bounce back when you hit them. The animation is nice, and I like the fact that the enemies come from background to foreground.
Was the Kinect working?
@Spiridios haha yeah, I guess it is. I just decided to start with a mirror image of the player, I guess because it is about the player's body. But it definitely adds to the difficulty, since if the player were deflecting balls coming from the other direction, they'd probably see them coming from farther off. Interesting point!
Interesting navigation, but after I kept coming back to the same room and didn't totally understand how to progress, I quit.
This game was really funny... I hope at least somewhat intentionally. I like how half of the game is forcing people to smile. One suggestion, should probably highlight the leaf you haven't played yet that is now available.
There's something insane about this game I really like. The wall of random creatures, the strange English. Honestly my favorite so far.
LOVE the music. And actually the screaming didn't drive me crazy, it was actually fairly creepy after a while. I wish the visuals were as dark as the audio/gameplay... they're fairly bland and non-cohesive. I really enjoyed it, though, something satisfying about hitting those creatures, and a bit scary when you hear them and you're wondering where they are. It's a bit brutal, though, to send them all the way back to the beginning when they run out of health... how about just back to the beginning of the level?
Nice simple visual design. Didn't really see the need to hit d, was more focused on turning my ship so that is was smaller.
Neat idea! Two things I wish for: that the line would also stop my own blob, and that I had a small overhead radar of all the blobs in relation to mine, since it's easy to lose track of my own blob.
Great interaction metaphor. Love the way the text looks, is lit.
That _was_ silly! Went pretty fast, don't know if I could have avoided red. Not really any feedback when you get hurt.
I was intrigued until it turned out to be about an inheritance. My imagination is much darker, I guess. I thought I'd been ritually abused or something. I like that I can ignore the call from the very beginning, that was amusing. It's nice to have a stranger call and remind you about important things, though. Good job!
It looks pretty polished at first. Gameplay is really unforgiving, though... I think landing on the boxes should be ok, just hitting them head-on should stop you. I was dying on the 1st and 2nd blocks the first few times I played. Nice music!
Odd that the levels were the same when all you needed to do was write different quotes. Nice music!
I love meditation games.
Enjoyed the style and the fact that it started to go beyond the platformer theme by juxtaposing the photos. I think that could be expanded on a bit. Reminded me a little of http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=4263 ... just the word thing, obviously different content.
Neat, I had an easy job. Was there an ending?
I really enjoyed this one. Nice music, great landscape. Lots of occasions, though, where I felt stuck between the cars, couldn't really slow down and the path was totally blocked. Like the motion, though, smooth and relaxing.
Great imagery. I wasn't ever sure how close I was to beating the guy, though, since his eyes kept opening again after I shot them... and then suddenly I had "managed" him!
I enjoy the way I interacted with the objects and the feeling of going stir-crazy. Seems like it was missing something, even if it was about that feeling. In a way, that's what I feel already in a lot of puzzle games where you're trapped somewhere before you can move on. Maybe if the room were set up less generically, with some hints of the person the player is and how they occupy their day?