Pieces by john_conder9 2012-04-24T02:20:00
Looks good. I watched the youtube video, I will play it tomorrow, right now I am on a chrome book. Looking forward to it. Nice work!
Foon → Ludum Dare Explorer → Users → pjchardt
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥈 | 2014 | 31 | Entire Game on One Screen | Peter Padder Pauleypop | compo | Graphics | 4.81 | |
| 🥈 | 2014 | 31 | Entire Game on One Screen | Peter Padder Pauleypop | compo | Mood | 4.60 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 31 | Entire Game on One Screen | Peter Padder Pauleypop | compo | 83 | 3.80 | 2.65 | 3.23 | 3.25 | 4.81 | 4.10 | 2.83 | 4.60 | 70 | |
| 2014 | 30 | Connected Worlds | A Horse With Two Names | compo | 697 | 3.07 | 2.84 | 3.89 | 2.64 | 2.87 | 2.55 | 2.71 | 3.00 | 54 | |
| 2014 | 29 | Beneath the Surface | Volleyball Moles | compo | 1117 | 2.53 | 2.31 | 2.67 | 1.87 | 1.81 | 49 | ||||
| 2013 | 28 | You Only Get One | Smooth Operator | compo | 60 | 3.77 | 3.83 | 3.72 | 3.71 | 4.08 | 3.77 | 3.35 | 3.23 | 71 | |
| 2013 | 26 | Minimalism | Where therefore we go | compo | 139 | 3.69 | 2.80 | 3.80 | 4.12 | 3.62 | 3.32 | 2.05 | 3.85 | 91 | |
| 2012 | 24 | Evolution | evolving | compo | 132 | 3.45 | 2.98 | 3.95 | 3.79 | 2.74 | 2.78 | 1.82 | 3.04 | 100 |
Looks good. I watched the youtube video, I will play it tomorrow, right now I am on a chrome book. Looking forward to it. Nice work!
Glad you liked it, thanks for the kind words. As for the size of the world: we wanted a large world that the player only had limited time in, so that a lack of time to fully explore created a "tiny world" unique to the player. Looking back we should have given the player less time to explore, making the experience more compact.
Wish I had someone to play against, but with the lag I still would not be able to experience it. Shame you only had 72 hours.
Very fun, I enjoyed just rolling haphazardly about as fast as I could.
Ending was unexpected but I liked it. As for the game, it seemed a bit mindless, just click buttons over and over. I enjoyed the graphics and UI though.
Intro is great. The use of theme in the evolving of the world is great. I liked the music. On the downside, as others have said, moving through the world can be frustrating due to physics and collision. But I will accept it for all this game offers. Nice work.
Like the idea and the controls felt pretty good. I died pretty quickly though. I second others that levels or a difficulty curve could help with it.
As others said, the character moves to slow. Pretty polished experience though.
Very nice RTS style game in 48 hours. I did not seem to have any slowdown, but I am playing on a pretty nice machine.
I really enjoyed the mixed media presentation. This is the first time I have seen something like this. Very cool. The different formats could use some work though. But you have definitely opened my eyes to alternative methods of expression for this event. Thanks!
Not sure how I affect the game. I liked the presentation though.
Fun game, very addictive. Very funny as well :)
Pretty fun game. I appreciate the scrolling mechanic, I had fun once my guns were pretty strong and the enemies were firing lasers. Before that point, I felt the game was kinda dull, like others have said. That being said, I had the most fun playing your game of the games I have played so far.
Very nice puzzle game. I wish there were more levels, or procedural levels, because I could play that for awhile. Nice job.
Endearing style, I appreciate the retro look and mechanic. I also like how you innovated on the old school mechanic with upgrades/evolution. On the downside it is repetitive, nothing very surprising seems to happen once I understood the game.
I don't really find the game too much fun as I just seem to walk around until I see a slime and then shoot. And it is not so much exploration as trial and error because of the timer. That being said, I love the layout of the game, the way the UI is above the "screen" and the long narrow layout of the screen. I also really like how the player moves around levels.
Played on Chrome and worked fine.
@eyehawk no it is linear, there is an end to each level. As for the artsy theme, I guess I can't get away from it... I went to school for Fine Arts after all.
@everyone as I have commented before I appreciate all the feedback, it is a great way to see how others experience the game
Thoroughly enjoyed the voice acting :) Fun game, nice tempo.
Movement was a bit slow for me but it was a nice short game. A bit too short but I like the graphics and animations, impressive for 48 hours. I did not hear any music? I was using chrome.
I agree with some others, I was confused on what was going on. It took awhile before I even grasped the game mechanic. Now that I do, I like the idea for the game, but I had no idea whether I was doing things right or not. The feedback seemed random. I think it was just that all the sound effects sounded like bad things. So I could not tell what I did that was right. And there was no visual feedback at all. I would suggest focusing on the clarity of the user experience as one of your first updates. Good luck!
I like capturing enemies and using them. Unfortunately I was playing with a track pad and had a hard time shooting enemies.
I will have to give a shot tomorrow when I have a mouse.
Really like the presentation and art style. Nice mechanic, although I had a hard time catching enemies as I got bigger. Overall well done.
I like the mechanic however the difficulty seems to escalate very quickly and I seemed to die very quickly even at full health. The wrapping of enemies in a circle to convert them is interesting. Have you considered modifiers like the tail growing longer? It does not grow longer does it?
Brucef, I completely relate to the balancing issues. I thought my games had pretty solid controls, then I had someone play it and they could not jump from one platform to the next! I made some tweaks but there is so much more I could do. I don't know how else to fix such balance issues other than watch other people play it?!?
Fun but tough. Had to memorize the layout because I never had time to backtrack.
The end of the game is fantastic! Overall I think it is a fun game, although repetitive. As for humor, your game is the funniest game I have played in the compo yet :)
Nice game but after awhile it seemed to get repetitive. Maybe boss battles could break up the levels?
A bit slow to start and the movement feels a bit to slow. However I like the idea and found it entertaining.
It was fun but hard. For me a lot of the challenge was that just tapping the keys moved the player more than I wanted, I couldn't nudge the player. I made a platformer for this compo as well and the major criticism for me has been the controls, seems like it is hard to get right. I could not make the final jump on level 6 to get the hit the lever.
I liked the dialogue between the player and the OS, very neat.
Very interesting idea, but my browser kept freezing up/crashing. I am using Chrome.
I did not see any strategy to making potions, unless I missed something, so I ended up button mashing. But it was a fun time :) Nothing like a game about killing bunnies with fruit potions.
So it is Obi Wan walking through the canyons of Tatooine while Tusken Raiders try to shoot him :) Fun, I enjoyed having to protect a character Gun Smoke style.
Nice idea, but it was really frustrating. I could not get past the third level. I would like to play it with some tight controls, I want to see where the story and game is heading.
As for finishing levels, I did not realize there was more than one level until I read the comments. Then I played again and sat in the goal area.
Really like this game! And I agree with Andrew, I think free brushes are fine. I really like the presentation and the punch combo mechanic is very compelling. My main criticism is that I was confused on how to move at times.
Controls feel pretty good. Fun game!
Nice. I like the art direction, especially the soft gradients. I guess I don't see thematically how the in game art and the story/UI matches up though. Really like the opening screen and the gameplay is pretty solid.
Fun game, could use auto fire like others have mentioned.
Really nice combination of mechanics. This seems like something really interesting to expand on.
hmmm... this is my first compo entry so I have no idea if your entry is valid or not. I enjoyed walking around and looking at the design/architecture, but I never found an enemy or anything to do and the theme seemed forced in. On an unrelated note, why is it every time I see the edge of the world in a game the first thing I do is run straight to it and see if I can jump off?
That is a lot of pixel blood! And I am apparently not the first to make that comment :) I like short games, so I appreciate the bite sized game, but it just seemed to be, wait a bit and click then repeat a bunch.
Nice music, fun mechanic.. Oh and fitting that a bug in collision got my head stuck in the ceiling. When time ran out, the head came off :)
It was pretty fun but I got bored fairly quickly. I did not feel compelled to play after a few deaths as there was no score system, levels, anything to motivate me. I really like the mood of the game though, the music and visuals were very nice.
I love the art/presentation but I agree with others that the game gets a bit old after a short time.
I really like the mechanic of blending into the background. Very interesting. My biggest gripe is with the movement, I had a hard time controlling my character over short distances. Grumblings aside, great work!
Fantastic. Don't know what else to say. Just fantastic.
Great game. Impressive amount of content for 48 hours! I loved the branching paths and branching evolution. I could see a much larger theme using those basic mechanics. Nice work!
I could not get it to run on my windows 7 machine :(
I got it working. I see the bug now that it does not work in admin mode. Pretty fun, but sometimes I never saw another banana and died when I felt like I was playing very well.
Nice mechanic and gravity effects, its a little bit shooter, little bit puzzle. It does get tedious on larger levels though, as others have said. Overall, nice entry.
Great music :) Would like to see a visual style that matches the audio though.
Fantastic! Of all the games I have played, the genuine surprise and joy I had when I turned into a spaceship in this game is unmatched.
Nice pixel graphics. The animation for the player walk was good, as others have mentioned. Wish there was more too it though. Keep up the jammin!
Great! Cool mechanic with the protein pucks. Very endearing graphics, nice music, fun game. The end gets pretty tough. I think the protein puck mechanic would be really cool to investigate further as well.
It seems like flying the ship could be really fun, but I kept getting disoriented. The mouse rotates the camera but I could not figure out how to turn it off. Or I used the space bar and could not rotate the camera. I think it could be a very fun and relaxing experience if the game controlled the camera but had "cinematic" scripts to heighten the experience. Oh and the graphics are really nice!
Great looking game and excellent controls. I beat up a co-worker at work today after playing this game but they did not drop any money :(
Nice graphics and lighthearted mood. Yeah your music track is pretty sweet, I was firing lasers and jammin out. The controls are nice but I felt I was doing little more than wandering about the world. I agree with others that the game could stand to have puzzle/battle elements (or other possibilities) to enhance the gameplay and the world.
I could not figure out what was going on :( I kept pressing space but my creatures just kept jumping and when I ran to far left I ran offscreen.
Nice presentation. Shame you ran out of time, because as it is there did not seem to be any clues as to what room to zap to proceed. I actually enjoyed it without sound. It made the whole game somewhat of an enigma.
The game seems very respnsive but I feel like there is a bit of random luck as to whether I get a jump right or not. Sometimes I seemed to just fly off on a tangent line to the circle,, when I thought I would jump away from the circle. That aside I enjoyed playing, I could not get past level 9, after enough deaths I had to take a break :)
I did not have any slowdown, I was playing on Kongregate. I am playing on a good laptop though.
Interesting mechanic about movement and firing. A bit too slow for my taste though. I kept trying to increase my fire rate. I do find the sound effects and music were very nicely done.
I also could not figure out about the size stat until I read the comments :)
Great use of the theme!
Wonderful idea. Controls really bothered me, but this game has an amazing numbers of level it works on.
You captured my childhood! The music, graphics, etc. are all really well done. The controls are nice. The idea of the morphing room is interesting. Unfortunately as it stands now, not much interesting for me to do. But I am glad to hear you will be finishing this, it has great potential.
Great entry. Love how the game plays out.
Really love the soundtrack. As the game progresses the audio builds, really enjoy that. Took me awhile to understand how to play, for awhile I was not sure how to attack and why my units were not mining like they were supposed to. Turns out they were attacking, but I never see any projectiles until I reach the first technology mark.
Awesome. Is this the new standard model for human evolution? I always new there was something unsettling about bowling...
I could not get past the smashing cylinders and the fact that I had to start over got me pretty frustrated. I like the idea of it but just can't get over the difficulty without frequent checkpoints. Props on the music though, one of my favorite songs.
I gave it another go and managed to survive the crushers. After that I had a much easier time and completed the game :)
I think the controls are very crisp. The game certainly feels solid. However, I agree with others that the game does not really feel like it progresses, or that I progress. And it seems that the player is punished when they perform poorly, which seems counter intuitive to the concept of flow and keeping the player engaged.
I meant to comment about 2 separate characteristics of the game, but re-reading my comment I can see how that is not clear at all :) My first comment is that I felt like I was not progressing because I just kept fighting wave after wave. Because I usually eliminated all of the aliens, there did not seem much of a difference between waves, so I felt like I was in a loop. As for my comment about player punishment, it was more a musing than anything else. On a conceptual level it seems that making stronger enemies when a player performs sub par will only frustrate the player, in practice I don't really know, never tested it. Sorry for the confusion. All that being said, I think you have a really nice shooter coded in 48 hours.
Agree with others, the tension is really nice. The lighting really set a nice mood, I especially enjoyed having to move my flashlight to read the text. Other than the mood, I don't think there is too much here, but sounds like you changed game mechanics a few times.
I think there is a nice start here, but not much of a "fun game" yet :( I like the idea of having to move your character around to collect and place items/defenses. Have you considered any other mechanics for the character? Something like resource collection in RTS games.
Like the fast paced nature of the game and the exploration. However the enemies seemed far to difficult, I kept dying and felt like I could never experience the game.
Well I stopped by because of the name. I stayed because of the laser blasting ninja potato action. :)
I see minimalism was not part of your theme for your description :P In all seriousness I love your mechanic. It is very simple in explanation but I found quite tricky to play. I think this is a mechanic worthy of exploring further!
I agree with others that the premise is intriguing but I felt there was not enough feedback as to what I should doing. Interesting idea and nice mood.
Wonderful puzzle game. Really nice presentation. Subtle and effective.
Nice. I had no problems running the game on a Windows 7 64 bit OS. I enjoyed the short range/permanent markings coupled with the long range/temporary markings of the pulse. Nice balance.
As for as fun factor goes, this is the most fun I have had playing a game so far.
Wow. I love the subdued visual style and presentation. For me, games with no explanation/direction can go one of two ways. I quit almost immediately or there is something there that intrigues me and I bite. I loved the feedback, I think it is the reason I was excited to discover the game. I bit :)
same here 404.
Thanks for all the feedback. The black background of the web page and the harmful black are meant to be the same color. This is a design decision because it has metaphorical meaning within the story. That being said, I see the point of confusion, especially about the goal being black. Looks like the game play suffers from a story decision. Same seems to be the case for movement. The slide is because all 4 characters move as a unit (for narrative reasons), and I couldn't get the code to stop on a dime and behave properly in motion because the group interpolates it's position. I will keep all the feedback in mind. Thanks again.
@AngelDE98: Yes, I will post an .exe, it might take a few hours.
May I ask where you posted about it?
I think there is general consensus that the game is too slow. It is supposed to be slow to provoke thought and be a sort of meditative experience forcing patience in the player. However, it seems the speed is messing with the pacing thus getting in the way of the experience as a whole. Maybe I can make a post compo version? Thanks everyone for the feedback.
Feels like I don't have enough time/cannot see enough of the screen to dodge the police. Maybe a zoomed out camera can help the player see more of the level and plan accordingly. Also, having to use the mouse to restart when the keyboard controls in game is frustrating. Sorry to be full of criticism, hopefully I offered something worthwhile :) I did find enjoyment out of it so thank you for sharing!
I did not see one table break in all my table flipping. Amazing structural integrity. It would be nice if the scoring was more in depth and had more feedback, i.e. multipliers and such(maybe there is? it felt random). Right now the game seems to be an offbeat sandbox. I think the game is very amusing, but I think with a solid scoring/feedback system it could go even further.
I liked the visuals but I really don't understand the point of the game. Am I just trying to destroy as much of the floor as possible?
Nice. Really like the switch from red to blue. Very addictive game. Controls felt solid.
Great mood. I rather enjoyed the odd visual style. I had trouble with text disappearing before I read it, (Perhaps I clicked 'e' twice?) which caused some troubles and resulted in me running around clicking everything to try and continue.
Fantastic!
Great atmosphere established by the music, visuals and timing. However, I felt the interactivity was a bit lacking in that I never believed I was in enough control. I figured out fairly quickly how to play, but on several stages luck seemed to be my victory condition which made the experience for me a bit random.
Interesting game. I would like to see the snape have a randomized time before changing and modify the color change to be random. Controls were a bit tough as well. All that being said I find this to be one of the most intriguing game ideas I have played so far. Playing with 3 friends would be a fun time.
Nice mood. Controls felt pretty good. Layout of the platforms felt a bit random.
Nice! Impressive amount of content for 48 hours. Really enjoyed the music and visuals. Gameplay was enjoyable, but I got a bit frustrated at times when I seemed to just be spinning out of control in the air. Nice touch with the credits:)
Smooth presentation in terms of the graphics, but the UI was cluttered. All the text in the menu right off the bat with graphics on screen was overwhelming. Dig the Mondrian theme :)
Interesting. Played the web version, did not have any problems with frame rate or player speed. Some interesting challenges in terms of perceived rules of the game. Would like to see it taken further.
I like the concept but the controls could use some work. I slid off the end of platforms multiple times.
Wonderful aesthetics. I feel the camera movements were a bit jarring at times, considering the mood and subtlety of the overall experience. Same for some of the areas of densely populated roosts. All in all excellent use of the theme and a delightful canvas to explore.
I really enjoy the basic mechanic. Seems like it has some nice potential. I appreciated the restrained graphics and sound. I do have some issues with the controls. I found the fact that I stopped when I fired to be very frustrating. And the red guys got me pretty much every time. Some polish to flesh out the experience and I think this will be a fun web game.
Greet mood and atmoshpere. Spot on sfx and visuals. Oh AND A Delicious SURPRISE!
I just warped to a mash up universe of 1980's style and 2080 flair. I like the atmosphere bu the game seems haphazard in its difficulty. I kept running into enemies just trying to walk around. Maybe open up the corridors or slow down everyone's speed? I like the premise though!
Very interesting and original. I love the visual presentation and mechanics. Had trouble selecting things sometimes. Not sure if you have any logic for clicking in proximity or if you have to click right on the object but I struggled a few times to click on what I meant to. Granted I am using a touch pad. Nice game though. Could work well with touch controls on a mobile device.
I had a hard time in some situations deciphering the world. That being said I loved the way the shadows danced around. Good luck developing the game further!
Graphics and visual presentation are fantastic. The controls felt a but sluggish though and I found myself disoriented quite frequently, More feedback for player direction and input direction might help. Certainly a great start for larger game though.
Really nice concept and graphics. Very difficult for me to make anything other than Hydrogen. This is a great start to something educational if you developed it further in that direction.
Your game is juvenile and lacks respect for the player. Which is why I laughed so much. Kudos :)
Very interesting. I have seen a number of games that used elements of Mondrian paintings such as dividing by straight lines and solid color blocks, but none where it is intimately tied the game mechanic. I have not played Go many times, but it reminded me a bit of the battle for territory of Go.
Nice idea. I imagine there are so many different directions to take your mechanics and presentation. I hope you investigate it further.
Excellent. Love the experience of navigation. Excellent use of minimal visuals and sound. Waiting on a Rift, very excited to check this game out with the Rift.
It would be nice if there was a sharp deceleration when hitting the snow instead of an immediate stop. It made the penalty for hitting the snow quite high and what frustrated me was completely losing any momentum. I am in a car, I want to go, go, GO! Nice work. :)
Very nice puzzle game. Difficulty curve felt nice. Enjoyed all of the levels. Nice!
Really could use some sound fx and some music to compliment the exploration. Nice start though!
Thanks to everyone who is going out of their way to play Smooth Operator with others! I know from my personal experience playing others games I tend to do it at night and so I don't generally have someone else to play a 2 person game with. I greatly appreciate it.
Thanks dudsen! I would love to make it online multiplayer! Never done any network code though...
I really enjoy the concept and the visuals. Movement felt good. There did not seem to be any punishment for just shooting everyone though so there did not seem to be any challenge. Nice use of the bus advertisement space!
Nice! I am a sucker for an old zelda-like. The controls felt a bit stiff though. Lost a lot of health by accidentally moving to far, not enough or trouble turning. Impressive work for 48 hours. Nice experience!
Very nice. Very challenging. Love the mechanic and level of polish!
As others have said, great graphics. I definitely found enjoyment in bashing their head into the table repeatedly. :)
The visuals are fantastic and the sound fits well. The game itself seems a bit confusing though. I did not feel like there was any real feedback for the player.
Very interesting control scheme! Really wish you had gotten some sound fx and music in because I really enjoyed playing but it was definitely missing something without sound. Nice job!
Nice! Very smooth and enjoyable to play. Love the score mechanic at the end and the camera movement corresponding to the collisions!
Tile based generation was great and I love the zoom out at the end to reveal the full path. I would like to see this game taken further, seems like a nice start!
Great premise! I hope you continue working on this game, I would love to see the rest of the play. The music and the writing is superb. Role swapping is great fun.
I like the split cannon controls. Takes a bit of mind bending but it is a challenge I enjoy and not one very common for me to find in the games I play. The enemy curve to cannon upgrade curve felt really good until around the 15+ waves, where it got to the point that I was not sure how to possibly destroy all of the enemies. Nice work!
Fun. Great start. Wish there were more levels :)
I agree with others that the game has a really nice mood and atmosphere. Tough to understand how to play though. I enjoy the idea but as it is the penalty for error is too steep. It would be interesting if the level was procedural each playthrough but had more stuff to move in between. The idea of lining up and "shooting" to the next object is really cool.
Very nice writing! The way you use the mechanics/interface of Twine to drive home the brutal nature of the events in the Kitchen is wonderful and haunting!
Like the mechanic of one bullet and the way the bullet bounces around the screen. This led to a lot of depth. Felt a bit sluggish and unresponsive at times but the core of the game is very interesting!
Interesting mechanic! This seems like a really great start to a mobile game. I wonder if there could be added complexity by having more than one line at a time and allowing color mixing that has added advantages and disadvantages for defense? Of course that would have not worked with the theme :p Overall Nice work!
Interesting idea, but as others have said the game offers little in the way of feedback to make it intuitive for the player. A few suggestions:
-If the platform is destroyed after a certain time give clear visual/audio feedback as to when this will happen and then again when it does happen.
-There is no info that the mouse looks. I did not realize this for several levels.
-Sometimes I could not place another platform. Indicate why both in info and with audio/visual feedback. If it is because I am inside an area that prevents me, indicate this on screen with a palette swap or something else.
-When I place a platform play an positive sound.
-If I try to place a platform but cannot, indicate this with a negative sound.
Just a few ideas I have off the top of my head. Hope they help. (Did not play the post-compo version, so maybe some of these are addressed.)
I enjoy the visuals and mood however I found myself falling into a pattern of just clicking on an object combination at random though. I am not that familiar with point and click adventures, so maybe this is standard, but for me I would like to feel like I can use logic or observation to figure things out a bit more. Or maybe I am just illogical :p
The visuals look great. Really like the character and walk animation. Felt pretty nice just running around. Would like to see this developed further.
Love the premise for the game! Controls were a bit to sensitive for me, but there was a nice moment where I was almost slaloming down left and right hitting oil patches. Maybe you could add some extra benefit to players that carve out a smooth path in the rock?
I agree with others that the wire mechanic is pretty interesting. I do however have a few criticisms that I hope may help in some capacitance :) I find it very frustrating when I play the game with the keyboard and have to use the mouse to select levels. Are there keyboard controls on the menu? I find it frustrating and colors my entire experience. I think this is a usability issue, one that is easy to fix but should not be underestimated as to its importance. My other comment is that I have a hard time distinguishing important and unimportant objects in the scene. As the levels progressed things cluttered to the point where it was hard to read a level, and deciphering dangers, objectives etc. became increasingly confusing. Considering this is a one screen platformer with puzzles, I suggest working more on a visual design driven by readability. I do enjoy the tone and tongue in cheek humor :) Hope my comments help. Good luck!
Oh man do I suck at typing! Love the graphics. Could not get anywhere in the game though, not sure if it is too hard or I am really bad at typing. My typing martial arts style is hunt and peck. Enjoy the concept nonetheless!
Love it! The text appearing on screen really intensifies the experience and the mood is excellent. Watching the footsteps is very creepy as well. Can't find much fault with this one. Great job.
I love the idea of entering a pillow fortress and this world of the child's imagination. I just wish you had played this up more. I feel like there are so many cool places this premise can go!
Well I worked for a year in a restaurant that only served breakfast and lunch. Your game fairly accurately captured the feeling of a rush. I don't know if that is a good thing or not :p In all seriousness, I liked the fast paced gameplay, but I had a hard time putting down my spatula and knife sometimes which was really frustrating.
Really interesting take on this type of game. Really enjoyed the mechanic, although the asymmetrical slots for canon placement seemed awkward since enemies seemed to come from everywhere.
Interesting concept. It would be compelling if the player could type in the name at the end instead o picking from a list, then using online data to contextualize their choice.
I like the concept but I feel the execution could use some work. I was not sure how to start the game and once in game I was not sure what to do. I feel like some more feedback for the player could help them understand what is going on. For example on the main menu scale the hiring graphic on mouse hover. In the game maybe create icons for completed orders and force the player to drag this over to the customer. This changes the experience and so may be undesirable, however it does give the player an understanding of what they are doing.
Very interesting. Love the premise of the game and the extension of the game after various endings are achieved. Got a bit frustrated with getting stuck when trying to stack rocks though. Would be nice if there was a restart from checkpoint system for these puzzle sections. Nice work!
City is nice and I like the twist on defeating enemies. Camera controls can definitely use some easing in and out. Nice work.
Love the music in this game. The layers work great, sound effects are spot on, and the quality of the music is impressive. The feedback: sound, visuals, etc., is really well done.
Interesting premise. The controls felt pretty good, although from what I understand a good amount of bullet hell shooter fans dislike momentum. (I could be wrong, just what I have heard) I did find it frustrating that there was an invisible wall on the left and right that did not correspond to any on screen visual. Either way, nice work!
I really like this game. Love the idea of filming a scene and getting cues. Sometimes I felt that I was performing the task and still failed. Seemed the fail conditions were pretty strict and the cues were maybe to ambiguous for the strict nature of the fail condition? Either way, one of my favorites so far!
Controls feel pretty good and I like the fast pace of movement and firing. It would be nice if I could move on to the next level instead of moving out to the main menu. Nice work.
I love the idea of this game! I would like to see more levels requiring planning as to which gates to pass through to become 1. Can the game not fit on one screen? Then I think it would be more of a puzzle game. As it is now it has the inklings of exploration as well. Good job.
Pretty solid. I did notice a bug where it seemed a coin would just hover over me and I would never collect it. Impressed to find multiple backgrounds and graphics that alternated :)
Collected myself a few tires and an ET cartridge. I played the first time before reading your instructions and thought that I was digging in the ET landfill :)
@Shire Were you using Xbox controllers? Were they turned on and assigned player numbers before the game loaded? Were you playing web build or Linux build?
I would like to make some other control options as soon as I can. Right now it requires four controllers :(
@vladimirdlc I would love to get it working with 2 controllers. Maybe I can get some time this weekend to play some games and add some support for only 2 gamepads for my own game.
If I only I had a networked version. Then everyone commenting could be friends and we could all play :)
Nice :) Incredibly enjoyable and endearing.
Does the music add layers as the player gets more records? It felt kind of like that was the case. Really enjoyed the music. Also liked the art. Controls were floaty though, led to some frustrating moments. All in all nice work.
Love the mood and humor. Who doesn't enjoy taking down jets with sharks? Interesting how you all handled the life/HP thing with multiple sharks in play. Nice work :)
Kinda trippy :) I was not always sure what was going on (as others have mentioned). For me I was quite confused as some things seemed to be off my z axis and I could not grab for an extended period of time. Nice mood and style though.
Cool mechanic. I liked the fast paced nature but it seems straddled between fast reflexes and logic puzzle in a way that left me a bit overwhelmed. Definitely love the style!
I like the mood. Definitely suggest you do mouse lock in the future though. Really distracting to have the mouse visible and moving around in and out of the window: https://docs.unity3d.com/Documentation/ScriptReference/Screen-lockCursor.html
Very cool mood and visuals. Nice game. As others have said please respect the rules and provide source code, you can always enter the jam if you don't want to provide source.
Reminds me a bit of Jaws on the original NES :) Interesting premise, I enjoyed the mechanic, art and sound.
Fun! Nice puzzles. Love the character walk animation. I am surprised with the number of levels you all completed.
Love the mood and atmosphere. I hope to play this some more as I am curious about a couple of things I encountered while wandering about. :)
Interesting concept for a game! Nice work.
I experienced a couple quick depths from sharks when I was close to the edge of the screen. I know that part of the strategy is to try and stay in the middle. It might help a bit though if there is an indicator for where a shark is coming from before it enters the screen. Even if it is for less than a second. Maybe it will make the game too easy? Not sure, but perhaps worth a try? Nice work :)
Nice mood. Music worked well with the minimal art. I agree with others that the jump cuts confused me quite a bit. Maybe a .5 - 1 second fade out or something instead of an immediate new level load?
Love the drilling sound, animation and mechanic :) I kept trying to catch a rocket and have it explode on a submarine, but it never worked...
Simple but has an intriguing flow to it. I wish there was some audio, I enjoy the visuals and would love to experience the game with sound fx and music. The hit collision did behave a bit strange to me.
I did not find it too confusing. I read the info about controls and then started. Figured it out after the end of the first day. Pretty interesting start :)
I am uploading a video right now to youtube with a walkthrough of the game. Hopefully people who do not have Unity can check out the video.
great entry! Very polished. Interesting puzzle. Took me some time to pick up on the fact I could go back through a portal I just exited, but everything seemed to fall in place at just the right time that it felt very organic to progress.
Interesting concept. I did find the controls of the ship floaty as others have mentioned, however I felt like that was part of the charm of the experience. What struck me as I was visiting other planets is how much I would love to be able to leave messages for others, either in a given language or through created images.
Great visuals :) The controls felt very nice. There was a bit of momentum that felt a little slippery, but overall it felt good. Jumping platform to platform in the 3rd area just felt right for the controls and the design of the character. Would like to see more added to this game post jam!
Great game! There were some bugs and other issues as you mentioned, but ignoring these hiccups I really enjoyed this game. Not just enjoyed it as a game jam game, but legitimately as a game experience. Nice work.
Nice game. Great mood and graphics. Got a bit frustrated with the controls. Would like faster acceleration and deceleration, as it was difficult to move past the energy beams. Solid entry though!
Well crafted, I enjoy your writing style. I am interested in hearing some sound being used in the experience, even if more abstract than literal, I am curious how it could be crafted and integrated to enhance the experience. Either way, well done!
There isn't too much here, but I can see a great start to something bigger. Nice work!
Great music and interesting premise. Found the game terribly difficult though. I had some trouble with the controls. Felt a bit stilted, I would like to see a bit smoother controls. Enjoyed it though.
Interesting premise. Had some issues with the controls though, after awhile I just started drifting. I thought it may be related to what nesis said but I had deleted the block. Also, I would encourage you to look into mouse lock for your next game. That said, nice work!
Same issue of a black screen running in Chrome. Looks like the screen is not clearing, which is giving the weird draw artifact in the Unity logo. Is there no camera turned on? I think this could lead to the drawing artifact, as without a camera there is nothing to clear the screen, or draw anything else.
Platforming controls felt great. Nice puzzles game. The block collection and placement control choices felt a bit awkward to me but I got used to them. This was a very solid entry overall!
Great entry! I had some trouble at first understanding what to do, I feel like the visual language is muddled and it is hard as a player to read the computer. However, I really enjoy the idea, execution (outside of visual language) and mood of this game. Really great concept. Nice work!
Controls felt nice and the graphics were good. The combat felt redundant after awhile though. Nice controls for a space combat game, maybe you can add more post jam :)
Nice game! Wish there was a final battle with all of the abilities, and I really missed music and sound, but each boss had their own strategy and each ability was unique :)
Really enjoyed this. Nice amount of content for a jam. My only gripe was that I am using a touch pad and the controls for swinging the sword are very frustrating. Nice work overall!
Nice nunchuck action :) Would be nice to have some variation on enemies and some resources to manage such as health.
Nice take on Breakout! Really enjoyed the graphics. Gameplay felt solid, although I felt the paddle moved a bit too slow.
I liked the idea but the game seemed to suffer from some major performance problems. I played the game in chrome. It stuttered quite a bit and seemed to continue my input after I had stopped holding keys. This led to very frustrating deaths.
Pretty interesting premise. Felt a bit linear as I just kind of pushed to the right and seemed to pick up what I needed and get through the maze without too much thought. The mood was great though and I can see this built into something really intriguing!
Nice mood. Had some trouble accidentally walking and triggering the next line of text before I had finished reading the last. Nice experience though :)
The premise is quite interesting, and the graphics/music/mood are all very nice. I feel the execution of gameplay is a bit lacking. I did not experience any real feedback to inform me or guide me as a player, which led me to feel rather helpless to actually affect the world. Either way, great start to a game. Kudos on your first jam!
Really novel idea. Fun to play. Nice controls. I enjoyed the variety of blocks, although it got a bit repetitive. I would love to see this game expanded on!
Very fun and addictive. I would play a decent amount of this game on a mobile device, it would feel very natural with touch controls. Well done!
Nice game :) The game has loads of charm and the music fits great. The difficulty curve felt really nice. The biggest drawback for me was that after about 5 levels I started to get a bit board as nothing new was being introduced.
Really nice premise and graphics. I enjoyed the puzzles. I think the controls could use a bit of polish. Also, I played a game recently that let the player undo step by step. This could help the frustration of having to restart when farther in a level.
Interesting :) Very novel concept. Love the art. Would be interesting to see more puzzle elements added, or investigate more into the idea of information circulation. For example, what if different heads modified information in different ways?
Thanks for all of the comments! This has definitely been the best response to an LD game I have made :)
@tudd - you can have the music. message me @pjchardt on twitter
Great graphics and sound! I felt like I did not have much control over what happened, but had fun doing it :)
Very poignant and well executed :)
Delightful experience! I love the atmosphere you created. I did encounter a bug where the event with the character that shows up on the left never triggered and I was stuck in place with the audio cue playing repeatedly. I had to force quit and restart :( Other than that, I really enjoyed the experience.
Felt good. Fun fast paced game. I would like to see which trap I have selected and the cost though. I would also like an alternate button for dropping traps, I am using a touchpad and dislike trying to right click when I am aiming. That is just me though. Nice work :)
Nice idea! I like the idea of a one screen platformer with a very small character. The controls were a bit too loose for me. Felt like you were using the Unity physics system. I would maybe suggest going with your own system, the unity system is a bit to sluggish in my opinion for precision platforming. Solid entry though :)
Very fun. Controls felt smooth and responsive. I really liked the mid air pause when the player attacks, as well as attacks resetting only when on the ground. One pattern I saw as my friend and I played is that the matches tended to always move towards the bottom of the screen. Not sure if this was just us or may be encouraged by the attack/controls/level layout. Either way, all around solid entry!
Great idea. use of theme and mood! I must say I just typed a string of insults at my boss :) Very cool, definitely enjoyed this game.
Nice idea. I think the combat could use some polish, and adding more strategy/stealth options could give some interesting player choice. Nice work though!
Very nice game! I was expecting it to be a jam entry while I was playing it, then saw it was a compo. I have a few criticisms about level design but take them with a grain of salt as they are only apparent because of the high level of polish of the game. Some of the pits right after entering new scenes and or having to jump to platforms between scenes were a bit frustrating, as was backtracking from errant jumps. Great overall though!
Finally got some people to play the game with. Very fun game! I do feel like the Cowboy has a bit of an advantage, but that was just our experience. Very solid experience for a compo entry. Great work :)
Enjoyed the experience. A few minor issues for me, such as text being hard to read and not exactly being clear on what to do at times. All in all, very impressive game for 48 hours. Nice work!
Cool game idea :) I can see this having a post compo life with more development!
At times meditative, other times tense. Love the music selection! Reminds me of The Marriage a bit. :)
Kudos on learning an engine during a jam! I did notice that I could drag objects so that most of their sprite was outside the wall on the edge of the screen, when I let go the collision resolved the objects out of the screen, which made me able to clear objects out of the level. Just a heads up. Nice work on the game :)
Sartemis Smart has some great suggestions for adding some more gameplay. As just another idea to throw out there, you could drop the boxes on a beat, and increase the tempo over time, make it kind of a rhythm game.
As for a web version. Use this tag if it links to a browser version of a game. Otherwise, name the tag appropriate for the link. For example, yours should be called "Windows" or "Windows Download" :)
I think the premise is quite interesting, especially when mixing in the distance factor. As for execution, I ended up just alternating between two objects until she passed out, which wasn't terribly enjoyable. Maybe with a few more rules for how the girl reacts to objects, a more varied strategy would be re-enforced?
Wonderful game! I love the presentation and visuals. I also really love how the story unfolds procedurally. To offer a bit of criticism while gushing over your game, I would say that queuing up audio would be a nice addition, right now it just overrides the current audio and I lose some information. Solid entry overall!
I agree with vortex that being able to change luminous with keys would make switching luminosity easier and more enjoyable. I really like the idea and execution of the idea other than difficulties switching luminosity.
Nice start, could be an interesting take on the management sim :) Had trouble starting and restarting, maybe the bounding boxes for the menu items is smaller than the text? Looks like others have mentioned this as well.
Nice job on first completed game and learning Unity :) I did not realize I was collecting snowflakes until I read the description. One simple way to inform the player that the snowman and snowflake interact is to add a sound effects as an audio cue every time the player collects a flake. Then throw in a particle effect and you got audio and visual feedback for the player!
Love the name! I enjoyed playing, although I had some trouble with the controls. I would like to see either strafing and walking back, or play up the sniper element and allow hiding places and blinds to fire from. These are just my two cents, overall a solid entry, nice work!
Pretty cool concept. Yeah when I die I go to what I presume is doggy purgatory, but I have to refresh the page to restart. My input also registers on the page as well as the game, making it difficult to move. Not sure if this is something you can fix in code or is an issue with the site.
Nice. Interesting puzzles utilizing the screen mechanic:)
Audio cues out of screen really added to the mood and tension, along with the audio. I do agree with others that the progression became a hunt and peck affair, where I was just spamming spacebar on items until I clicked the right one to trigger the next event. Overall interesting and intriguing experience.
Pretty interesting concept but the web build is very difficult to play. I can't just hold the mouse button down and rotate my contraption left and right. Instead the game only seems to register one rotation direction until I click down again with the mouse. This makes it very challenging and frustrating to react to the game. Did not try it on android.
Nice controls, though collision on projectiles were a bit frustrating. I would like a bit more leeway for my projectiles colliding with walls. Fun game though.
Also, on start up the first time I encountered an error and had to abort.
FATAL ERROR in
action number 1
of Step Event0
for object obj_foe:
DoDiv :: Divide by zero
at gml_Object_obj_foe_Step_0
Great! Reminds me of the old Carmen Sandiego game I played in school. I also enjoyed having to google info to know where to go, I learned a bit while playing :) Wonderful entry.
Great game! Super fun and addicting. Fascinating use of the theme!