Foon → Ludum Dare Explorer → Users → pusheax
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 30 | Connected Worlds | Merge | compo | 146 | 3.69 | 3.50 | 3.58 | 3.68 | 3.12 | 2.70 | 3.16 | 49 | |
| 2013 | 28 | You Only Get One | Dungeon Wish | compo | 788 | 2.64 | 2.44 | 2.44 | 2.72 | 2.36 | 2.08 | 2.79 | 52 |
Stone arms is OP. Got to the end without much trouble. Liked the idea with tents.
Like the game feel. It's good humour: CreateGame Studio, reference to Ludum Dare. Good graphics.
Love sound. Instructions made me realize how complex this is. Amazing how much can be done in 48 hours.
It was fun:)
Really like graphics. One item is unnecessarily restrictive though.
I like music. Game, it seems, should be turn based, otherwise it should be hack&slash with specific fighting strategies.
Great graphics. Many things are straightforward and become apparent after a while. I guess roguelike's variation of items/enemies would help in this case. But limited time points to other varations on roguelike theme.
It's a gamemaker file(.gmk). Can you make it executable?
Like your hand drawn style, music has this nice egyptian vibe. Criticism: too much space for such puzzles, you could reduce this game into 8x8 grid and set maximum amount of turns to finish.
Exceptional quality. Great fun. Very enjoyable sounds and music.
Good idea for a game. I think you could use height more and make falling interesting. Teleporters are not that fun, they are just obvious waypoints and sometimes you can't tell their orientation. Also I think that this game is similar to eets. The most interesting stuff could be planned beforehand and then played without user interaction. Similarly you could use 'stand', 'duck', 'jump' states and allow shooting only while standing, for example. Then user would plan moving path taking into account pits, enemies, obstacles. That would not suit the theme but it would be more interesting in my opinion. Other than that good work on graphics, level editor(!).
Sorry, game download stuck at 18%.
I made a child sad several times, then looked at screenshot where he was happy. It was enough for me.
Enemies surprised me. They seem to target you. Nice matrix colors. Is theme influenced by 868-HACK?
Good job.
iamwhosiam: When you break the block you can fall down if pit is underneath. I totally agree that it should be an option. You should fall down only if you want.
NikinCZ: "I don't want to die" insta kills everyone on current level.
Jago: Sorry about that. I will updat os/x archive with newer lwjgl(as it seems to solve the problem). Although I cannot test it.
KEFIR, thanks for suggestion. I will look into it.
Solid, fun, challenging game.
Sorry to be negative but choices seem very binary. ASP-like dialog systems were created for AAA in order to distill conversations and make them faster. So I was pleasantly surprised to see them in a text game.
Loved graphics. Sound is good. I fought one time and could not for the second time for some reason.
Very cool idea. I like the 3d transition effect at the beginning.
I like graphics.
Great game feel and sounds, I got to level 9. I made something similar but turn-based puzzle.
Awesome music. I like graphics, although I would prefer more readable design. Tower defense lacks attack patterns. I don't know which side to defend more against what kind of enemies.
Web version on pc: I can burn fuel but cannot change orientation of the ship. I tried arrows, wasd, mouse - nothing works.
It's nice to see action game for this theme. Very challenging and now I understand that action type of game like this is hard to make good.
Nice mechanic. When they get to you knockback is very bad.
Nice graphics. Glitched first level. Second one was very easy.
Good style, I like the transition between levels. Mechanics are simple but effective.
I like the idea that scientist works in the maze.
Great concept. Auto mine does not work, I feel bad( Sometimes clicking on symbols from bonus bins does not work.
I feel like this game could have deeper plot and not ironic gameplay.
I managed to stay alive with one planet and maximum everything for some time. Moving them together seems hard.
Stylish experience, coherent and cool.
Excellent music and humour.
I like the sword animation.
Nice job. This game feels very good. Given time to polish platforming and more levels this will be awesome.
Great implementation.
I finished it. Hardcore platformer, while it can be frustrating at times it has some nice level design. If you iterate on it you can make a great game.
I like sounds and music, very good on theme.
@Kaelaholme You're right. Thanks for playing.
@Septi I know what you mean. When several crates are in one world they do not block each other's movement in this world. When any crate's movement is blocked in world A(only boundary and cross tiles are considered blocking tiles), it will block movement in worlds B and C but not in world A. I found nice consequences to this mechanic combined with repel and teleport tiles.
Narratively speaking crates located in one world are part of one component, that's why they can reorganize freely. I should have made separate sound effect for such motions.
Finished it. Awesome graphics. Level design is ok, but could be better. Characters meet at the end, but in terms of game mechanics they just avoid obstacles separately.