Rent for 30 seconds by Volcanic Giraffe 2017-01-02T19:08:00
Fun game to play! Renting a lone room feels weird, but as long as people pay...
Foon → Ludum Dare Explorer → Users → raaaahman
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 39 | Running out of Power | 👥 | Oppressiv Light | jam | 715 | 2.89 | 2.75 | 2.69 | 3.48 | 2.48 | 1.70 | 3.69 | |
| 2016 | 37 | One room | Roomblin' | jam | 627 | 3.08 | 3.40 | 3.25 | 54 |
Fun game to play! Renting a lone room feels weird, but as long as people pay...
Nice game, not so easy, good idea to add the emptying oxygen bar.
Cool game, good job!
Well done, fits th e theme well and gameplay works fine (it just took some time to figure out what I should do).
Fun, a nice take on the theme and a good variety of pieces. Very hard to get a positive score! :p
Neat, pretty graphics and audio. It's missing a sense of challenge though.
Nice little defense game. Unfortunately, the constant flow of monster made it impossible to build anything. I think it could work better with ennemies coming in "waves"...
Took me a bit of time to figure the controls, then game went smoothly. Frightening atmosphere, and cool game overall, I wish the musicwasn't reloaded every time a enter a new room.
Nice character art and cool concept. But I found the character and his shots waaaay too slow, and the music annoyed me. Good job though.
Pretty game with charming graphics and audio. Maybe lacking a bit of ergonomy.
Awesome music and graphics. But the choices, I don't really understand how to evaluate their effects, so I picked randomly... great job though!
Awesome little game! Simple gameplay but the combinations took me a while to figure (also I should have read the total numbers of recipes, I searched too long for nothing). Totally the game I'd like too see a post-LD version. Nice work people!
Nicely done. But sadly you just have to rush the drones most of the time. I love the soundtrack!
Awesome visuals, I'm waiting to play a "final" version!
Funny game! Teaching humanity 'til stone age is challenging, but sometimes it just feels too random.
Great entry. Simple and beautiful graphics with an interesting game play. Woul have loved some music though!
Well done! But I feel the difficulty "curve" is a bit too steep.
Very entertaining game. The music is brilliant!
I'm having the black screen bug too... :(
Nice little game. Graphics are cute and animation are good. I love the audio!
Also called "I'm stuck in a room where everyone wants to murder me!" (which could fit many games I must admit...) It was fun, even if I wouldn't play it a second time (lack of player moves) but I find the game is very well crafted and quite complete for a two day jam. Good job!
If you want to take the game further, my suggestions would be:
-player unlocks powers: dash, shield, wind-push, slowmotion...
-changes in the objectives: must push an archer on a tile, find a color combination (walking multiples times on objectives tiles chang the colors), survive a certain time with spawning enemies...
Simple yet entertaining. A nice take on the theme. Strangely, it's easier in the late game when you've got plenty of rooms than in the midgame where you're probably missing rooms of a particular type.
Cool gameplay, fit the theme very well. Graphics and music are nice. The game is insanely hard!
Also controls are buggy on the web version when there's too much ennemies!
Nice game, simple but entertaining. I like the colourful graphics!
Intriguing concept and music, too bad the difficulty "reboots" after a maximum. Funny main character.
Very good looking game, I like that short but very communicative intro. Sounds are nice too and create a soothing space ambiance. However I'm not big about slide puzzles, so I didn't play it more than about 2 minutes...
I believe the one long level is not a good idea for puzzle games, because you don't have a sense to complete something until the very end, so you can loose your motivation half way if you find that you did something bad a long time ago. Several small levels to make you familiar about the mechanics and having the feeling that you progress in some way is more adapted IMO.
Good job though.
Nice game, the swap by 3 mechanics is quite confusing but we can get used to. However I feel the customer part of the gameplay doesn't matter that much in the end since you seem to need a bit of everything at anytime. That's neat graphics and a subtle enough music, the game feels quite polished. Good job!
Well made game. Gameplay mechanics are simple to understand but takes some practice to get used to, and levels are challenging, in fact I quit in the U-shaped asteroids level, too much tries and the destructible rocks stress me out.
I like the graphics and nice atmospheric music, but the sound effects were too raw for me, ruining the spacey mood. Nice job overall! (oh, and I got the grappling retract bug too)
Nice experience, soothing, too bad it misses a nice atmospheric music. I liked to see my network expand and slowly decay, I didn't get the metaphors but I played like three times. Tutorial is a nice things, but it shouldn't replay if I hit restart.
Nice game, and congratulations making it for the compo!
I agree with Mordokay and Simon Millard: most of the time you will be a little too short for reaching the next waypoint (wich fits the theme I believe), so you want to go to the edge of the waypoint and push your engines to maximum, maybe if you had a fuel tank for the entire level, that you have to save to reach the end you'll need to gauge the distance more efficiently (but balancing the game would be quite tricky).
I like the minimalist graphics, they're cute, but I find that too many elements are white, which gets confusing sometimes: hard to distinguish a waypoint from the floor, hard to see a tunnel when you're in its axis, or unable too see the power gauge when you have a roof over you.
That's still an enjoyable game, I've played only the WebGL version but if you have saves enabled in the standalone I may be able to finish it. Well done.
Nice twist on the tower defence genre, very fitting to the theme. The difficulty is progressive and in the end you need to define well your priorities. I tried a little to beat the game, but didn't manage so far.
I like how it feels pretty polished with the nice graphics and music, just a bit glitchy when the ghost overlaps the walls. Not much to say, you could probably do some more levels and that would be a neat HTML5 game.
Well done!
A nice game overall. FTL with pirates always hook me in (but I can't really see how it matches the theme?). It felt a bit too passive and random though, can't reassign crew, don't choose anything in the events, flanking doesn't seem to be really worth it (loose a good number of times to issue just one boosted attack, maybe if the bonus stay it would be more tempting)... And very hard also, crew dies a lot from events, and I encountered a ship that dealt 22 damage each hit.
Maybe a bit of balancing could do the trick, good job anyway.
Nice game. The art is pretty good looking, but I couldn't hear the music sadly. The mechanics are a bit cryptic to me, shoot things, that I can understand, but I still don't know what makes me loose/gain energy, and how the puzzle could be validated?
Nice work still.
A cool game indeed. I like how you are frantically running in the whole level to fix stuff where needed. I didn't notice in the beginning thet energy was the "life" of turrets, as it would have made sense to me that it is used to shoot things, this make me wonder about the choice you give to the player with scraps: either you use them to repair the turrets, or to rebuild them... which leads to almost the same thing.
If you wish to continue working on this game, I believe it may need to add new mechanics as the player is only responding to the enemy deeds, and doesn't have much iniative in the action, maybe he could choose to upgrade some of the turrets in certain ways to match certain types of enemies... idk
Lovely art and good audio, maybe a bit loud on everything like most of people have pointed out. Good jod!
Super nice game. The mechanics are interesting even if a bit overwhelming at start. The clones with various stats are a nice feature but I did a few quit and restart to have nice starting clones. I don't mind games being hard, but here the difficulty curve seems to mark a right angle when the first hive wave kicks in.
Bug: elite ennemy falls under the ground, they are invisible and you loose your APs if you don't perform the attack action on their hitbox.
Great work, I may come back at it.
Nice uppdate, I've been able to get a little further this time. Game is still hard and it seems we don't have time to play with every mechanics each time, which is good (I tend to build chips a lot, but not so much weapons).
-I'm still quitting and restarting game to have good clones stats, and I feel it is mandatory since a weakness in one field would set up for a very short game, so a restart button could be nice.
-Power is always the limiting resource (which fits the theme indeed), while I'm stockpiling minerals. Maybe there could be a generator room where we can convert minerals into power.
-Enemies hit hard, and them being able to play right after spawning make going for the hive a suicidal mission. And we don't have ways to improve clones health, so they're set to die. It could be a feature, idk, just pointing out.
-AI seems to play randomly sometimes, not many times, but that's still strange go back-and-forth or that genre of plays...
-Rooms die in one hit, regardless of enemy strength and shield HP.
-Range isn't limited, you can pick which enemy you want regardless of the range stat.
-Maybe putting different colors on higher tier enemies woul make the board clearer to read. Also I would really appreciate to be able to change clone outfits to fit the role I'm giving them, even if at the moment I didn't manage to have enough of them for it to be a problem.
>In the original design there is a merchant in the command (as you can see the second slot in command center is gray-out), it’s supposed to provide convert between resource and sell chips & weapons, the price is dependent on the clone’s bargain attribute, basically a (6 - bargain_skill) mineral -> 1 power ratio. Well the bargain attribute is still there, but the trade mechanism is not implemented yet.
Nice idea, I was kinda disappointed each time I got a "merchant" out of the clone factory. Now that I think of it, would it be a good thing that player can choose the "class" of its new clone? Since stats seems related, it could help player build a strategy. But I believe there are better "classes" than other right now, fighter & ninjas seems to never disappoint, where "guys" I never got very lucky with them.
>Ah, you make a good point here, indeed my original idea is to make players to push forward with (base + barrier) combination. But the kamikaze enemy is not a good idea, should fix it.
Oh, I didn't realize that. In fact I didn't build any new rooms as the three clones limit on each one was well enough for my needs, and I always wanted more of the chips/clones/barriers/tesla coil... I don't really know if building new room is expensive or not.
I was really attracted by the concept of this game, but sadly didn't manage to enjoy it. :(
-First of all I've no memories of the electronics lessons I had from college, and performing operations on oscillator was like a total new field for me. Not that it's not the same with every new puzzle game mechanics, but here after three times performing a signal addition, I still couldn't foresee how it would work in a new situation. It seems that you've chosen a pretty hard topic to introduce to players, good point is, if you make it right, it may be used as educational material I guess.
-The platforms mechanics didn't feel to get along very well with the puzzle one, most of the time it only delays my trials of connecting two boxes, and when I had to time my jump + connect on a box that has no platform in front of it, it was pretty annoying to me.
-Sorry but this one hour general timer seems like a bad idea to me: it didn't impact the game before quite some time, and didn't get me to feel in a rush or something, but I imagine it could be veeery annoying if it made me fail the game if I was like one minute too short in the end.
-The graphics and music are really nice, but I got annoyed by the oscillator's disturbing sound and the glitch on their display.
I'm super sorry for being that harsh to the trememdous amount of work you seem to have put in this game, and if it wasn't clear enough in the review I wrote it is only my opinion and I don't expect you to rely on it too much. Just keep in mind that signal modulation could be pretty hard to grasp for some people.
You seem motivated to continue to work on it, so I wish you well.
Wow, that is a very polished game for a jam. This game fits the theme 100%, I felt the supply running short every second I played. Started easy, then it got quite tricky, where you have to sacrifice works from here and there and focus on getting the bucks in time. I played until I beat it on turbo mode, and I believe I would play it a little more if some levels were to be added post-jam... just sayin'. ;)
Very well done!
Nice game. The whole seems pretty polished and the simple gameplay is entertaining. It seem you will loose the game not much after you lost a turret, maybe the ability of dragging and dropping turrets on empty spots could help you manage the game a bit longer.
Well done.
I'm no big fan of vampire stuff, but shapeshifting into a bat and preying on peaceful people felt oddly satisfying. I tried to avoid the light at first because I thought it we be bad for vampire, but it was alright...
I believe some sort of reaction from the villagers could be good, and make it more of a stealth game would be an interesting one, but it's a good entry for the jam atm.
I like the audio, but not much the genral brown-redish tone, which I find, hurts the readability.
Good job!
Good job making procedural levels. I was annoyed going back to the start and going through the tutorial again each time. I didn't handled very well the dash power, ending in walls or passing by the SACKs, but it have to have some difficulty I guess.
That's a neat entry though, well done.
Very funny concept, but the balance made the experience frustrating. It seems you're on a very tight schedule once you start playing with gravity, and that restrict the experimentation. I know the game is suppose to have some challenge, I understand the good joke buuuut I couldn't manage to try until the end.
Don't get me wrong, I still believe it's an amazing idea and lots of work and I congratulate you for that, I was just not in the mood to try hard.
Really nice game. I like the management mechanics even though it took a while for me to understand them. For example I realized very late that the filling bar was the electricity, looking like a thermometer I believed it was the temperature.
The limit of one building per category seems to limit the use of materials, and I ended with plenty in the end. I was able to quit the encounters before their end so I didn't suffer their consequences. Wolves attacks seemed too random, maybe they should be more frequent/harder while you go further on the map.
If you want to continue building that game, maybe an event system could break the monotony of the resources stockpiling.
Anyway, that's a very good entry you've made here, good job!
Good entry. At first I believed the crew was too stupid for its own survival, then I tried different strategies, understood new pieces of the mechanics and was able to push a little further each try. I didn't manage to reach safety, as it is quite hard and the game tend to snowball towards defeat pretty harsh, but it's pretty fun and feels tightly balanced. I might try a little more.
Sometimes I forget to turn off some devices, and I think the highlight effect is a bit shy. Also could have been nice to have some sound effects/background music.
Overall you did a very good job!
Awesome atmosphere. Not replenishing the phone's battery after being killed is kinda mean. :p I didn't find how to pass the second level monster...
Nice game. It took me some trials to find a valid strategy, then I build a few stuff and didn't seem to be threatened as my energy was going up without too much problem. It seems there's good content with all the buildings + upgrades, but feel likes it misses a goal to reach (didn't played NMS, maybe it's a kind of homage). Having to go inside the main module to see the inventory each time was annoying, and since energy and scraps are displayed on the right maybe the other ressources could have been too.
Graphics and music are nice, very sufficient to a management game I think. Good job!
Nice take on the theme, it mixes two things I really like: time management games and coffe! Sadly having to hit shift 5 times in a row to mill the coffee beans just constantly popped the message for activating the sticky keys...:/
Very nice game. The art and audio are so soothing, and being a flying squirrel really rocks. I didn't realize before that running out of power could be such a beautiful experience. Well done.
Very interesting concept, but we don't have much time to read what people say (they often have a few lines before they tell us their job), and hitting enter can embark some random passerby. Maybe reducing the overall game speed would make the careful approach more readable. In the end, I scored more by randomly picking dudes.
The background is beautiful, but I would have liked the people to be bigger, as I stumbled upon some guys I talked with already and wasn't able to recognize them.
You didn't opt out for audio ratings, but I didn't hear any audio in your game, is it a bug?
Nice entry. Simple gameplay, but you still have to learn by trial. I found it to get quickly repetitive, so maybe adding something like weather could force the player to adapt.
Also I didn't understand if the people leaving my hotel was happening normally or because of some of my choices.
Good job!
Well done, it's more likely to be called Danger Everywhere in my book since I'm far from lasting forever! :p
Nice little die and retry. Quite hard, I ragequit before the end of it. :)
Nice graphics, music and sounds. I wonder what it would have looked with a background though. The game does well to be quickly understandable by the player, except I totally missed on that "turbo" mechanics, maybe if you put all the controls text together and centered in the screen it could have got to my attention before I launched the game.
Great work!
Nice idea, it looks quite good too. It misses some elements to have a complete game, as right now you don't have much to do than just not overproduce and get closer to the demand to max out profit. Still an interesting though.
I was really amazed by your concept and felt quickly driven into it. I almost ragequit with the ridiculously timed dodge part but was able finish the game with 15/16 upgrades (didn't get the far up left one). I discovered the portals veeery late, as stumbling into them in the starting room doesn't do anything and them looking much alike pressed buttons, but when I did, my journey become immediately easier. :)
I like the amount of content you put into it and the fact that you don't need to solve every challenge to get to the end, which fits the exploration genre pretty well. I'm just not sure we have much choice s to follow in the very beginning and would have loved to be able to skip the dodge part. :p
Graphics and music although minimalistic wgere pleasant and I appreciated to discover my upgraded drones new look.
Clever mechanics and the game feels totally complete. Stunning that you did it all alone. Great job!
Sorry for the controls guys, we won't do that again, promise!
@MrChippy > You're right, without indication the wandering could be quite long, but I wonder if it would still be a maze if you know where to go from the start... Do you think of some in-between that could work?
@local-minimum, that could be an idea, but tying power to robot survival would mean that you could kill yourself by using your lamp too much... which is silly, but fun! :)
@karreg I don't believe the collision is approximate, but the monster image is a little oversized compared to the physical space it occupies, it is a little trick to make it more scary, but maybe it gets confusing.
@elmismopancho You've seen in a lit space? If so, it is clearly a bug...
@tjakka5
> The artstyle is, let’s say functional, although those sausages confuse me a bit.
:smile: Now you know why the monster is chasing you!
To scare the monster you need to direct your flashlight on it, he also avoids lit spaces.
What a killer game! Using ships systems is a lot fun, being the sadistic AI feels disturbingly good. I'd really like to see more levels.
Gaining power from opening doors seems to give you a bit too much power I believe, I've never felt short of it, but it may be because there's not much systems to activate. The hijacked's lifetime is what got me rushing forward.
I didn't use to much the 'play dead' option, also I think it would be more convenient to just get up on any move you make when lying down, it would fasten a little the action. Shooting isn't very satisying right now, bullets spreading a bit randomly made me loose the final fight in the core chamber where I was a little overheight from the enemy.
The battery doesn't move with the platform in the right of the ship if you drop it on floor.
The graphics are very nice, but I feel the pixellated effect is overkill (and not particularily pleasing to my eye), lowpoly + scanline is good enough.
The sound contributes to the atmoshpere and complement very well the graphics, but I've found some sounds like enemy deaths to be too much overdriven.
This is really an awesome entry for the game jam, and could be a cool full game too. Well done!
Awesome concept, game plays very well, simple to use but becoming harder and harder. Well you are doomed by the fact you can't really grow your force while the revolutionnaries are becoming a massive army, so it could be extended by giving more squads/tools to the player.
Music and graphics give a really good old school feeling, and the disappearing map is top notch. Good job!