Looping for lööps by Steffo 2020-10-12T14:43:53Z
Very nicely done in pretty much all aspects! The only thing that's a problem is... that I'm a noob and I can't reach very far. :D Can we have some checkpoints please? :D
Foon → Ludum Dare Explorer → Users → Pulni
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | 👥 | The Joshening | jam | 1064 | 3.06 | 3.13 | 2.60 | 3.69 | 2.62 | 3.10 | 3.59 | 2.96 |
| 2023 | 52 | Harvest | Elite Brain Harvester Zombie | compo | 168 | 3.47 | 3.65 | 2.50 | 2.50 | 2.62 | 3.15 | 3.62 | 3.10 | |
| 2021 | 48 | Deeper and deeper | 👥 | Abysmal | jam | 929 | 3.50 | 2.97 | 3.77 | 3.45 | 4.45 | 1.93 | 3.52 | |
| 2020 | 47 | Stuck in a loop | 👥 | Led Astray | jam | 777 | 3.51 | 3.30 | 3.15 | 2.79 | 4.49 | 4.00 | 2.56 | 3.93 |
Very nicely done in pretty much all aspects! The only thing that's a problem is... that I'm a noob and I can't reach very far. :D Can we have some checkpoints please? :D
Very nice idea! Good job!
The main thing that can be improved (imho) are the transitions. The level shouldn't be re-randomized each time, and only new stuff should be added on each run. Also it'd be nice if you can do it some 3-loops ahead, so that the change is not instant and it's like the thing has always been there. That would also solve the other problem with them: sometimes a new line/object spawns right in front of you and you just lose instantly.
Simple and cool, I like it! The sounds and visuals are pretty pleasant.
The difficulty is a bit high for me, buut that's not entirely bad, I played it for longer than most other jam games and had fun! :)
It might've been nice to be able to slow down in some way. I'd rather slow myself down when I see the laser thingy prepping to shoot in front of me as all other options seem unsafe at that time (not that the laser has actually hit me much, but it gives some unpleasant feeling that you can't do anything to protect yourself from that hit).
Thanks for the kind words everyone, and for the suggestions! :blush: Our non-code artists did an amazing job! <3
Also, good job to everyone who managed to reach the end! We might've made it just a liiiitle too hard there in the end. :D
@misterm Once you turn on the light, you need to interact with the wardrobe and then you can go to the basement.
@doot There's an ending in the post-jam version. And you're right about the controls. I messed it up on the first day big time, and that left us with less time for tweaking the experience. :/
@maychant you need to jump and then dash up mid-air. To get down after you get the key you'd need to dash down.
Finally someone appreciates the programming!!! You're the best @meatball !!! (Well, after @virimine who probably tricked you into mentioning it without even knowing the mess we've made :laughing: )
Game looks and plays very well! I'm personally not a fan of speed running, so the "stuck in a loop" theme felt a little far-fetched to me. Also, I'd probably prefer having checkpoints and getting reset when I fail rather than just losing time, as I don't really care about time, and once I realized there's no penalty for failing I stopped trying as much and it didn't feel that exciting anymore. Still, it's great for a 3 day game, good job! :)
It looks and feels very good, buuut is a bit too hard for me. I couldn't progress much on the ice level. Some checkpoints would definitely help the noobier players experience more of it. :P
An idle/clicker game?! Why did I not make this?!?!?! :O
Nice! Good job with your first jam submission! :)
Random thought/idea: how about making the 3 tasks handled in different ways? Code - you press random keys fast instead of clicking; sprites - you draw with the mouse (just drag the mouse around to make random shapes in random colors); tracks - uh... use mic to make noises? :D I' not sure about that last one, but you get the idea.
I think this is the best game I've played in the jam so far! The signature and most awesome thing is that everything matches perfectly with the music!
It does get a bit repetitive at some point, but that's understandable given the amount of time in which it was created. It's very impressive for a 3 day game!
Cool hamster and nice level design and mechanics!
Pretty cool concept and theme interpretation! Two things that I feel could be improved are: 1. Camera movement - the camera follows the ground too rigidly. I'd like it more smooth, and also perhaps it should unzoom a bit when the speed is higher. 2. Variety - as it is, it's a bit too repetitive for me. Maybe if the mountain had some trees and objects, it'd be more enjoyable going down a different side.
In any case, good job!
It's an okay game for something created in 3 days, and works without a hitch, so :thumbsup: As others have mentioned, it's not great that you're basically just guessing and remembering the correct chain of guesses.
Some random thoughts/ideas: 1. Maybe you can make the transition to the start... different. Instead of showing the message and teleporting the player to the start, you can add some "time-space loop blur/distortion" effect, leave the player as they are and start spawning the next tiles as if the player is back at the starting position. 2. Maybe something can be done with the apples. Instead of picking them up (or perhaps in combination), you could use them as a sort of breadcrumbs/hints of where you've been, so that on the next loop, you'd have more info.
The hair is amazing!!! But also game was fun, good job! :)
Cool endless runner! It would probably be even more fun with more variety of enemies/obstacles and perhaps some other movement/control abilities that you can't use all the time.
It's like a real game. Nicely done! The laser felt a bit OP, but it's a laser, so it's appropriate! :D
Wow! This game is AMAZING! Very well done!
Hey, @itsboats ! :) Thanks for the feedback and I'm glad you had some fun!
You are correct that there was a plan to have combat, but we didn't have time to implement it. :( The stats are used for stuff, but I admit it's not obvious at all. Stat info also didn't make it into the build. :D - Sensitivity - increases the radius in which an ant sees (the fog of war removal thing), and also allows it to sense food and danger (which doesn't really exist) from further away. - Strength - increases the amount of food an ant can carry. - Endurance - decreases how often an ant needs to eat. - The big button is for spawning a new food storage - an expansion building of sorts. You click on it, and then click somewhere to build the thing. Ants can now bring food there and also eat there. They don't need to go to the main base.
As for the circles and getting stuck - I think it's higher AI brain power which we don't understand + laziness. :D
Thanks again! :) <3
Fun little game! I almost got all of the fruits, had just 2 more, but then they caught me. :smile:
I like how the enemies move - there's a pattern to it and you can get them stuck, at least a little bit!
And like Slanty said, some predictability might help, because now it feels a little too random.
In any case - good job! :slight_smile:
Nice game! I agree with the others - nice visuals, sounds and atmosphere, but it's pretty much impossible to progress as the scarecrow gets quick on the second / third night, and even before that it seems a bit too fast / unavoidable. :smile: It would probably be nice to have some mechanics to distract it / slow it down.
Otherwise it's a cool concept! :slight_smile:
Oh wow! The visuals and music are amazing! And there's also story, various maps, crafting, fighting, enemies... it's like a complete game, really! It's definitely the most complete one I've played in this (and perhaps any) game jam! Nicely done!
Nice visuals, appropriate sounds, simple and enjoyable gameplay! I appreciate game with short "runs" and clear goals, so this one was pretty nice! Good job!
Perhaps what would've made it even better is multiple levels (layouts) and multiple vehicles with different stats. :thinking: And of course - global leaderboards! :smile: And now that I mention it, I'm thinking that I should perhaps set up such a system, in case I decide to add it to my game next game jam. :thinking: It's something I've wanted, but never had time to do on the game jam itself. :thinking:
Nice game! Pretty cool puzzles, especially given the time constraints! The one before the corn maze was the trickiest for me.
I've never done a puzzle game. I don't feel that I'll come up with enough nice puzzles in time, but this inspires me to give it a shot sometime. At the very least, it would be a fun experience for me! Thanks! :)
The graphics are amazing!!! And I like the music as well, even though it does get a little repetitive.
The scarecrows look great too, but am thinking that fluffy bunnies or something else might've added more to the experience - something to make the forest feel more alive and even more enjoyable to just observe! The scarecrows are somewhat in contrast to other things that are chill and relaxing and cute and calm, and I'm not sure there's anything gained from that.
Great jog, guys! :slight_smile:
Reaper and ghosts are indeed super cute! :heart_eyes:
As for surviving as long as we can... I think I can do it indefinitely with the shield :sweat_smile: ReaperGame.jpg
Good job, and better luck with the time management next time! :slight_smile:
Nice game! :slight_smile: A little too easy, but hey, who has time to balance, right? :smile:
I agree with what the others said - didn't quite understand what the upgrades do, and there wasn't enough time to actually play with them. Different kinds of obstacles would've been nicer, but as you said, there just wasn't enough time to put everything you had planned, which is understandable. :slight_smile:
And that brings me to the thing I actually wanted to mention. This is the first game jam where I'm doing some planning (as in, writing down the plan and estimating the tasks, not just having a vague idea in my head). And I have to say, I feel it was quite helpful to keep things organized, and to understand what would be a reasonable scope. Am definitely planning to do it again next time! Here's a screenshot of my "amazing" plan. :smile: Perhaps it would be useful to you or someone else reading the comments! :shrug:
https://stuff.pulni.com/files/ebhz-plan.png
Thank you all for playing! :blush:
@paulstraw @frib I'm glad you liked my attempt at funny sounds and music! I enjoyed it a lot and wished I had more than just 2-3 hours for it. :smile: I actually just started learning to play the piano few days ago, so hopefully next time I'll have a better understanding of music and be able to do more!
@candlesan Thanks, effect on damage would definitely be nice! As for the huge brain's "backstory" - I wanted to include that boss music I made... so I needed a boss! :sweat_smile: So, scale up, change color - the usuals. But I also gave it an ability - it spawns 3 elites every 30 seconds! It's *almost* like a proper boss! :grin:
Thanks guys! I really appreciate all the feedback and that you gave my game a try! :smile: :heart:
@fabian-denter I definitely wanted to make it more dynamic (both in terms of background visuals and gameplay), but couldn't get to it. :slight_frown: But hey, when I make a game of the genre for Steam, am definitely gonna do that! :thumbsup: :slight_smile:
@dzejpi @seltzerfish Yeah, hit indicator would've been great - both for the player and the enemies! Thanks!
@dzejpi @edziek The upgrade system in terms of code was quite simple and nice. I could've added a lot more options, if I didn't have to also make the visuals and sounds, which is not what I normally do, as is probably obvious :smile: I wanted to add more upgrade options for the weapons, as well as passive upgrades like health regen and whatnot... but oh well :slight_smile:
@multipixels OMG, the lack of pause menu annoyed me multiple times, but I noticed it only after the game jam, because I barely had time to play it while making it :sweat_smile:
@tomate-salat Haha, yeah, I knew the music and sounds might get a bit annoying over time and I didn't want to make people too sad about it, so having the mute option seemed important. :smile: And thanks, I completely agree with both suggestions!
Plays so smoothly!! The general mood is quite nice, and exchanging slaps with humans as a zombie is just so satisfying! :smile:
One thing I did not quite like is how starvation works and how useless it feels to reset it when eating a human. Not much to play with, and not very satisfying. Perhaps if it also increased the time it takes for the bar to deplete, it would've been better! (And that should also be visible to the player, because now that I think of it, it might work like that right now and I wouldn't notice it.)
In any case, good job! :slight_smile:
P.S. Here's my best score deadlicious.jpg
Well done! It's really nice to see a game with some meaning and actions having consequences. It's one of the few games (and not just game jam ones), that made me feel "I knew this was a bad idea (chopping down almost all the trees), but I did it anyway... and now I'm frogged, because of my own stupid / greedy actions!" :clap:
Being able to "skip to next minigame" would've been nice to speed things up when one doesn't want to collect too much, but other than that - very ncie!
Awesome game! I like the cross breeding and analyzing the plants and fields! It's a pretty cool idea to play with these. The best game that I've tried on this game jam for now. :slight_smile:
The main thing that I think can be improved is the UX. I'd like to be able to harvest and replant with a single button, without opening a menu. Or I'd like it to be more like an idle game, where I can say "hey, this field harvests and replants automatically", and then I can play with the cool stuff, and not have to constantly go click on things to make more moneyz.
As a programmer, I relate to Dr Frank to an oddly high degree! :sweat_smile:
It's a cool idea! I managed to get the doctor to the beach! :stuck_out_tongue:
I laughed at the texts a few times, buuut having to read them all the time seems not perfect (perhaps because it's 4 AM :sweat_smile:). I'm thinking, maybe you could highlight the important keywords? Or alternatively, give the player some corpses and they can utilize all their organs over multiple requests. This way the player will get to know your corpses, and they wouldn't need to reread text, plus there might be some decisions about what to use when, if they know they can use it later for something that's a better fit. :shrug:
Anyway, good job!
Very nice game - looks great and the gameplay is interesting! I would've loved to play some 15 more levels of it! :slight_smile:
Things that could be improved in my opinion: - The retry button that I pressed 5 times by mistake as I wanted to leave the shop... it really shouldn't be that easy to restart a level :smile: But also, I kinda did it by instinct, so I'd say the leave shop button should be made more "attractive" - Obviously I'd love to have more cards, levels and gameplay elements!!! It could be quite an awesome puzzle!
5-10 minutes? Those are rookie numbers! I stayed for 30+, but the game crashed :slight_frown: probably would've lasted until 40 at least.
Here's the last screenshot I got: EvilBirds.jpg
Great job making your first public game! It plays very smooth (other than the rash :grin: ), and generally looks, plays and feels nice! :slight_smile:
Ooh, looks very nice! The difficulty seemed close to impossible initially, but after a few attempts I managed to get to 100 hours and that felt nice! :)
It does seem a little luck based. In not so few games it just feel like I had bad luck and there was nothing I could've done better, because I died on the stage when I only have 1-2 people.
Another thing - as I was trying to "optimize" my people usage, I thought I can put someone to chop that tree that's between the forest and the lake, with the idea that I can easily keep some people there to quickly switch between those tasks when necessary. Unfortunately, that doesn't seem to work.
Now my new idea is to put people slightly below the lake, with hopes that they'll both fish and deal some damage to some baddies! I like that the game gives such things to experiment with. If you're planning to do more with it, I'd say one thing to focus on might be to add more such options for using a single person as 2 things, or giving positions where they can easily switch between tasks. (Disclaimer: I haven't played many games in the genre though.)
Anyway, good job and have a nice day! :)
Ooh, pretty fun game! :slight_smile: I like the visuals and the upgrade options, and the difficulty and pace are quite good! Sounds would've made it even better, but hey! :stuck_out_tongue:
Good job!
Thanks for playing our game and for the feedback guys! :heart:
@crushedsummers Haha, yeah, we didn't manage to hit the perfect pacing / scale of things :sweat_smile: and we were thinking of disallowing that strategy, buut it's just a small fun jam game for now. The Steam version will not allow cheesing like that!!! :joy:
@tracex There are tooltips for the creatures the player can summon (when hovering over the buttons), but if you mean the enemy ones - yeah, it would be nice to be able to see their stats, perhaps in a place out of game that only reveals info as you encounter and fight new creatures, so first few times are always interesting as you get to know how they behave!
Ooh! Very nice concept and it's impressive you managed to make so many levels and different mechanics in so little time! Good job!