Monophobic Menace by defacid 2015-08-26T21:18:00
Nice job making a framework in a day and then make a working demo out of it!
Unfortunately I didn't make it all the way through. I don't have any grid paper to make myself a map :P
Foon → Ludum Dare Explorer → Users → Quij
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 33 | You are the Monster | Basket Case | jam | 995 | 2.62 | 3.12 | 3.08 | 1.92 | 2.54 | 2.33 | 50 |
Nice job making a framework in a day and then make a working demo out of it!
Unfortunately I didn't make it all the way through. I don't have any grid paper to make myself a map :P
Very cool! Good use of a simple mechanic to demonstrate complex thoughts.
Like, is it worth making friends if we're just going to hurt them down the road?
Alternatively, if I'm immortal or long-lived, what's the point in making friends if they're going to die so much sooner than me? :P
Nice! I liked the mini map as an indicator of progress. Would have loved to see the people I infect go on to spread it to others.
And maybe my eyes are trying to trick me, but it feels like the vanishing point between each building behaves strangely. Maybe the walls should get cut off (to simulate a finite depth) before they converge. I still enjoyed seeing the background move with me, though :)
I liked the sound effect for picking up the gems. Very satisfying!
Loved the sound effects, and the graphics/models in general. The aliens were cute! And the spaceship looks great.
It wasn't clear which of my actions were actually helping me progress in gaining their trust. Was it me clearing the berries from underneath my ship? Was it just time passing?
Great job overall!
The sprites look great, and I liked the idea behind the game.
It took me a bit to get used to the pause before each jump, but it lead to some fun challenges where I had to time my next jump while avoiding a guard.
I had some issues with the pressure plates/buttons, which actually lead to an entertaining (probably unintended) playthrough. Sometimes the boxes don't trigger the buttons, which forced me to restart the last level a few times.
I was able to get unstuck, though, by wall jumping! If you touch any surface between jumps (even vertical walls), you can jump again, even in mid-air. Figuring out a rhythm to clear big walls or long jumps was a fun mini-game, though totally breaks a bunch of your later puzzles. That wasn't a negative for me though - fun bugs are the best bugs :D
Overall, good job all :)
Nice monster sprite!
I had a hard time finding the hero. To avoid just randomly walking around, consider adding a way to get a rough idea of where the hero is (beyond the two-tile indicator). Maybe when the player Stays in one spot, they could get a hint on which direction the hero is.
Great start! Loved the voiced intro. I like the idea of becoming more of a monster to beat the monsters, but unfortunately I didn't make it very far.
The lack of feedback (audio or even visual) when I'm under attack almost guarantees I lose a chunk of health before I even notice I'm getting hit. The only workaround I found was a lot of silly spinning to make sure nothing's sneaking up on me.
I really liked the visual-cone/flashlight mechanic, though. It accentuates the darkness and made me paranoid about things sneaking up on me. Great for atmosphere :)
Overall, good job!
Loved it!
Great art and animation, great audio feedback (smashing buildings reminded me of the Rampage games). Very well polished - solid, no bugs or glitches to be found.
It was very satisfying lining up a swarm of enemies and seeing how many I could get with one rock.
The throwing did take some getting used to, since KRAGZHOR's a lefty! I guess I was expecting the thrown rocks to be center-aligned with the player's sprite, though I'm not sure how you could make that look natural.
I never did figure out how to eat, but I'd say that just made it more intense/enjoyable towards the end. I reached the end with only a sliver of health, kiting an entire army!
Speaking of the end, you should put in some kind of formal ending. Even if it's just throwing up a "You rock!" screen after smashing all the buildings at the end.
Really awesome job :)
That was fun! Very satisfying. Solid controls. Well-drawn and animated monster. I liked the feedback when eating a cookie (just slightly growing the monster), and when eating a red cookie (bwahahha).
With so many levels it felt like there was room for another mechanic or complication. Though I did appreciate how the inhale capacity increased each level.
Great job!
Cool! The claustrophobic environment and the movement gave me some Descent vibes. Loved the atmosphere.
Cool idea! Took me a little bit to figure out what was going on, especially with the wire-tapping. Additional feedback on pressing Tab could help. Once I got that down though, it was fun to manage everything at once.
A good start! I appreciate the themes you're going for. The controls are a bit finicky though - for example, hitting jump near an edge didn't always make me jump.
On one of the levels, I went left of the starting area and just kinda floated/glitched off screen and could never get back (had to restart the game). The level right after "Sir, you forgot your phone!"
The vampire's actually kinda adorable.
I like how the music kicks up as time wears down. Gave me that extra panic to try and keep going :)
This is great. Chilling and pointed interpretation of the theme.
I like it as a proof of concept, and I think there's lots to explore here. I hope you continue with this project.
Love the art style! And the AI had just the right amount of challenge without being overwhelming.
Thanks for the heads up, madalaski! All fixed now.
Looks like itch.io's having trouble with their file uploads at the moment, so I put the fixed Windows version in Dropbox.
I liked it! Nice art, good progression with new abilities. I liked how the last level was the previous level, but with a new route open. That helped give a sense that the player has changed.
While there were few enemies (rats, bats, crying hearts?), their different movement patterns along with the platforming elements gave it a good challenging variety.
The player's movement could have been quicker, more responsive, or less floaty. And the keybindings were unusual - specifically, having Run as "W" felt weird.
Overall, it's a nice homage to old-school platformers. Good job all!
Smooth controls and smooth graphics. Nice!
"Presents" hah! :)
Good idea, looking forward to seeing it more fleshed out!
Maybe consider only allowing left-right movement. Moving in the z-axis doesn't help clear the obstacles, and only causes tears when I accidentally walk off the edge ; ;
Teeheehee, very cute :D Good use of music and happy-looking characters to contrast the impending genocide. And those are some nice looking mountains!
The camera moves a bit slow, though.
Graaaah!!! Finally got it. Those damn graters...
Anyways, loved the pun :D Very cool controls, if a little unpredictable. I had a lot of fun figuring out the best way to move around. If you gave the player a bit more control (somehow), you could make some pretty cool puzzles out of it.
Good job!
Felt like I got dropped into the deep end! Though I eventually pieced together what each button meant. It's fun trying to keep track of all the moving parts.