Zombie Scientists Had Too Much Kitten by jujule 2012-08-28T10:08:00
Lovely, yummy insanity. There might be a bug that leaves you with low health and the same types of enemies when you die / win and start over.
Foon → Ludum Dare Explorer → Users → Prealpha
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2012 | 25 | You are the Villain | The rich get richer | jam | 314 | 2.11 | 1.66 | 3.60 | 2.92 | 1.38 | 1.07 | 1.85 | 2.07 | 73 | |
| 2012 | 24 | Evolution | DNA Soup | compo | 270 | 3.15 | 3.21 | 3.56 | 3.44 | 2.44 | 1.36 | 1.48 | 2.65 | 71 |
Lovely, yummy insanity. There might be a bug that leaves you with low health and the same types of enemies when you die / win and start over.
The lack of feedback makes extremely difficult to know what you are doing and if your are going to get any result at the and. Some sound or visual cue showing that you have picked up something would help a lot. I guess the original idea was for the "rock" to be solid?
I'm getting an error while trying to run it, what version of Visual C++ did you use? I'm guessing I need the redistributable package.
Nice, I liked the juggling element, although I had 2 issues:
-Health for me is S instead of B
-It was pretty hard to keep track of which continent is which, and the way the planet rotated added to the confusion (not sure if it's the speed or the general way it controls)
Could be expanded into something very interesting, perhaps making technology improvements affect each continent in a different way while keeping some of the fast-management sense.
Thank you to those who reported the crashes, I have fixed them while resisting the urgency to change some other stuff (I really don't know where all those 'DNA cells' and 'virusses' came from...)
And yes, you are all absolutely right, I spent too much time adding and fixing stuff and not playtesting and optimizing the gameplay variables. I have just tested it and you can reach level 70 without touching a thing, simply by choosing the upgrades that increase the grid size and the DNA spawning ratio. I'll try to improve it in a post-compo version just to get some peace of mind.
Thank you all for taking the time to play it.
Kind of difficult to play with a non-english keyboard. I tried using joy2key and a PS controller and things got better, but there is still something off with the combat pace and having to think what parts need replacing, what limb you need to pick up, minding the direction you are facing, etc.
Perhaps if the number of enemies grew more slowly, giving the player time to get used to the controls, the concept would work better
My guess is:
-Anti-Vaccini...cists are weak against illness an thus a source of mutated nasty stuff.
-Someone in the the crowd might be naturally immune to this mutated virus and can spread his defenses by donating it around (or the immunity appears by crossing donations).
What I'm not sure is if the virus and the immune system can keep mutating and if you can cure those who are already sick (or if anything I've written is actually right).
Once you start to get the hang of it, it's great fun. Some things could be made more clear, but all the pieces for a good game are there.
Pretty good, perhaps some enemies or one evolution step could have been sacrified in favor of polishing the movement feeling (momentum, mainly)
Hi, I'm getting this when trying to run it on windows 7 64bit:
Traceback (most recent call last):
File "<string>", line 85, in <module>
File "c:\src\thievery\build\pyi.win32\thievery\out01-PYZ.pyz\misc", line 299,in init
File "c:\src\thievery\build\pyi.win32\thievery\out01-PYZ.pyz\pyglet.resource", line 587, in media
File "c:\src\thievery\build\pyi.win32\thievery\out01-PYZ.pyz\pyglet.media", line 1386, in load
File "c:\src\thievery\build\pyi.win32\thievery\out01-PYZ.pyz\pyglet.media.riff", line 202, in __init__
pyglet.media.riff.WAVEFormatException: AVbin is required to decode compressed media
Why some people insist on making the rest of us look bad? Shame on you all and your astonishing weekend-game-making prowess!
I loved the design of the puzzles/levels, the control may need some rethinking (perhaps left mouse to jump/cut left, right mouse to jump cut right and shift+click to throw in that direction? - and sliding with one or two fingers on each side for a touch screen...), but this entry is among the most professional and full-development/money making worthy I've seen this time (not to undervalue the worth of the more experimental ones, but those usually work better as a one-time thing)
This is very similar to a design I've being mulling over for a while. It could be interesting to add some risk-reward concepts, for example, putting an item that heals the hero makes traps cheaper, you can put chests withe weapons in exchange of being able to hire stronger monsters, and so on.
One problem is to provide enough building freedom while making the hero move around the dungeon in a way that feels reasonably smart... sorry, digressing.
Good stuff.
Pretty nice. At last "floaty controls" can be said as something positive.
The music track is very low compared to the fx, could barely heard it.
I kept getting hurt for trying to grab the dynamite, some part of my gamer's subsconcious insisted it was a power-up. Hmmm, dynamite...
Took me a while to figure out how to capture the french pieces ('surround' as in reversi but only works against two pieces) but it was fun after that. I'm guessing you didn't have time to implement the multi-board stuff.
The presentation is excellent, although the thinking drums get kind of annoying after a while.
The font! My poor, nearsighted eyes!
I didn't have too much of a problem understanding it after launching my first rocket. Perhaps for a jam it would have been better to put more time into making levels than in creating a level-maker, but from a pragmatic viewpoint, it was most likely a better use of your time as a self-teaching experiment than to try to get a higher score.
Argghh, demasiado realishta.
We need a 'put me in a bitter mood as intended' category.