Their Own Worst Enemies by ObscenelyTrue 2016-08-21T05:03:00
just that you'd even ATTEMPT an LD using Assembly, I must respect you for that...
I might check your game out later.
gl with LD 36!
Foon → Ludum Dare Explorer → Users → QualityCatGames
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 45 | Start with nothing | 👥 | Untitled | jam | 2.78 | 2.35 | 3.50 | 2.50 | 2.00 | |||
| 2019 | 44 | Your life is currency | 👥 | Space Scrapper | jam | 3.00 | 3.08 | 1.41 | 3.16 | 2.20 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Puzzling Bullets | jam | 2.35 | 2.21 | 3.14 | 3.28 | 2.42 | |||
| 2017 | 39 | Running out of Power | 👥 | Power Plant Manager | jam | 372 | 3.43 | 3.31 | 3.62 | 3.43 | 3.68 | 2.66 | 2.00 |
| 2017 | 38 | A Small World | 👥 | Asteroid Defender | jam | ||||||||
| 2016 | 36 | Ancient Technology | The Artifact | jam | |||||||||
| 2016 | 35 | Shapeshift | The Un-Named Game about Shape-Shifting | compo | 920 | 2.38 | 3.10 | 2.19 |
just that you'd even ATTEMPT an LD using Assembly, I must respect you for that...
I might check your game out later.
gl with LD 36!
Seems like an interesting concept, but I can't seem to even place the gateway. In fact, i don't even see the transportation beam!
i give... lol
nice concept, though
Yep
My post-mortem has the good things... lol
There honestly weren't a lot that I observed.
Originally it was an"engine" I decided the term "library" or "framework" was more suited. And thanks (:
Oh, I tend to *menacingly wrings hands*
p.s.
I'm anything but depressed or discouraged from this. I am thrilled to improve upon this! I probably will try finishing it, but I need to set some serious time aside, and perhaps the assistance of a good pixel artist. There of course are all kinds of stuff I look forward to improving or changing with the library and other games made with it. I'm currently working on adding some more of those useful features to the library, and some extras.
p.p.s.
I should update the info on this thing...lol
Sorry for late replies, looong story...
@lanestp:
thx!
Eh, I got distracted... a lot...XD
Yep, more than I was expecting, I'll admit
@Gamepopper:
Thx.
Nothing fancy about the AI, really, just two randomizers...lol. But thx
Cute little game, and I'd love to see what it could become if you continued work on it!
arrow key movement
currently the game is EXTREMELY work-in-progress.
It got started late, like last LD, and then it had bugs in the underlying library (from my rushing some features).
I'm trying to avoid what happened last year, which was that the game, itself just had horrible bugs, and also lost much of the time to coding due to asset prep, or fixinf aforementioned bugs.
I should hopefully have something more complete by the end of tomorrow... hopefully
when back from lunch...
The concept was that you're a guy seeking a long-lost artifact that would grant you the power of the gods. You must traverse the globe to find it. Gameplay would've involved walking-around, solving puzzles, dis-arming booby traps, and possibly, fighting enemies. The scope of this project was not unrealistic, but IRL events, especially, cost me a whole ton of time. Ultimately, the final version is more complete, code-wise, than my LD35 submission. However, due to all the time I lost to IRL, some parts of the game didn't get finished in time. By the time I got to adding an actual level, there was minutes on the clock. The 'final' build of this game doesn't even show all the features i was able to add, nor does it accurately represent the capabilities of the game engine i've put-together for this game as a whole.
With as much as I couldn't get done by deadline, the only way really to judge is based on the code, and messing-around to see what can be made from it. I plan to extend/complete the game and submit it to kongregate, after another project of mine is somewhat more complete, and on github.
Unfortunately, I ran dead out of time when adding actual levels. Due to the MANY IRl interruptions, and the fixing of certain bugs, even despite extending this to the Jam, I had very little time to really finalize anything. There would be more, and I will be extending this game after another project of mine is to a point I'm comfortable with it. The one level in the 'final version' was added literally within the last 10 minutes... /:
I wasn't able to get any real levels added before deadline 'cuz i lost too much time to real-life events, especially.
@ZYXer:
The wireframes were done using code I threw-together last minute. Animations and such are totally planned. i just didn't feel like dealing with a 3D transformation matrix and all that kind of stuff...
I agree there's much to be desired Maybe in the future!
sry for such a late reply, assuming even that you are notified of this...
For anyone who cares to know: So, as for my participation, STUFF... happened...
I had planned in advance to have this weekend off from any extra chores and stuff. Well, I was signed-up to work an event for my Lion's Club by my mother. (Which I wouldn't mind, except that *technically* doesn't make me a volunteer, as it was not by my consent; AND I specifically told her prior I had plans already...) Physically, this has exhausted me; and mentally/emotionally, the frustration broke me. I spent the first day emotionally compromised, after I even became available. The next few days, I was simply too tired to do ANYTHING... I've still potentially got up to two more days at the end of this week, as well.
Anyways, that's what happened on my side.
not a fan of unity, huh? @jared-york
@jared-york That does make sense
I honestly don't believe in the subscription model, and I think it should be outlawed. And the same goes for this "cloud integration in everything" which is used to justify subscription-based payment in the first place.
Back when Unity was a plugin, I had numerous problems with it. I also had problems with the stand-alone exes at the time, luckily not so severe as the unity plugin. (it crashed...) WebGL builds leave a lot to be desired. (webGL does in general, overriding my browser of choice on MANY games, since chrome is the single browser that implements "open web" tech more or less, completely...)
I had more to say, but it's late, and I got idetracked while writing this
@cbdevilla @skyrex I'll fill in for Josh for now. I technically *was* involved, just not as much as I hoped/planned...
We took probably a good few hours to even come-up with an idea we liked. What you see her is a vast over-simplification of the original idea. We did not like the theme in the first place, so that was our first struggle. The second would be that bot of us had some IRL issues that messed-up both of us. If @josh6680 wants to explain more, I'll leave it to him to explain his side. I explained mine in a previous post. We had a lot more planned. But, Josh got stuck doing all the graphics, and neither of us had the time/motivation to properly flesh-out and/or develop the idea. I was going to last-minute crunch the graphics on the final day, and wasn't even able to do that... As for mechanics, Josh's own struggles impacted getting much implemented at all. Maybe some day we'll re-visit this concept. This just wasn't a good jam for us. I'm a little shocked Josh did not just call it quits, tbh. That is what happened in LD40. We both gave-up.
A human opponent would be interesting, but multiplayer games currently are not planned by either of us any time soon. I, myself, have no desire to touch networking code. Loading files from urls is bad enough, forget a server API and all the required steps to prevent cheating/hacking of the system. Ultimately, though, the problem here, is we just didn't have much of a game in the first place. This game as implemented would be boring with two players, as well. It needs the parts that we did not implement, or finish thinking-up. Also would've helped if I had actually be able to do what I said I would.
@roque
well, libraries/frameworks are the stepping stone to an engine. but yes, it's sad the quantity and type/scope of games being made with engines these days. idlers with unity? INSANITY!
now, we had intended to have more stuff to do, and it'd have probably been more difficult. As-is, josh had to truncate my map for performance reasons.
Each key should've been as hard as the red or harder. Additionally, there was a trial after getting each key to unlock the respective door to the goal. Well, that was the plan, anyways... The red key by itself should've taken waaay longer to obtain, mostly through the potentially tedious mechanic we borrowed from another game we used to play.
glad you liked it
@palemek
yeah, good idea
i did at least think to try and telegraph some idea of what was supposed to be done not sure how well that worked.
i wish more games were made without engines, or without all these mainstream ones that honestly create a lot of problems we don't seem to like to talk about.
glad you liked it, i just wish we could've finished it.
@differentname
yeah, the "first" level is supposed to be like the second or third. if you check enemies.json, you'll also see just how much we didn't really get completed yet.
and there are NUMEROUS other mechanics I wanted to add. We'll probably pursue a post-jam build, but much later, for multiple reasons Thanks for the feedback :3
@arche-san
We intend to pursue a post-jam version, however are not presently able to do so.
Probably will start by June or July, but actual completion date is completely unknown.
I will be sure to check out your submission when I am able! I am presently on an iPhone... (not exactly by choice...)
Thanks for your feedback!
As a concept? Love it! As a game? no, it really needs some major polish
Graphics are pretty good Mood/Fun are pretty nonexistent
Nice try, though! Don't let this discourage you, game jams are tough!
I'm also not much a fan of rythem (or beat 'em up), so-so with cooking, but this is pretty awesome! Nice work!