The Good Doctor by Sestren 2013-01-08T00:53:00
"Rats and children follow me out of town..."
Foon → Ludum Dare Explorer → Users → radmars
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 👥 | 🥈 | 2017 | 38 | A Small World | Super Kaiju Dunk City | jam | Audio | 4.72 |
| 👥 | 🥈 | 2017 | 38 | A Small World | Super Kaiju Dunk City | jam | Fun | 4.41 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | 👥 | The Gegnome Project | jam | 235 | 3.87 | 3.97 | 3.58 | 3.73 | 4.23 | 3.71 | 3.91 | 3.80 | |
| 2023 | 54 | Limited Space | 👥 | IBrexout | jam | 1021 | 2.97 | 2.85 | 3.17 | 3.15 | 2.80 | 3.50 | 3.41 | 2.95 | |
| 2023 | 52 | Harvest | 👥 | M.E.A.T. Rancher 2199 | jam | 267 | 3.69 | 3.52 | 3.28 | 4.10 | 3.77 | 3.80 | 3.43 | 3.65 | |
| 2022 | 51 | Every 10 seconds | 👥 | 360° MICROSCOPE | jam | 539 | 3.55 | 3.55 | 3.61 | 3.74 | 3.40 | 3.42 | 2.89 | 3.25 | |
| 2020 | 47 | Stuck in a loop | 👥 | waveloop | jam | 644 | 3.60 | 3.32 | 4.16 | 4.05 | 3.33 | 4.48 | 2.15 | 3.86 | |
| 2020 | 46 | Keep it alive | 👥 | Abiogenesis | jam | 212 | 4.00 | 3.70 | 3.95 | 4.15 | 4.25 | 4.30 | 2.60 | 3.95 | |
| 2019 | 45 | Start with nothing | 👥 | Game Design Simulator 98 | jam | 293 | 3.70 | 3.66 | 4.14 | 4.16 | 3.30 | 3.14 | 3.85 | 3.70 | |
| 2018 | 42 | Running out of space | 👥 | Chill Chair Simulator | jam | 1140 | 2.79 | 2.34 | 3.43 | 3.60 | 3.24 | 3.14 | 2.51 | 3.36 | |
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Super Balls Defense Base Craft | jam | 240 | 3.80 | 3.85 | 4.16 | 4.41 | 3.52 | 3.71 | 2.75 | 3.40 | |
| 2017 | 40 | The more you have, the worse it is | 👥 | Wrecking Ball Princess | jam | 660 | 3.37 | 3.30 | 3.66 | 2.87 | 3.37 | 3.64 | 3.03 | 3.18 | |
| 2017 | 39 | Running out of Power | 👥 | Radrover Snap!! | jam | 117 | 3.85 | 3.21 | 3.35 | 3.42 | 4.10 | 3.74 | 3.40 | 3.85 | |
| 2017 | 38 | A Small World | 👥 | Super Kaiju Dunk City | jam | 4 | 4.61 | 4.41 | 3.55 | 2.61 | 4.77 | 4.72 | 4.28 | 4.42 | |
| 2016 | 37 | One room | radnet | jam | 334 | 3.51 | 3.03 | 4.21 | 4.33 | 3.32 | 3.43 | 3.59 | 3.38 | 81 | |
| 2016 | 35 | Shapeshift | Flesh Mess | jam | 55 | 3.98 | 3.92 | 3.12 | 3.59 | 4.51 | 3.65 | 2.86 | 3.70 | 72 | |
| 2015 | 34 | Two Button Controls / Growing | The Uncertainty Principle | jam | 189 | 3.70 | 3.43 | 3.52 | 3.93 | 4.13 | 3.67 | 3.08 | 4.00 | 87 | |
| 2015 | 33 | You are the Monster | Micromancer | jam | 8 | 4.34 | 4.30 | 3.87 | 4.28 | 4.60 | 4.32 | 3.31 | 4.05 | 100 | |
| 2015 | 32 | An Unconventional Weapon | PROTOCOL ON BLINDING LASER WEAPONS 20XX | jam | 484 | 3.26 | 3.19 | 2.85 | 3.15 | 3.00 | 3.81 | 3.10 | 3.45 | 48 | |
| 2014 | 31 | Entire Game on One Screen | ATTACK ON RADMARS | jam | 51 | 3.95 | 3.91 | 3.83 | 4.02 | 4.21 | 3.85 | 3.40 | 3.58 | 81 | |
| 2014 | 30 | Connected Worlds | Grim Gateway | jam | 32 | 4.02 | 3.58 | 3.52 | 4.03 | 4.72 | 4.23 | 3.74 | 3.97 | 100 | |
| 2014 | 29 | Beneath the Surface | Tenkosei ROBO | jam | 32 | 4.00 | 3.97 | 3.61 | 3.17 | 4.36 | 3.92 | 4.13 | 3.73 | 83 | |
| 2013 | 28 | You Only Get One | VELOCITRON | jam | 47 | 3.78 | 3.78 | 2.83 | 2.47 | 3.61 | 4.09 | 1.80 | 3.55 | 72 | |
| 2013 | 27 | 10 Seconds | Space Janitor: Custodial Marine | jam | 25 | 3.90 | 3.64 | 3.05 | 3.48 | 4.26 | 3.82 | 3.17 | 3.57 | 100 | |
| 2013 | 26 | Minimalism | Tessitron | jam | 16 | 4.03 | 3.97 | 3.57 | 4.02 | 4.03 | 4.18 | 2.05 | 3.73 | 100 | |
| 2012 | 25 | You are the Villain | the BRINK | jam | 10 | 3.95 | 3.67 | 3.12 | 3.77 | 4.52 | 3.98 | 2.70 | 3.89 | 100 |
"Rats and children follow me out of town..."
Really nice and fun! I liked the concept and gameplay worked well! could have been a bit faster but nice job!
Wow, this has a lot of potential - I love the idea of setting traps to manually trigger, though it is difficult to pull off. With some polish (and audio!) this could be great. The control scheme is probably the biggest issue - shift to jump/select and space to open a menu is just not intuitive at all. Escape should exit menus, not immediately quit (add a "Really quit?" dialog choice maybe)
Graphics and music are great, love the style. To pile on the control comments, it is a cool mechanic but doesn't really feel good until you get the upgrade - maybe bump up the default speed a bit, or make the bar refill faster (or both?). Also I feel like it might be more appropriate for upgrades to be another mechanic (dash maybe?) rather than just an overall speed increase.
Very awesome visual style! Controls were a bit clunky though. Rightclick was kinda wonky in the web version as well, It brings up the right-click prompt most of the time *_*. Overall pretty awesome though :D
It is scary how incredibly satisfying to murder all of the dudes. :D
awesome visuals / style! I feel like the controls are a bit sluggish, a lot of fun. (also your postmortem was incredible!)
Definitely has some potential if you add some "player" AI. FYI, music worked on Chrome 23.0.1271.97 but not Firefox 17.0.1.
hahah man. Excellent.
I love this concept, and the music is awesome. Great job!
really awesome! I wish you had more control over attacks you were creating though. Maybe have more aiming in the 'level part' not just the boss part? Or draw with your mouse where baddies will go, bullets will go n some such. really fun too. keep it up!
I played through multiple times to try and see what my responses elicited. Starts off kind of confusing. You create the name of the guy, but then respond as the girl? And I'm not really sure who the villain is. The guy or the girl? The guy didn't ever really do anything villainous and the girl didn't really either. The girl was kind of a bitch but the guy sounded like he tried a little too hard? But neither ever went far enough to be a villain. It seems fairly linear and there was only 1 graphic change. I would have liked to see more image changes as the interactions went down different paths.
#7 nails it yet again. Pro skills.
Great concept, great execution - though I think the random starting positions make it a bit too unpredictable. A level can go from super challenging to trivial the next time you try it.
Balance and such have already been stated but my issue here is that it doesn't really address the playing as villain theme. Just reversing the tower defense theme doesn't automatically make you the villain. Just look at the Anomaly Warzone games, you play as the good guy in a reverse TD. The graphics also don't help reinforce which side is good or bad.
Yeah I get stuck at the title screen too :/ Amazing intro though.
Nice graphical style, too hard though T.T
This was interesting, the writing was pretty solid. I appreciated how it was written to justify each character as the villain. My only issue with this was that it wasn't much of a game. There were only i think 2 times where it could branch and immediately end. Was more just a story that you clicked through for each page.
Wow, this is great! I love the music. If you changed the pull mechanism like others said and also maybe made it easier to juggle/chain in some way this could be amazing.
super minlmal graphics, almost a mixture of NES and the original GBC.
The lack of any menu or ingame explanation makes it difficult to just jump in. I'm not a fan of having to read the description to know how to play.
The jumping doesnt feel quite right, the arc is too shallow and constrained. Getting the double jump but not having enough room to practice it left me dying immediatly upon getting it then quitting from frustration as I did not want to double back for a 5th time or so (dying a few times trying to guess controls / mechanics before searching in the description)
Always love to see rhythm games attempted in LD! 85195 points in hard mode :D
Interesting concept & great graphics, but uncredited music? That's a really shitty thing to do :/
The controls are pretty hard to use(especially with the oculus on your face), but the overall feeling is magical. There's not much game there, but its surprisingly entertaining to just try to scoot around and try to grab the floating space marine guy, and look at things. great mood. :D
surprisingly fun one-button game! I really enjoyed the level design, I think a tiny bit of color variation in different areas would help you keep your bearings a bit better, but overall really slick. :D
I like the concept, its a nice take on a defense game. I think a faster ramp-up and gradually increasing the complexity (maybe adding more rows over time?) would add quite a bit. I think some system to discourage button mashing would also be very helpful too. Awesome music :D
Zombies.
hahaha! excellent. As everyone else has been saying controls are pretty infuriating(maybe tighter movement (more friction) so you dont slide all over the place would help? Overall though, really excellent game. I like the brutal level design, especially those escher-esque drops. The characters are damned adorable. Well done :D
Yeah the performance issues seem more browser dependent - for me (i7, so presumably no hardware issues, heh), Firefox is almost unplayable since the screen hardly ever updates while dragging - on the other hand Chrome is perfectly fine.
This is awesome! Great concept, great execution, great music. Would be better if the hits were on beat though :)
I like the direction its going in, fussycashew was right about the controls however, they feel a bit too loose. I think pulling the camera back a bit more would also help make it feel less claustrophobic as well, the player's character takes up a good portion of the screen. I love the adorable ninja guys though. I'm a sucker for this kind of simple art style. Keep it up. :D
really awesome! Great mood, nice simple graphics.
a really great start, I think the ramp up at the beginning takes a bit too long though, i think speeding up those early levels would do wonders. solid entry :D
Cool concept & controls but it's a bit too hard right off the bat - could use a tutorial level, or more ramp-up.
Wow I love this concept! Would be amazing with gamepad (or mouse, or any kind of analog) controls. Great music too.
Holy crap this game is amazing. The concept is great, the music is awesome, and it's just plain fun. I love the jukeboxes eliminating single tracks in the song too. Definitely one of my favorites so far - I finished it despite it being a bit too long for an LD game, IMO. My only suggestion would be to have more variety between levels, make the bullets stand out more from the background, and maybe have the ground-clearing have some more effect on the combat (color slows you down maybe?) rather than just something you have to do.
Great game! Love the music & graphics, though it could use to be blown up 2x or so.
Wow, something about the visuals, sound and rhythm of this game make it absolutely mesmerizing. I love simple little games like this. Great job.
very fun, love the style. I think the controls need to be a lot tighter though, it feels a bit too hard to control. :(
Yes.
Seriously though, I think the theme might be working against you here. I love the idea but 10 seconds is way too short of a time to figure things out, for me it just feels like frustrating trial and error and then you die. Maybe you should add a 20s+ easymode! Awesome music as usual btw.
10:33 normal!!! Wooo!! Nice challenge :)
Cool idea! BTW I think the control issues people are having are due to the fact that the clicks don't register until mouse up. If it were on mouse down that would feel way better.
Also, having space be a toggle instead of hold would fix the trackpad issue.
+1 for Bob Loblaw's Law Blog
Great style & great music as usual. Gameplay gets a bit stale but hyper mode IMMENSELY makes up for it :D Nice job!
ran very slow on linux flash... but still looks good.
Nice work on the music! (if you switch tabs it turns into a dirge!) Pretty fun but the controls are a bit clunky, seems impossible to do any 2 different things in quick succession. Love the reference to Escape Cod too!
Nice use of audio. It wasn't totally clear that I had to time it correctly to get the most points though, at first I was just clicking them as fast as possible and confused as to why I was getting 'meh'. Creates a nice risk/reward mechanic though, very fun. Would be awesome if you could sync that up to some music!
Awesome concept! A bit tough to figure out at first & gets hard pretty quickly but still great.
This game is cray-cray adorbs.
This is awesome! I love it when people do rhythm games for LD. Pretty brutal that you have to get it perfect though :P
Wow this is great! I was always kind of annoyed at platformers where you bump your head on stuff though, haha... Awesome music as per usual btw.
Awesome concept! Definitely makes for some cool gameplay.
Amazing experience! I totally missed what to do the first time around, might be better to be a bit more directed at the beginning. Awesome sound design by the way.
bahaahah! fuckin' great. Super tight controls, great audio & gamefeel~ lovely little details in the death animation, and infuriating meat-boy-y level design. T.T aweosme.
Super confusing at first but awesome concept! The platforming physics felt pretty weird at times, but maybe that was because of different sprite sizes vs collision boxes. Great music too.
The graphics and gameplay work well. Not sure what the hook is to keep going tho, seems like my bunker was self sustaining!
Awesome music! It was fun to try to time everything exactly, but it would be better if there was feedback to see how close you were. (Controller support would be amazing!) Great writing and I love the ending too!
Nice! Really fun. I wish the messages when you level up were a bit more obvious though, I missed most of them.
Wow, definitely the most fun game I've played this LD. So addictive! I love the strategy aspect of figuring out a good build order. Also apparently the laser autofires for a split second right after you buy it, so uh, don't buy it when you're about to die. ;_;
Great music! And the art is adorable. Sugoi!
Ahhhhh your music is always so good! Love the music, love the unexpected long jumps, love the melody changing as you hold E... this is amazing. My only complaint is that I think having all the controls effectively on the same hand makes it a bit hard to get used to, splitting them up more (or controller support!) might make that aspect a bit better. One of the best games I've played this LD. Bravo!
Damn this is dark. I like simple mechanics like this but it seemed hard to get the hang of the timing. Great simple & effective graphics & audio too. Nice job!
Love the parallax background! Would be great if there were some visual indication of the attack cooldown, like some sort of animation.
Nice! Definitely a fun concept. Would be better with some more concrete level design/puzzles though, feels pretty random currently.
Awesome! Reminds me of Skate or California Games :D
Nice! Punching is so satisfying :D The sound & music are great but the levels are a bit off, some sound effects were too loud and the VO is a bit too low.
Amazing art as usual! Movement felt a bit funky, I think the turning maybe could be a bit faster & slow deceleration. The interface was a bit weird at times, I somehow accidentally skipped the dialog twice in a row after losing the 3 blacktopus fight. Also as other people said it's a bit grindy, either a smaller area or a minimap could help with the pacing/exploration. Still this is an impressively fleshed out game for an LD (I wasn't even expecting the RPG battles!), great job!
Great game, love the art style, >.< levels are hard, but i dig that. Controlling isometric camera with WASD felt a bit awkward, but not sure what can be done about that. XD Nicely done~
Bahahahaha. Well done. kinda game with just the right ammount of sillyness. just puts a smile on my face.
Really neat, Im a sucker for these simulation-y games. I felt a bit overwhelmed at first as there were so many things to choose from right off the batt. The art style is great though :D
(roushey)
@JayPC: Ah good call, didnt think about that. Maybe something like hitting 'tab' to cycle to the next word would help. XD As far as difficulty goes, we had a bit of a time figuring out how hard to make it, we didnt have a chance to do different difficulty modes, so we had to middle of the road it a bit.
@SonnyBone aye aye, I too am sad about the TBC, but alas time, time, time. T.T
noise is kinda rough game is enjoyable enough
Wow this is awesome! I love fast paced games like this. Seems kinda OP that the whip kills most enemies in one hit, haha. The movement acceleration (running in particular) felt wonky at first but it maybe didn't matter so much when flying through the air like a madman. Also it would be good to move down the Unity window in the HTML page, it was hard not to hit my bookmarks accidentally.
Nice! Geat classic and fun.
Id like to see some more visual feedback though. Try adding a flash, or screenshake when you get hit, hit effects on the baddies when you shoot them. Also a sound for reloading.
Id say drop the zombie HP a bit too, (you can add more zombies to make up for it if you want :D)
The little things make the biggest difference in game feel!
great entry though, well done~
Very evocative! Love the music though I wished it faded in/out instead of stopping and starting so abruptly. (Would love to download the soundtrack!) Gameplay-wise this could use some polish, movement speed feels too slow/the map is really big so it's tedious to get around, especially when you get kicked back all the way to the beginning when you die. Regardless this has a lot of potential, keep at it!
Interesting control scheme. I wish there were some more enemies to make the beginning of the game more interesting. Couldn't really figure out how to kill the boss either. Great vibe though.
Very pretty, loved the graphics style, audio was great too.
The controls were a big painpoint for me though, too sluggish and clunky. Takes a good amount of the fun out of it. :( Great entry though :D
Love the vibe but it's just so fast... starting slow & gradually accelerating might make this a lot more fun.
like everyone has said, took a while to figure the game out, but once i got rolling it was a pretty fun take on tower-defense. I liked that you had to manage going out and getting resources and defending the base. I wish you got money for completeing the waves, or killing dudes. As i eventually ran out of crystals to harvest and got screwed. Nice entry though :D
bahahaah... what? Im not sure what I just played. but uh... good job!
XD just great.
Nice wind waker vibe :) Was a bit unintuitive to figure out at first since I didn't realize you needed to hold left click, and there's no feedback aside from the counter when you get fish. The top down view is a great touch. Nice work!
God. Damn. Pretty.
The gameplay is a big pain point though. Sometimes enemies take two hits to kill, and sometimes just one. >.< I like the demon-soul-sy fuck you enemy placement(warms my heart), but the attack animation, and turning animation are too slow & clunky to accommodate it. Id like to see the backdodge get a little more oomph as well, never seemed to help. Also, one small bug: I was able to cancel out of the death animation sometimes by attacking right as I was hit.
The atmosphere and mood are hella baller, and the sound works well and ties everything together. Tighten up the gameplay and this will be bonerrific!
Wow, this is fucking heavy. Damn.
Not bad, sucks that you can't avoid taking damage though.
FYI this shouldn't be tagged as "web", that's for games that are playable in the browser.
great start! i like the characters. Their animations were great. I think my only major pain point was the controls, movement is a bit too sluggish and the jump is too floaty. nice job.
Neat mechanic, surprisingly entertaining!
Was a bit confused about the different phases of growing a branch, maybe a simple color swap, or a different shape. (horizontal arrow vs vertical arrow etc)
Nice entry :D
Awesome concept! Only issues are the mouse dragging as some people have said and that the effects of censoring/not censoring seem kind of ambiguous. Would be nice to know per-paper instead of for the whole group.
Hilarious concept, I love it! The risk/reward mechanic you run into with timing the red jumps is amazing :D It's obviously hard to learn the controls - some kind of indicator onscreen would help a lot. (Actually you could do something similar to one of our older LD entries: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=18627)
Also did you really do the music yourself in the 48hrs...?
nice job, I like that it gets a bit intense trying to get the most out of each hole, but i wish it felt a little less random. perhaps some sort of minesweeper mechanic where you could get a hit how deep each surrounding hole is? who knows! either way, was fun. :D
Awesome concept! Definitely hard because of the floatiness though. Bigger cubes might help.
Spectacular!
Really great job, I didn't like that the upgraded weapons swithced from auto-to semi automatic, kinda threw me. I liked the balance of having to choose to spend money on ammo vs upgrades & turrets. The heath meter coloring is a bit too subtle, i found myself dieing for dumb reasons because i didnt notice i was low on HP, other than that magnificent! fun, solid, polished, excellent entry
<3 that doom zoom at the end of each level 'thanks!'
Fun and simple, I like it. :D
Awesome concept but the controls make it hard to hit anything. Lock-on or some sort of mouse control might be good, or gamepad support.
really simple, very pretty, unexpected ending. awesome all around! <3
This concept seems really amazing but it's really hard to figure out how the combat actually works. I'd love to see a post-compo version that's more fleshed out!
Wow this is awesome! Controls are kinda backwards though, the mousewheel should be reversed and it should be click and drag to move around the map IMO.
Holy crap this is absolutely amazing. It took me a bit to get the hang of the gameplay but once I was into it it was so much fun. I kinda wish there was some way to steal powerups from the other player but I have no idea if that could possibly be balanced, haha :P Amazing job on the graphics & music too, I love the 16-bit style & FM sound. One of the best LD entries I've ever seen - excellent work.
Wow, great concept! Pretty tough at times, it's hard to be intuitive about how to shift the colors when you can only move one at a time, especially when you have to use all 3. Maybe artists are better at this game :P Would be amazing with multitouch!
Cool concept but really hard, it's like it gets a lot harder when you're not doing well which is rough. Having the offscreen/further away enemies move more slowly to the statues might help in that regard. Also I wish I could get hearts from chopping the grass :P
This is awesome! Really fun gameplay (blasting everything is so satisfying!) though it gets pretty samey after a bit. Loved the music too, I expected Ziggy Stardust to come out of the screen at any minute. Bowie's in spaaaaace....
neat. fun little game
nice to have a game for linux that works out of the box on fedora :)
audio got a bit repetative after a bit
Really slick graphics, love the style! The controls are a bit on the sluggish side, & I couldn't quite make it past that first big eye-rock :X but i like the soul form vs real form duality. The constantly spawning monsters seems a bit on the brutal side too though. Nice entry :D
Nice! I like how the gameplay is based on the physics of getting pushed around, would be cool if you could only push enemies off instead of killing them. Great graphics too, and +1 for gamepad support.
Works great on linux. Cool concept. Don't have headphones or speakers so I couldn't rate audio if there is any.
Too slow to be playable for me too unfortunately. i7 950 & GTX 470 (1280MB VRAM) for reference.
@mechabit funny you should say that, we're working on an expansion give that game a couple more bosses and a proper ending! ( to be released soon™ XD )
Really great aesthetic. The tension created here was amazing and when you pull off a crazy man maneuver and skim by a planet by the skin of your teeth you feel like some sort of bad ass ace pilot. Really nice. The controls did feel as though they could use a bit of tuning but for a jam game this felt surprisingly whole. The fact that it had UI guide markers as well is a really nice touch. I think with a little music / sound effects and a few more days in the oven and this could be a complete game that I would buy. Nicely done!
Nice!! Amazing puzzle design and it's hilarious as per usual. Some of the mouse control feels pretty wonky though, like when you try to connect things that won't work (or just drag working ones too far) and it jumps into full drag mode. Kinda wish there was a key that showed which bits connect together since I forgot really fast & having to get the orientation right threw me off on the 2nd metal ball level. Loved the ending, and great music of course. Awesome :D
Wow, this is an awesome concept. I like how the level design wraps around itself in spots. I felt like it was pretty solvable by trial and error rather than fully understanding what I was doing though.
Really really awesome concept, I love this. (semi-spoiler) The password for the second video doesn't seem to work though, I swear I figured it out correctly and put it in right...
Nice, this is really well executed and fun. I was gonna complain about variety of gameplay and then I immediately unlocked the machine gun :P Also once I think I spawned stuck inside a cactus, haha. Nice music too. Great work.
Man this could be really awesome but it's just so hard to get the hang of. It's really difficult to figure out what to do before you just get totally wrecked by tentacles - some kind of tutorial or easy mode would be perfect here. Cool graphics & music btw.
Really cool concept! Nice work overall.
Wow, really well executed game on every level - the music is especially awesome. My only complain is that the explosion debris is pretty visually confusing at first.
this feels like it could be something pretty cool with a little more time. works fine on linux, graphics are kinda rough, but the game is intriguing. I played it until the colony population became negative and it seemed to end, not sure if i "won" :)
Damn this is awesome, I've seen a bunch of 2-sided platformers this LD and this is for sure one of the best ones. Super hard though, probably best actually played with 2 people :P
hahah this hurt my head. (in a good way) It was really hard, and quite fun. Nice take on the theme too~
Interesting mechanics for connecting the worlds. It's extremely obtuse and unintuitive to figure out. But when you start getting it, the game starts to click.
There's a lot going on here in terms of systems and content which is commendable! The gameplay though is very bland and the tactics don't seem to really change. It's just a lot of graphics skinning the same thing. It only seems to get harder because you throw "more" at the player rather than "different". Well done getting such a robust game and menu working in such a timeline though!
Awesome concept, would be better with a maybe smoother difficulty curve though
Amazing! Really fun & the puzzles really made you think about the envrionment in many different ways. super awesome. Wish the mouse look speed was faster & would love for some weird ambient music, but overall really slick game. :D
Really nice puzzle game here. It was a pleasure to play. I dig the style and the way that it would zoom out for bigger boards. Clever mechanic and use of the theme!
That was incredible.
Gorgeous graphics & music, great work!
Cool concept. I wish the creatures had a little more visual indication of whether they were evil or not, I had to rely on the minimap a lot (which kept on going behind the scenery) which was tough. Also it would be good if there was some sort of visual indication of when you could switch, that felt a bit weird. Otherwise, nice work!
Is the source available? The linux build doesn't work on fedora as it requires new GLEW
./x86_64/bin/dark_worlds: error while loading shared libraries: libGLEW.so.1.10: cannot open shared object file: No such file or directory
vs
rpm -qa | grep glew
glew-devel-1.9.0-4.fc20.x86_64
glew-1.9.0-4.fc20.x86_64
Really neat concept! Love the idea and deliberate thought required to progress. Simple and clean. I did however get stuck a few times with no way of progressing.
Nice! Clever mechanic that fit perfectly with the theme! Really fun.
This is incredible. I MUST HAVE MORE
pretty unique game. only wound up getting 5 points after dipping into the negative. XD Would be nice to have a little bit of a delay, or a 'radio static' sfx when switching channels to help separate the morris code bits. Also would like to have the same morris code chunk not show up twice in a row, was a bit confusing. nice job :D
Awesome, I love to see rhythm games in LD. The bends were hard to get the hang of until I heard the rhythm (good call on the tutorial for post-compo). The latency values to make it feel right were different on the title screen vs the actual game which weirded me out a bit (based on tempo maybe?) Also were the colors just random? Might be cool to have them be based on accuracy so you can potentially adjust yourself. Got up to 1.1x then I stopped btw. Nice work!
Awesome graphics & music, I especially love games that sync audio effects with gameplay. Wish I could move faster though. Also it's not obvious in-game that you have to smash the enemies, I was just dodging everything instinctually at first. This could be really amazing with some gameplay tweaks, nice work!
Hard to figure out how to actually win but this is pretty fun, nice work. Love the guitar too!
Super interesting and quirky stuffs. I loved feeding the eye-ball hamburgers to make him grow. Good stuff!
Love the idea of exploring a land that was estranged and weird with who knows what around each corner! I do wish there was some common theme or unifying element carrying me through each stage though. Your art style and animation on the eye especially shows real promise and has me wondering what's next from this team?
woah! awesome game. really nice use of the theme, clever and fun gameplay & slick graphics. Really dig it. Runs great on my phone too :D All around amazing game!
@ponywolf <3<3 thanks! MelonJS + Tiled have been really great to work with. Ima pester our devs to contribute some of our stuff one of these days :3
Nice work! The audio in this is really great, I like the ambient music. The controls felt pretty awkward though, especially on a laptop. Would love to see this expanded.
Sick nasty art! :D Gameplay feels really slick too. I want morreeee!
Wow this is tough! Cool concept. The levels feel a bit too random, having more of a gradual ramp up in the amount of blocks or maybe scrolling speed would probably help that a lot. Having a score counter would be good too, I had no idea if I was getting any better :P Love the vibe from the graphics & sound. Awesome work :D
Man the vibe in this game is amazing (incredible graphics & sound) but this desperately needs some sort of feedback when you get hit, it's super difficult to not have that. Otherwise this is really great, nice work.
Graphically this is awesome, I'd love to see this fleshed out more. Nice work.
Really fun puzzle game :D I wound up playing it for quite a while. I think id like to have the gravity a little stronger, & reset the level when you're out of moves. Otherwise, awesome job~
T.T RIP good ol rob, fun game, pretty challenging. A bit on the sort side though. XD
Hi, having trouble running the linux version on fedora:
[[email protected] mast-linux64]$ ./mast
libGL error: failed to load driver: swrast
X Error of failed request: GLXUnsupportedPrivateRequest
Major opcode of failed request: 152 (GLX)
Minor opcode of failed request: 16 (X_GLXVendorPrivate)
Serial number of failed request: 197
Current serial number in output stream: 199
Haha swordsman is way OP, I'm just crushing face here :D Numbers are great.
Nice, it's actually an interesting challenge to try and figure out the mechanics. Pretty hard to find food though. I really dig the music too, nice work.
Nice, I'm always impressed when people make RTSs for Ludum Dare. I was getting crushed until I remembered my Starcraft skills :P
Absolutely stunning art and storytelling. The music perfectly complements the environment, setting and overall mood of the game. The characters have great personality and style. The gameplay is simple but well executed. Well done!
Nice, I like the random level variety and how losing one of them makes the difficulty kind of self-balancing. & +1 for "life finds a way" :D
Really awesome entry. 20m just poof like that. Thankfully my empire of potato salad flour and oil was enough to rocket my octopus off into spaceeeeee. +1 for addicting gameplay and badass beats. :D
Awesome! This is so much fun. I wish there were control groups & single click selection though, I kept on accidentally getting my healers killed :P
This Ludum Dare entry is brought to you by.."PEACH NEHI"
Great smooth transition between screens. Really love the exploration as well! Wish more games would harness the curiosity of the mind! Nice entry.
wow.
Playing this made me feel comforted and incredibly uneasy at the same time. The combination of the bizzare audio and the face made for an all around awesome experience. My only complaint is not to get repeats of the after game 'advice' until you've gone through them all. I liked that it felt as though it was building up to something though. Maybe its just reading too much into it, but it felt as though the 'advice' was getting more and more intimate as the game went on. I liked how you got to really feel like this mystery face was a real character rattling things off about 'itsself' in a creepy, sort of reassuring way. Awesome job, love this one. :D
Nice! Really fun, great audio too. Dealing with things spawning on top of you can be pretty annoying though. Got some occasional lag in Firefox as well btw.
Controls are a bit tough on keyboard, bet it's a lot better on a controller!
I love this idea! :D Hilarious too. Great work.
AAAAAAAAAAAAAAAAA
Nice! Graphics and audio are great. The controls could use some tweaking to make diagonals work but otherwise the gameplay is solid. Nice work :D
my clicky finger hurts so much now, nice!
Ha! Love this one. Nice and simple. Clean graphics, great presentation. Would love some more jarring or humorous hazardous materials! Music sets a nice tone too. Great work.
Wow, awesome concept! Normally I hate sliding block puzzles but I had a lot of fun with this :P Great touch having the small doorways it can't follow you through. Nice work.
Awesome concept but it being so unforgiving is frustrating, there are some situations where you just have to memorize what's coming up since you can get stuck with nowhere to go. That might just be my preference though. I'd love to know how exactly you programmed the level to go along with the music; I love rhythm games and I'd love to take a crack at making a proper one someday. Nice work!
This game has a lot of potential. Music is great, the undersea setting with the light around the player is great too. Would love to see some more inspired enemy types as well as some audio feedback for various activities. Overall great little experience!
hahah. Awesome. This was oddly satisfying. It was a bit confusing deailg with the 2 & then 3 coins at once, but that made it more fun. I wish the difficuly ramped up more over time, as I stopped because i was' done' instead of 'game-overing' All around fun entry though.
Awesome use of the theme! Controls felt a little awkward but otherwise it was great.
Awesome graphics, great music, nicely challenging gameplay with a good learning curve, really polished. I can't think of anything to be improved except maybe adding other juggling patterns :P Amazing work!
Nice! Pretty fun but frustrating at times, the controls felt a bit too twitchy. The nonlinearity of the levels is an interesting idea but it was a bit annoying to do the same levels over again and not be able to practice the hard level you're on multiple times in a row. Kudos on the gamepad support too, always awesome to have that available.
Surprisingly fun and addictive! I didn't think much of it at first but after a few levels I was addicted. Can't believe I managed to beat it! GG :D
Nice little game. I kept wanting more, which is a good thing! Somehow it does a nice job getting you to keep playing. I think the rising floor really keeps upping the anti. Nice feature. Overall good work!
Awesome use of the theme! The platforming physics feel great too, nice work on that. I got stuck before getting the yellow key though...
Great music but I wish that it was incorporated into the gameplay more - the bullet behavior/movement didn't feel particularly rhythmic at all. Also it's weird that one of the "powerups" is actually bad for you, it just seemed intuitive to always pick those up. Regardless this is a solid game and it would be awesome to see it expanded upon. Nice work!
Cool concept but definitely could use some balance work on the gameplay. If you screw up early, it quickly becomes impossible to dodge and then it's just a slow death after that. Slower firing rates for the enemies & smaller hitboxes (ie just easier to dodge shots in general) would probably help here. Definitely has potential though, would love to see a proper postcompo version. Nice work.
Somewhat confusing... but pretty.
Really neat idea. Love the 2 player approach, as well as the subtleties involved with faking out your opponent and carefully fading into the crowd. Simple but effective graphics. Nice work!
nice tower-defense game! I would have liked to be brought right into the 'choose a tower type' after building the base of the tower though. I also would have liked to be able to sell towers. :X wound up having a big tank wave and no anti tank guns for em! Nice entry. :D
Awesome! I love seeing rhythm games in LD. Great concept, I like how the gameplay almost forces your brain to do some sort of weird multitasking. It would be nice if there were some more warning before the beat changes but otherwise the gameplay works really well. Great work!
Characters were fun and themed well. Nice work! Good to see someone try to innovate off of PvZ but I think you could push it even further! Perhaps each weapon allows for different target-able areas on the body? Headshots for rifle, 3 lane damage for shotgun or something?
Haha! Love the humor, horse / squid? man made me laugh a bunch, especially every time the omni man yelled "Ripped up!"
Would love for the game to ramp up a little quicker so we could see some of the more interesting enemy mechanics sooner. I almost quit and then the boss fight happened!
Wow this is awesome!! Graphics and music are stellar. Controls are pretty good though the movement feels pretty slow relative to how big your hitbox is, so that makes it a bit hard. My only suggestion would be to have the A/B and switching mechanics explained more ingame, it took me a while to figure out what my strategy should be. Awesome work!
Awesome! Great concept and great use of the theme. Movement felt a bit slow and it was weird that I couldn't jump in certain situations but otherwise the gameplay is solid. I love the music too! Nice work!
Great graphics & atmosphere but the gameplay leaves a bit to be desired IMO. For some reason it took me a while to realize how the gravity mechanic worked; some sort of different animation to emphasize the block falling might help there. Would be cool to see more elaborate puzzles in this style. Nice work.
Nice use of the theme! Good puzzle design and nicely challenging as well.
fun katarari-y game! I rather enjoyed murdering all those bunnies. The red tint when you roll up bloody snow is a nice touch too. :D
Awesome concept! Bit too easy to lock the ball behind the paddle but pretty fun nonetheless. Would love to see some multiplayer for this. Did you make the music yourself though? If not you should probably opt out of the category.
Wow this game is absolutely gorgeous! (It did look like there were some weird artifacts as objects popped in from the distance though) Great music too. Gameplay-wise I wish there was more incentive to go faster rather than just having it be standard platforming. I would love to see this fleshed out more. Great work!
Really incredible concept. Love the presentation and the way each screen transitions in. Very unique, very moody. Nicely done.
Cool concept! Wish everything moved a bit faster, or maybe making multitasking (like sending out probes while torpedoes were in flight) a bit more meaningful/useful could be cool too. Nice work.
Wow very compelling! Great use of theme and a good challenge. Great use of audio to establish the mood too.
Awesome music as usual, clever level design, great use of the theme. Probably one of my favorite LD platformers ever. Great work!! :D
Cool concept! Having the hitboxes move around is pretty annoying though, and I wish it let you revel in having the whole song work for a little longer :P Nice work.
Awesome! Really fun, great use of theme, visual style is cool and great audio too. My only criticism is that it gets a little too visually busy when there are a lot of bodies on the ground (despite how that looks awesome :D) Nice work!
Nice! The animations are great and the screenshake makes the game just feel good to play. The gameplay is pretty fun and compelling though not being able to jump on their heads is kind of annoying since that's so expected. Solid game, great work!
This is adorable! Nicely done :D
Awesome concept! Really fun, my high score was 119. I like how using the pull near the edges is more effective at killing enemies but riskier. Nice work!
http://i.imgur.com/PLTZJRh.gif
Looks cool though.
Nice graphics & music (and keytars are awesome!) but the gameplay needs some tweaking. Having the enemies be almost totally evenly matched with the player is rough. If you could kill them in one or two hits it would probably feel a lot more balanced.
Cool idea but the fact that gravity switching just kills you more often than not is pretty annoying. This would be awesome if the levels were more bounded & took more advantage of the gravity mechanic.
Awesome concept! I wish there was a bit more give and take on the camera movement so you could get your bearings more with your eyes closed, and the level design was a bit wandery later on, but otherwise really fun. Great work.
Nice! The puzzles are really clever and the combat is really fun (though it's really easy to kill the spear guys by getting the ball behind them and pulling it back). Awesome work.
This is so awesome, I love it. My only real complaint is the controls, ctrl is kind of annoying to press constantly. Would love to see this with controller support. Amazing work!
Simple and sweet! Funny concept, very fast-paced. Definitely got too fast for me after a minute or so; maybe you could make it vary between fast/slow, while making it get faster over time on average?
Nice usage of procedurally generated content! The game has lots of replayability. Once I got the hang of it, I was able to start applying some strategy, paying attention to what changed and figuring out which letters applied to which traits. Some of the changes in the traits were a bit too subtle, though.
I liked the visual effects, I just have no idea what was happening or why. I couldn't tell which things I should be hitting vs what was hurting me, which made my deaths confusing and ultimately frustrating.
I liked the simple graphics, but the platforming was really difficult and frustrating due to the controls and player movement.
Oh man, add some awesome/creepy/intense audio and music to this to really amp up the atmosphere! Really nice combination of puzzle and stealth gameplay. Each level felt unique and interesting. Wish I could stab up/down; I definitely lost a couple times cause of that.
Nice interpretation of the theme, and the clicker mechanic worked well with it! I also enjoyed seeing the graphics update as I ruined the world...did it flood because I melted the polar ice caps? Late game, I started getting major slowdown whenever I clicked, maybe because of the opacity fading of the % signs?
Suuuper nice art on the background, monster, and enemies! In the future, I'd recommend using a much faster attack animation for the player, even if you give it a long cooldown.
Nice! Music was really great, fit really well. Graphics fit nicely and created a good atmosphere. This town really invested waay too much money in Zeppelins... they need to rethink their anti-monster strategies...
Hhaahaahhah! Is that monster wearing rollerskates?! How appropriate! This QWOP just got punched up a notch with QWOP turning into QWERTYUIOP. So many controls and they all make me end up on my head. It was fun with a marathon runner and it sure as heck is even more fun as a giant monster squishing small humans. Of course hearing them **toot** when they go splat makes it all that more motivating to get over that first tower! Nice job, fun stuff :) As a monster though, I feel as a whole this could use more Flame Breath! Do you agree?
Cool idea, though the map was so dense on the windows version I could barely put any factories down :(
Interesting concept but I never felt like I was a monster or that by being a game developer I was being monstrous. It seems like it was trying to communicate some idea about corporations being monsters but it never showed me how that was the case.
The choices also felt arbitrary and disconnected from results. I have no idea how the themes or places I chose effected the created product. The turn based battle also seemed out of place with the rest of the game.
Interesting concept but I had very little concept of how my actions effected the gameplay.
Wow, I loved this! The concept is clean, simple, and executed really well! I could see how this could be expanded upon! I loved the animations and lighting. The options for draining vs devouring are a really nice solution for progression.
As for things that could be tweaked to push this to excellent, have a visual indicator of who's turn it is including your own. Maybe even having a turn order visual. Having a way to see what the skills are and what they do / cost. Enemy health indicators (that's kind of up to personal taste though).
As for balance, the random output of enemies is nice but can be unforgiving. It would be nice if there were some way of getting HP back from elves as there were many times when I'd be flooded by elves leaving me with no way to regain HP.
All nitpicks though. This was really nice. I could see this doing really well on my iPhone too!
Really impressive graphical details in such a short period of time! I like the way my head tilts as I move, the particles, etc. I found the controls to be pretty challenging, but I'm sure I can get better with practice.
Visually superb, the style and production were outstanding. The info text was well done but the actual 'game' of this was too opaque. A lot of repeated items / text and too little guidance. I don't know what object was the mimic or how to even tell which it was. I'm also not sure how this related to the theme.
The atmosphere is really good this game! It feels just about right for the tone and style. I really dig the environment design as well. The player movement & mechanics could use a good spit-shine though. I think quickening up the player attack animations, as well as adding some visual / audio feedback for when your player or an enemy is hit with your attacks will go a long way! Nice entry, keep it up! :D
Creative take on the theme, and funny! Hair gel seemed to be the rarest item yet the fastest-depleting stat! It was really difficult to get that stat higher than 15% or so.
This concept is great! Surprisingly fun. I think the only issue is that there are so many possible answers on the screen that you can just pick and choose the easier ones rather than challenging yourself and learning things. Also the subtraction level had a lot of common answers so it blew by super fast compared to the addition level. Some tweaks to the number of numbers (heh) on the screen/balance in general and this would be even better. Nice work!
Nice job with that intro! I liked the progression of abilities, though the shield was a bit OP since you could use it continually. I liked the realism in how the bullets were instant/super-fast. I did have some issues with slowdown on Chrome/Mac.
Nice! It was fun to feel the anticipation of the next wave when the screen was empty. It'd be cool if you added a countdown between waves to encourage that excitement.
Nice style and execution. Created a nice atmosphere, but the gameplay felt very one note. All you do is kill helpless women randomly in the woods. Felt like this was going somewhere then it just ends. Would love to see this expanded!
Cool idea! I like the concept, though you die so fast when not possessing anybody that it makes it pretty rough at the start. SFX would help a lot with the gamefeel too.
Nice one! I like the different enemy and ability types. I think the ray ability should be mana-free since it's kinda frustrating to run out while using it.
I am such a sucker for these forced runner games! Id say the jumping needs to be tightened up a bit, I htink variable height as some people have menioned would be good, and i also think the gravity should be much stronger to make it feel like you have more control. I think the sawblades didnt seem to do much to me either. The art and mood are very nice, I dig the old timey castle in the background, makes me really think of castlevania! Nice entry!
Nice! Really good gamefeel & graphics. Nicely challenging too, once it got going. Somehow we both had basically the same idea so bonus points for that :D Great work!
I like the simple but classic interpretation of the theme, the monster is "it". Super nice graphics too! I found it hard to see the benefit of dashing, maybe make the speed boost higher but with a longer cooldown?
This was straight up amazing. I want this as a full game. Top to bottom great stuff.
man, I am the worst murderer... I was never able to get kills without being caught. I like the atmosphere in this game, though really creepy! I I think the mechanic of people catching you could use some tweaking instead of an instant death, though. Nice entry! :D
Not entirely sure what I just played, but i like it! The graphics are very lovely! although I do wish there wasnt a big disconnect between the game art and the intro cut-scenes. I also like putting a timer on old school stealth gameplay, really neat!
I loved moving the claws around as I attacked! I feel like some things could be sped up a bit, the jumping and the laser eyes especially.
Awesome concept! Might work better with a different calibration method though (showing a level meter & dragging threshold sliders maybe?) Nice work!
I played this WAYYY longer than I should have. Its surprisingly fun to blast that horn over and over and over! It's like double dipping the chip, you know its not right but feels so good. Party Monster is a pretty unique vision on the theme props for that creative thought! If I could become a larger, louder and more annoying airhorn that would really give me a sense of ownership and growth over my airhorn, and generally increase my fun level. Ha! Fun stuff.
Great. Way to go!
Wow! there needs to be more tactics games in these jams man. Well done! Really solid start! There's a lot you can build on here if you wanna keep going! few polish notes: id like to be able to cancel or confirm an action, first couple humans you run into are a bit strong, maybe lower their HP a bit for 'tutorial purposes'etc. /Rant Anyways, awesome job man!
This game's mood is superb. Art is fantastic and I loved the slightly warped perspective giving the room an eerie and whimsical nature. Point and click adventures are hard to pull off, however I really enjoyed this! Got hung up a few places with the interface but overall really really nice entry. I immediately felt sucked into the world the moment i saw it! Great job!
Nice! Very pretty art! The game felt fairly flat to me, wasn't much to do and the controls felt sluggish. I haven't played your post-comp version, which may have made some improvements.
Nice! Cool concept and the graphics and music are great. Timing felt a bit weird though, there were a lot of times where I felt like I was hitting exactly on the beat but was still getting bads. Would be cool if there was more gameplay variety too, seemed like there was no reason to use the shield (plus it was hard to tell when the guys were shooting since they were so small). Would love to see this expanded. Great job!
Awesome! I love seeing rhythm games in LD, and the music is solid. Pretty tough but I managed to get 720/741. Keyboard is a bit awkward for controlling rhythm games like this but I suppose it's tough to support much else under these circumstances. Could use a smoother difficulty curve but otherwise this is great. Nice work! FYI I got this error trying the webGL version: http://pastebin.com/mryFpp7t on both firefox & chrome, but the unity player one worked.
Nice! Great music, sounds like there's some Ken Ishii/Rez influence :D Cool game mechanic though dying in one hit combined with the fast starting speed is really unforgiving. Also it was a bit weird that level 2 started out way easier than level 1. Regardless I had a lot of fun, nice work!
There's definitely some potential with this idea but needs a lot of tweaking to be fun. This may be "realistic" as far as the life of a dungeon slime goes :P but it's a slog for sure. Not being as fast as your target makes it really tough to do anything and all the heros are total HP sponges which is rough. Also I couldn't figure out how to buy new minion types. With giving more power to the player right off the bat, working on combat gamefeel & getting into the action earlier, this could be really cool. Nice sprite work too. Keep it up!
Brilliant touch with the "EAT" and "NO" representing the conflicting desires of the monster!
I really liked this! The concept it great, the tension of wanting to help the people contrasted with the imprecise controls making accidental murders nearly impossible to avoid was great. I loved that you actively are helping these people with your presence, making your rolling through town make sense, and the accidental murder even better. Good job.
gahahaahahh! That voiceover. This is killer. The mood is just right and its really fun to play. I wish the player had some abilites like a dash or shove or somthing to give you a little more mobility, but overall really awesome! Great game. :D
I can juggle IRL and I still had lots of trouble with this :P Honestly I think the hitboxes on the rats are a bit too big, mid-air collisions are really tough to deal with. Otherwise, nice work.
Looks like this has an interesting concept and story, but the difficulty in discovering it is super high. I couldn't get past the 1st jump on the 3rd level, myself.
Nice! You really nailed the vibe on this one.
Oh my god this is absolutely amazing. It's so much fun; the sound & animations make the gameplay just feel really great. Having the people all have names is a great touch too. I think my only complaint is having the dash & attack on the same key - I understand if it was an intentional choice not to be able to attack & move at the same time, but it felt a bit sloppy at times, like I would accidentally dash when I meant to attack. Regardless it was a ton of fun. I'd love to play more of this. Stunning work!
hahaha! I love it. This is a really clever take on a god game. All of my humans went to hell :( rip planet spacemars. Really dig the feel of this game. I wish there were a bit more flavour features in there, even if they dont 'do' much. sending messages to my believers, causing natural disasters, etc. Very cool though! Awesome entry. :D
Wow, really nice. Loved the writing, and art style. Everything was top quality, and a really neat concept.
Love the shadows, the approaching sun, and the way the music gets intense near sunrise!
bahaha, mad bonus points just for the concept alone! This is great. The art is adorable and its quite fun! Id like to see some more complicated mechanics in the battle mode though. Id also like to see a lot more flavor text in the encounters to really flesh out the experience. (it could be just bad RNG) but every ship seems to have the same 'dating' profile. I could see this being expanded into something purely wonderful! Nice jam man.
THANK YOU for using 8-directional movement! There are so many games with tank controls. Looks like this game has a solid concept, I'd be interested in seeing a fixed version!
Cool concept! The blood magic thing is pretty unintuitive at first but it's an interesting challenge. The difficulty is a bit rough at first so maybe that could use some tweaking. Nice work!
Nice atmosphere and interesting concept.
on win 10 it doesn't launch... launching via cmdline it doesn't have any output...
Wow! I love that intro cinematic. The graphics are hella' adorable as well. :D nicely done. The movement physics / friction feel a bit off to me, and I wish there were some additional enemy types. Maybe show the enemy that has a key visually somehow? Really nice job! This is cute and fun~
I think 2 player would have been much more fun, however the two attacks were fun to experiment with when i got the hang of it. I would love to see some really unique takes on the two attacks, making the choice of which attack to choose much more impactful. Love the teddy bear's physicsy ragdoll when he gets hit by player 2's spikes. Really makes you feel helpless! More of that stuff and maybe some sense of progression? Ownership over the characters? This has promise tho, because I played it a while! There is some really nice simple fun to the combat. Would love to see where it goes! Great job!
Wow, the atmosphere in this is great, excellent work. The hitboxes in the fire bit were a bit annoying but otherwise the gameplay was solid. Great job!
Really good graphics and sound for the timeline! Varied abilities and spells, as well as different enemy types. Good stuff!
Really neat concept! I'd experiment trying color changing with multiple genres or control schemes. What if it was top-down and you couldn't go over the same square? Or a bullet hell where you absorb the colored bullets you want and dodge the ones you don't?
I died twice on that back street, no humans seemed to go there! I felt proud when I ate 3 humans in one bite, maybe if you added more to this you could do combos?
I loved seeing the bunny get progressively scarier on the "fear meter". Nice touch!
I think this game would be greatly improved with simple 8-directional movement. That way, if I get discovered, it feels like I did something wrong strategically, rather than feeling like I didn't master the controls properly.
Really cool take on the theme overall! It's a creative twist on the stealth genre. I like the non-violent idea behind it; you aren't trying to kill anyone, and being discovered doesn't "kill" you like in most stealth games.
mouse kept poping out of window, maybe locking it to the screen would help. gfx looked nice
probably need to do some integer conversions for tiles, looks like theres some wiggle to the rendering.
wowzers! This game is hella fun, and feels great to play! Really slick atmosphere and the art is beyond adorable. The camera work is also excellent. I played with keyboard which was a little hard to get used to, but it works well. I do wish there were some enemies that presented a real scary threat that you might have to avoid or take out specifically. It also seems like my HP never went below 75%. That being said, really awesome game! Take all my stars you magnificent bastard!
This is a solid stealth game! The vision cones worked super well, and the level design was interesting and fun. I'm not sure it was necessary to require you to hit the enemies multiple times to kill them. I think the challenge in sneaking up on them was by far the most fun part, rather than the actual act of attacking.
The concept was good and it played well. Some tweaking could go a long way.
I liked the idea of level + ability progression.
The lighting made it really difficult to see, to a point of breaking the immersion rather than adding to it. The summoning of zombies was difficult to trigger, it wouldn't always fire right away ( it may just be that the lack of visible / audio feedback reinforced the feeling of it not working). The zombies themselves were hard to tell apart from the humans. The lack of environment obstacles made all the levels ultimately the same. I played for a few levels and didn't get most of the skills shown in the screenshots, if they are there, perhaps they should be introduced sooner.
For such a short timeline, this was a good idea and fun!
Seems like a neat concept and ambitious to do in full 3D, but the balance was very hard. I never was able to build up enough mana to build a trap before being overwhelmed. I think with a little balance tweaks this could be neat concept and fun game!
Very lovely art style and sound design! One thing to fix is ending the "turn" sooner after the ball is basically done moving. It got stuck a few times and I had to wait before playing again.
Awesome! I always get excited when I see you've made a new game! Excellent music as usual. I think my only complaint is that the gameplay is pretty basic, I'd like to see more experimental uses of rhythm (I guess rhythm gunner was on the right track) rather than just another "hit this thing when it reaches this point" type of game. Count me among the rhythm game players who can't wait for expert mode too :P I like how the enemies were color-coded, and you did a really good job of teaching the mechanics and ramping up the difficulty, although the last level seemed like a big jump. Definitely want to see more of this. Great work!! :D
Oh, and it would be awesome if this had controller support. Keyboard is kind of a crappy-feeling input device for rhythm games, and I have a feeling left+right doesn't necessarily work on all keyboards (though mine worked fine)
Neat little game! Love the main character. Things get real when those tanks start coming! Good sense of urgency and clear objective. Wish I had a cooldown timer on my special so i know when to use / save it! Nice job!
Nice idea and quality graphics! Everything feels slick and polished. I'd say it's a little hard to keep track of the tabs and all the info. It's also difficult to figure out what's going on and how the info given relates to the jobs.
M-M-M-M-MONSTER KILL
Awesome! Hah this game is great. I wish there was a bit more ramping in the AI. it took a long time to wait for the first guy to be alone then it got much easier as you cut down the rest. I could also see some fun reactions with having the people find a dead body, or even have the last person try to fight back in true b-horror movie fashion! Really great take on the theme, nice art and sound. loved it!
Absolutely incredible. I think my only complaint is that I can't look at the pretty flowers while playing! (side note, I think the controls are a bit wonky, some keyboards may not pick up simultaneous left+right shift very well)
Awesome shmup! Really well executed, I love the use of the theme here. My only few nitpicks are that having limited vertical movement made it hard to dodge certain things, and that there was no time to pick up loose powerups once you beat a level. Difficulty was a bit inconsistent (sometimes things got out of control really quickly, other times the level was easy) but I was able to beat it. Also I'm not sure if this was an issue with my laptop keyboard or not but holding down Z didn't fire consistently, so I had to button mash which was annoying. Love the graphics & the general style of everything, and the story. Great job!
Nice! Really fun, really impressive for a game jam. You definitely nailed the general gamefeel on this one. The only real issue is the difficulty curve honestly. Great work!
This seems like a really awesome concept but I just get the grayed out button after trying to register too :/
First p*ng & n*dhogg, now d*wnwell? Tsk tsk :P
Seriously though, this game is really fun, though I found it a little bit unintuitive at first to be honest - the snacks exploding seems like it should be a bad thing. Once I got it though, I was hooked. Playing on keyboard, the controls bugged out a bit at times, like I would get stuck pointing to the right and only after hitting right again would left work. Awesome style btw, the graphics and audio are great. My high score was 1311 (82 combo). Nice work!
Gorgeous graphics as usual, amazing work there! :D This is really cool. More feedback in combat would be good, mostly it just felt like frantic clicking until the battle ended then assessing the aftermath. Would love to see more of this. Awesome job!
Awesome graphics & style but the gameplay leaves a bit to be desired. The swinging mechanic is cool but movement in general felt a bit weird at times (getting slowed down by pickups for example) and there were some randomly generated bits that just seemed impossible. I also got stopped completely after blocking an enemy one time. Checkpoints would help a lot here too. With some tweaks this could be really fun - nice work.
Nice! I always love to see shmups in Ludum Dare. Great graphics & music and it's a lot of fun. Mechanically it's an interesting take on a shmup - the combination of the slowish movement, big hitbox and the visual effects made it a bit hard to dodge shots, but I guess it didn't really matter since I had so much HP. Felt a bit easy to me; generally I would prefer easier dodging but being more fragile like a traditional shmup but maybe that's just my taste. Regardless it was really fun, nice work!
Nice! Great use of the themes here. Very fun too. I think my only issue is that the controls are a little touchy, like until I got the hang of it I would accidentally dash or fail to dash when I wanted to. (theme might be working against you here control-wise!) At first I was thinking some sort of leading indicator of where the next light appears would be good, though as I got better my want for this slowly disappeared :) My high score was 31. Great music too. Awesome work! :D
Interesting concept but there's so many ways to get stuck or die that it's a bit frustrating, plus I was hard pressed to find much of anything to interact with. A bit more guidance & less danger would probably help. Still, the idea of jumping between planets to solve puzzles is really cool, nice job!
Nice! I really like this idea. The timing of the double jump and reflection are pretty hard to get the hang of though, so I found it pretty difficult. With some tweaking this could be really fun.
This game has some nice strategy and depth! I especially enjoyed the various levels of "forgiveness" the plants had. Well done!
Wowww. Absolutely gorgeous and the music is amazing. Wish there was more elaborate gameplay & better connection to the theme but regardless this is awesome. Amazing work!
Interesting concept, though really tough. Would be much improved if there were a gentler difficulty progression at the beginning. Minor bug: if you're holding jump when you land, you immediately jump again, which caused a couple deaths for me (most platformers don't act like this AFAIK). I really like how the music builds up when you grow; we actually did something similar on our game. Nice work!
Nice! I really like this concept. As others said the controls are a little funky but I would love to play this with controller support. Nice work!
Nice writing but the interface is pretty hard to parse right off the bat, lots of icons that are hard to figure out what they mean. A tutorial would really help here.
Nice! This is really fun. Great gamefeel with the screenshake & sound effects. Good work! :D
Pretty fun! Gameplay is good though it seems like it's hard to avoid damage from the ranged enemies sometimes. One weird thing is that my controller controlled the cursor on the main menu rather than the mouse which threw me off. Perhaps if you polished this one a bit it could be even more solid :P
Interesting concept, though a bit unintuitive (I didn't notice the rotating movement indicator at first, so maybe making that more obvious might help?) Since you just grow automatically, you can just beeline to the goal and sit there, so there doesn't seem to be much of a reason to pull things toward you since it's so risky. Definitely some cool strategy gameplay potential though. Nice work.
Combining lovecraftian vibes with rhythm games, two of my favorite things, may be the fastest way into the grotesque multi-chambered eldritch horror of my heart :D It took me some time to figure out how the gameplay related to the rhythm, but once I got it I was hooked. I love how games like this can make you feel like you've learned some bizarre language. Great sound design & graphics too. My main issue with it is that it seemed really difficult to avoid taking damage on certain transitions (left to right for example), so the later levels just felt like a war of attrition rather than an accurate test of skill. (this was using the mouse btw) Also I wish there was some more variety in the audio, like if it progressed over time, and I might prefer some sort of interaction on the beat itself rather than doing something then waiting for the beat, but that's just my preference. Still this was an awesome experience and really fun. Excellent, excellent work. I WANT MORE! /|\( ;,;)/|\
I think going for a "pendulum" feel is a very cool idea, but could use work on its execution. If you want to keep the sort of fast, frenetic feeling, I would increase the size of dots and decrease their spawn rate to allow you to focus on less stuff at a time.
However, I still had fun getting to level 5! Loved the robot voice and the music!
Nice use of the theme! Pretty fun but could use some variation in the enemies. nice work.
Wowww I absolutely love this concept. Even as a musician, it was a bit tough for me at first to identify it just by the sound, so I ended up using the icons for my first win - though for my second playthrough I forced myself to only go by audio. This game is beautifully executed on all fronts. Awesome work! :D
Not bad - though you should note that you need to download the data directory too. Better yet, upload a zip with the exe & the data folder to make it easier for people to download.
Awesome! Really clever use of the theme here and quite fun too. The only issue I could find is that the amount of enemies in some of the areas is a bit excessive, but it's not too bad since they don't respawn. Nice job on the graphics & audio too!
I kept jumping my own pirates to their doom, haha! I think I would have preferred to be able to control my pirate better in mid-air, even if that's a bit unrealistic.
Really nice job implementing the physics, and I love the music!
Nice job getting the moving parts together - controls, AI, etc. The game could definitely use a bit of help on the visual communication side; it took me a few moments to notice the bullets and health bars doing their things. Also, wasn't sure how to go in reverse? Sometimes it seemed to happen randomly.
After a few tries I learned how to strategize a bit- keeping myself from being overwhelmed by enemies by hiding around corners, etc.
Sugoi na!! This is awesome. Love to see more rhythm games here, and the music (and audio in general) is absolutely great. My only complaint is the balance, it seemed basically impossible to get everyone in there, and the controls took some time to get a hang of. Still, it was pretty fun - great work! Omedetou!
Nice! Would be better if you could hold down the button to shoot, and if the boss were more obvious, as I couldn't really find it.
Interesting concept though a lot of the time it just feels like trial and error. One thing that might help, if things like higher-up platforms were symmetrical with lower ones there would be less trial and error involved. Also the physics & controls felt a bit awkward at times - the theme might be working against you on the latter. Cool concept though & great polish on everything, nice work.
Adorable! Cool concept, though the idea of a typing game where you have to keep moving your hands out of normal position to the arrow keys to move, or only type one-handed, is a bit awkward. (maybe use the shift keys instead?) Still pretty fun though. Nice work!
Really cool concept but yeah, brutally hard. In terms of design, more ways to get smaller would be helpful, since as it stands getting too big is game over except you don't find out until later which feels a bit weird. Regardless this could be really awesome with some tweaking. Nice graphics & music btw. Great work!
Oh man, when the level sped up, jumping launched me into the lamps! You gotta implement a short jump. Also, the story parts went by so fast I could barely read them.
Adding the high lamps was a good touch so you couldn't abuse your neck powers. I enjoyed learning the patterns and improving my skill.
Cool! This is a great concept, and great mood as well. For some reason it took me a while to get the hang of the controls (gamepad controls would be awesome - imagine free aim of the spear with the right stick!); also the collision seemed a bit wonky at times, like I would die when I wasn't quite touching the black. There's also very little time to react when a new eye appears. If you tweaked some of this stuff this would be really fun. I love the sound design too. Great work!
Wow this is really brutal. Nicely executed but so so so hard! More checkpoints & a gentler ramp up of difficulty would help here.
Super elegant! It's got some great strategy buried inside such a seemingly simple concept.
One thing I'd love to see is some sort of feedback to help me remember if my next "jump" is my double-jump or fast-fall.
Nice! At first I thought this was just another procedural game but the level design is actually really clever. Great graphics & animation too. My only complaint is it's a bit on the slow side, and that plus the moving jelly you have to jump on in the second level made me give up after a few tries :P Still, awesome work!
Cool concept & use of the theme! Interesting challenge to try and wrap my head around the controls. Got to 20 or so before losing - a lot of that was just staying on the same square, so fixing that might help with the difficulty curve a bit. Some more visual stuff in the background to indicate your height would be really cool here too. Nice work!
Small technical note - AFAIK the pdbs shouldn't be necessary to include in the zip as they're just debug info.
Cool interpretation of the theme. It felt good to grow a really big stack of crystals!
It wasn't totally clear to me what the different crystal tiles meant. Sometimes a "big" patch only grew me two crystals, while a "small" one grew huge!
Nice! The concept of changing controls is really cool and a nice use of the theme. The fact that platforms don't carry you is pretty frustrating though, then it got really hard so I didn't get much past that part :P Would like to see this with a bit of a smoother difficult progression. Nice work.
Impressive physics in this one! I agree with other players that waiting for the timer felt tedious. Maybe the "down" arrow simply triggers an automatic grab sequence, rather than controlling exactly how much slack you let out. This would mirror how real-life claw games work.
Wow, I can't believe you came up with a word game that is so simple yet so unique! Major kudos, I played this a lot longer than I expected to. It's like pearls before swine in word form- the challenge is mathematically tricking the computer! I found that abusing common suffixes was the best strategy; -s, -es, -ed, -ing, that kind of stuff.
I'm not sure I'm a fan of the scoring system as it stands. At the very least, add a highest score field! Losing all my progress feels bad, man.
Damn, this is really really impressive. Obviously great production value on the video, and I love the music & sound design. The main thing I take issue with is that it's obviously not much of a "game of choice" if the only way you can progress is by doing both options. (IMO choosing not to play is not much of a choice.) Making one of those necessary choices extremely violent also comes a bit too close to implying an accusation of the player, like how with torture porn-type movies they say "oh the audience is complicit since they saw the movie!!" well yeah, but the producers had something to do with it too. (not like I necessarily think you're making that point) Regardless it was a really cool experience, and though the story hints were awesome, I would've liked to see them amount to something more. Awesome work.
Nice! Super clever puzzles. Definitely thought some were impossible until I had a breakthrough. I think the only issue is that getting the extra pearls was a bit tedious, and one mistake meant resetting which sometimes sent me further back than I thought it would. Otherwise this is awesome, great work.
Nice! Cool concept and the graphics and audio are awesome. Of course, it would be nice if the gameplay were more elaborate (choosing different kinds of robots for example) and if the menu gameplay was closer to the action so I could appreciate the art more! Still this is awesome, great work.
Adorable! Seems a bit hard though, would be nice if it started slower then ramped up the speed.
Cool concept! It was a bit hard to tell what was going on at first, but still fun. It seemed like if I left spaces, they wouldn't hurt me until significantly later? I guess having to plan way ahead is a good metaphor for city planning :P My high score was 4350. Nice work!
Nailed it.
Awesome! This is really fun. I found it a bit easy what with the forgiving hitboxes & amount of life you have, but it was still really engaging. Great graphics & music btw. Nice work! :D
I'd probably get rid of the shape toggle button (space) since q-r are more precise controls, making space a bit of a trap and complicating the game. A little reminder at the bottom of the screen of the four shapes in qwer order would be nice as a reference for this.
More of a visual indicator of level progression, such as changing background color, would be nice.
The "collect" sound effects were a bit grating to me after a while, but I did play until level 11. I also think the game could afford to be a bit more difficult, as I survived for a good 30 seconds or so on pooled health at that point after I stopped controlling the game.
There's a little jank and I was able to worm my way through a wall after getting stuck, but that said there was a little story there that I found compelling and the shape powers was pretty neat! Nice job!
Really cool concept! Took some getting used to it but it's certainly fun. The speed was a bit high in parts so it felt like I had to jerk my neck around a bit to get the blocks in place which is a little scary :P Maybe making the blocks/distances smaller (or an FOV tweak?) would help there. My high score was 18. Nice work!
Liked the wireframe background indicating movement. Wish the puzzles were a bit more difficult.
Like the graphics and the puns. Hate the teleporting obstacle: it would sometimes appear directly on top of me while I was in the middle of an intersection. I could also collide with it from a distance, causing aggravation. Finally, there is NO ESCAPE from the obstacle of DOOM once you have collided with it. It will drain all of your lives, and your hope as well. As things stand probably best to just throw out the "lives" system altogether.
Like the music. Voice acting is a bit overdone (obviously intentionally) but would benefit from being toned down a bit. Music overpowers voice if you activate the tutorial. Control scheme is a bit clumsy as it requires three hands (or at least one super-dexterous one): one for mouse, one for wasd, one for controlling the wand.
Might make sense to have shift held down all the time by default, and use mouse buttons to control the shape/shoot. Maybe left button shoots, right cycles among objects?
Awesome!! (damn somebody already made the "rise from your face" joke!) I love this style. It's pretty difficult and the controls could use some polish (a separate jump button would be nice, and your movespeed seems to be a bit fast for how big you are relative to the screen) but the gameplay is solid. Would love to see more of this. Nice work!
Nice! I like the strategic superhot-style gameplay, though it felt pretty easy & a bit slow since you could just spam shots to block enemy shots and the enemies were a bit bullet spongy. Had the same bug where I didn't get any powerups before the boss room. Pretty cool though, nice work!
Pretty cool concept, though the combination of low rate of fire in most forms, the camera position and low movement speed/sensitivity makes it pretty difficult to hit anything. (note how in a game like starfox, you move & shoot relatively quickly, plus the targeting reticle has a second level to it to denote depth.) With some tweaks like that this could be pretty fun!
Great graphics and sound. Animations are pretty top-notch, but the game itself is clearly quite incomplete. Might recommend doing more work on the game code itself with placeholder assets in the future if possible.
Pretty cool concept though it was a bit easy at first, like you could stand to introduce the colors concept earlier. More mechanics or something like a time limit could make things more interesting too. Nice work.
Really nice! Pretty difficult but that could just be me being inept at the controls. The atmosphere and mechanics were really solid!
Great vibe! Controls could maybe use some tweaking, the combination of slow movespeed, high jump and lack of air control just felt weird to me. The fact that the difficulty was pretty tough at first didn't help in getting used to this. Still, great mood & atmosphere, and this would be pretty fun with some tweaks. Nice work.
Awesome! I love the bouncing bullets mechanic. Felt really good to play, although on controller I couldn't stop transforming and movement on keyboard was a bit laggy. Would have liked to see some more variation in the enemies, or some way to make the bouncing bullets work more in your favor. Still a ton of fun. Great work!
Needs a better indicator for switching screens. Took me a while before I realized it was even an option.
Couldn't install it on my HTC One M9 for some reason, just says "app not installed" when I try. :(
Great concept! Really clever gameplay & level design here. The first level was a bit tough to figure out at first, maybe some sort of tutorial level would help new players. Otherwise the difficulty curve was pretty smooth and pretty much all of the levels were a nice challenge to figure out. Great work!
Cool concept! Navigating the maze with the explanation makes sense but it would be nice if that stuff were easier to figure out in-game. (like the firewall killing you, I wasn't sure what was happening the first time that killed me) This could definitely be cool with some tweaks. Nice work.
Awesome concept! Graphics are really great too. Would be nice if there were more variety in what you had to draw, also some more feedback would be helpful - it wasn't clear how close you actually had to be. Still fun, nice work.
Good thing I have that voice telling me that it's ogre time, otherwise I would have no idea that it's perpetually ogre time, now and forever. :P
I like the graphical style, controls could obviously use some tweaking but there is cool stuff here. Nice work!
Enjoyed the music. Encountered a weird bug where hitting the punch button would freeze the game, and unfreeze when released. If you were holding a direction, you would teleport as if you were moving in that direction the entire time, though enemies would stay still. While it was amusing to go all Nightcrawler-bear-form, it regrettably left me with no way to attack and I eventually let myself get shanked.
Yes!! I always get excited when I see you've entered the jam. Music is awesome and the game is gorgeous. You really nailed the gamefeel too, the combination of the player animation, sound and movement makes the game just plain fun to play. Clever level design; it was nonlinear enough to stretch my brain but still fun to explore. Amazing work!! :D
Got stuck on the title screen, couldn't seem to hit play?
Nice! Great style & concept. Still a bit confused about the mechanics though, is running away really the only thing you can do? Shouldn't I be able to eat people if I'm a horrific beast? :P Also you seem to be slower than the people when you're in human form which makes it actually impossible to get away. Still, pretty fun. Nice work!
Camera & physics could use some tweaking but this is pretty solid! Nice audio. Seemingly got stuck & couldn't restart when I got caught a 3rd time though.
Score counter that displays during the game instead of just upon completion would be nice. I don't know if putting up shields and ramming asteroids is helping, hurting, or having no effect on my score. Music doesn't loop cleanly. From a game balance perspective, the shield feels too powerful. I got a score of 8621 by just staying in place and toggling it. Perhaps absorbing asteroids should cost energy, or the largest asteroids shouldn't be absorbable? As things stand I never see a reason to go into the blue form.
Nice, our games really are similar :D Awesome graphics and music and it's really fun. I think my only complaints are that the vertical scrolling doesn't move with you enough and some enemies are just too inconvenient to kill (since you can only shoot up), like if they're behind an obstacle. Still the gameplay is solid. You should totally add a dodge roll :P Awesome work!
Having the enemies despawn immediately upon receiving fatal damage rather than lingering for nearly a second would make the game feel more responsive. Would also be nice to have a death animation rather than a hard "cut-to-black."
There also seems to be a significant bug where game state (score, enemy speed) doesn't reset when the game is restarted after a loss.
Couldn't install it on my HTC One M9 for some reason, just says "app not installed" when I try. :(
Enjoyed the game. Never found the need for the triangle shape, though.
Faster movement would be nice. Immediate feedback upon being discovered rather than freezing in place and slowly raising arms would also be helpful, as getting discovered the first time is a bit confusing. Maybe a sound effect as well?
I'd also avoid using all caps and repeated exclamation marks in the instructions.
Definitely difficult! The speed reduction in the easy version helps but it's still pretty unforgiving since you always die in one hit. Still found it pretty fun to explore though, I kind of enjoyed the challenge of dealing with the original speed. Nice work, keep it up!
I like the variety of things to do but the controls could use some tweaking. Nice work, keep it up!
Nice progression of clues, but the clock puzzle is a bit too ambiguous to figure out easily - I had assumed that one of them wasn't necessary, since most clocks don't have 4 hands and there were only 6 digits (2 per hand) for the passcode. Nice tutorial intro too, but going back and forth between mouse & keyboard was a bit awkward. Still a pretty well executed puzzle game, nice work.
This is awesome! I love the creepy soundtrack, the following eyes, the "story"... perfect use of the theme too. Only issue is that the controls aren't great (which makes the platforming more difficult than it should be) but that's not a huge deal. One of the best entries I've seen so far. Excellent work!
Haha, nice! Graphics are really great (though I maybe would've liked to see the game at 2x scaling) and the music & sound effects were awesome too, I love the style. One minor gameplay issue I had was that at first I didn't realize I had to go back to base to finish the day, but that's obvious in retrospect. I was wondering if this was just gonna be a meditation on the repetitive life of a roomba, and then... though honestly I would've preferred the meta-stuff to start a little earlier, at least for this LD format. One day I wish to get a shoutout on a 0x01010111 game! Gave up after day 35 :P Nice work!
Cool! I like how food is running out at the start, adds some nice tension. Balance might need some work though, by about 40% progress I was able to get sustainable production without needing to upgrade the sabatier or solar cells, so it was just a waiting game at that point. Maybe that's the point though :P Nice work!
Wow! This concept is awesome. The controls were a bit difficult to grasp at first, but once I got the hang of it it was really fun! The puzzle/level design is really clever, especially how the environment seamlessly changes. The graphics & music set the tone really well too. I think the only things to improve upon would be to add some sort of tutorial/explanation of the controls, and make the fire-lines a bit more obvious (it took a few deaths for me to figure out what was happening). Also I beat the game without really realizing what I did on the last room. Still, this game was awesome to play. Would love to see more of this, great work! :D
Awesome! The concept is cool and the execution is really solid - great graphics and music. Gameplay gets a bit stale after a while but is still surprisingly fun and addictive.
As others have said, the defense timing felt a bit inconsistent - sometimes it wasn't clear whether I ran out of time or what, the default time to defend seems pretty short. An indicator of time remaining might help here. To be clear, I didn't think it was too too difficult, it just seems like it needs more feedback. I couldn't tell if dex upgraded that time; if so, personally I'm not crazy about upgrades that make the direct gameplay mechanics strictly easier but YMMV. Timing-wise, I would love if the attacks were directly linked to your input too, felt a little disconnected as-is.
Another small frustration was that it was unsatisfying to kill an enemy in the middle of a combo - it would be awesome if I could continue the combo and get bonus overkill essence or something like that :D
Some more polish would go a long way here and make this game really great - despite the issues it was still a lot of fun and clearly has a ton of potential. Awesome work!
Wow! Solid writing and the ending I got (good ending?) was really really great. Kind of a punch in the gut, but an enjoyable one :P The art style is really well executed though the backgrounds are a bit busy. Nice choice of music too. Awesome work!
Cool concept but yeah, definitely pretty hard. Some variation in weapons/attacks would be cool. Keep it up!
Cool concept, but the controls are a bit awkward - it seems to be moving on a grid, which doesn't feel a good as moving freely. I liked the typing bit but the hacking screen would come up really quickly and unexpectedly, so as I was holding down the arrow key to continue moving, suddenly that arrow key input would register as a wrong typed character. Some sort of transition screen here might help.
Pretty cool experience, the controls of course took some getting used to but it was pretty fun once I figured out a good way of controlling the ship. The game was pretty impenetrable without the instructions, some more clearer directions in-game would probably help a lot. Obviously I understand if there was stuff you wanted to implement but ran out of time to :) Would love to see this with some more structure. (Also it seems like there's lots of gameplay potential with manipulating the ship in order to move objects around on the bridge) Graphics & music created an awesome vibe too. Nice work!
Awesome! The presentation is really solid, great graphics, great use of music, and the writing is really evocative. (Though you should have opted out of the audio category for using 3rd-party music.) The gameplay does get a little stale with only one type of enemy, and some of the movement (slow acceleration, movement on attack) felt a little weird to me, but it was still pretty fun to play. The hookshot was a cool mechanic but I would've liked to see more opportunities to use it meaningfully aside from that one level.
Cool! Really great graphics and sound. Controls are a little bit clunky but once I got used to them it was fun. (having heal & placing a new turret on separate buttons might help, that was what tripped me up the most) Balance-wise, it was pretty hard at the beginning, but after a few deaths I was able to cruise through pretty easily - beat it on my third attempt. Nice work!
Really cool! I like the sort of experimental vibe, both in terms of the abstract-ness of the game and how the player learns the game. Some of the cause/effect wasn't clear though, like I couldn't figure out what caused my population to increase, and I wasn't sure what the tree did. The fact that attacking cats just went in random directions and died instead of focusing down single enemies was a bit frustrating too. Still it was fun to experiment and try to figure out the mechanics and boundaries of the game. I liked the vibe of the music too. Nice work!
Awesome! I love rhythm games of course :D Really solid and fun, and the music is really great, nice work there. The only real issue in the jam version is the lack of feedback, but that was fixed pretty well in the post version. (same goes for reading the next page) Some of the notes didn't quite match up with the music but that was pretty rare. I thought the difficulty was fine although I imagine it might be a bit hard for some people. Another small improvement might be to add gamepad support - some keyboards don't play nicely with simultaneous input on keys like up+down, although mine didn't have any issues. Graphics are great as well. All in all a really fun entry, awesome work!
Really cool concept but hard! I kept respawning with low health which made combat basically impossible. The jumping on the door mechanic is interesting but something a bit more intuitive might be nice (took me a while to figure out) - the concept has tons of potential. Great soundtrack/SFX too btw. I didn't want to kill the goblins since they sounded so adorable :P Would love to see this with some more polish, this definitely could be a great full game. Nice work!
Pretty cool but a lot of the results seemed a bit random - even if I did something that seemed like it would save people, I still lost population. Had two playthroughs that both ended in 0 population.
Nice! Really well executed management game, really scratches that simtower itch :P It was fun to try to figure out the mechanics on my own, but some tooltips on the build icons might help for showing costs and what the different rooms do. Wasn't sure what the sound stat was for, but I guess people didn't mind. Great work!
Nice! Pretty impressive amount of features for a simulation game like this. Did 4 ships then it seemed like I saw everything there was to see. Nice work!
Wow, great mood & use of the theme! Very well done story & writing, although the backstory told by the flamingo maybe could've been done a bit more subtly or gradually. Still really enjoyable to experience. Loved the "jumpscare" too :P Nice work!
Awesome! I really love this concept - it reminds me of a really fun japanese freeware game called Pendulumania which had a similar swinging mechanic. It was a bit weird with the enemies being faster than you at first, but once you get the boost the game feels really great. Combat was fun although it felt a bit cramped, I wonder if bigger arenas/a more zoomed out view might help a bit. Would love to see more of this, nice work!
Nice presentation, the graphics and audio are really good. Pretty fun though IMO the gamefeel could use some work - it seemed strange that the machine gun fire passed through enemies sometimes? Collision just seemed really inconsistent - some big laser hits I expected to be hard weren't and it was kind of hard to figure out if I was doing damage or not. Also the penalty mechanic took me a little while to figure out. Some tweaks to the collision/feedback would go a long way. This definitely has potential, nice work!
Awesome concept! I like the idea of the waveforms as attacks, but I couldn't really figure out the strategy of it (like what effect the height really has), and enemy attacks seemed way too fast to be able to preempt or defend against them. Mashing randomly seemed to be an effective strategy :P I really liked the dynamic music too, and the 2.5D graphics are a great look. Nice work!
Really interesting concept! The tutorial was good but a lot of information to take in all at once, might be cool if it was more gradual/integrated with the gameplay. Was pretty fun to try to prioritize what to fix, but some things were hard to see (like the blue text & damaged walls) which made things difficult. My score was 1412.2. Nice work!
Wow! Clever use of the theme and the execution is excellent - the graphics and music are fantastic. Super fun to play too, the gamefeel is really good. I guess my only complain is that the electric guy is maybe a little overpowered :P Awesome work!
Cool but pretty difficult, it seemed like I just didn't have enough DPS to kill the enemies faster than they spawned. Would be nice if you could hold down left click to fire continually. I like the bullet hell vibe though. Good work!
Pretty cool presentation but the controls are a bit clunky and the game seems impossibly difficult. I also had a crash when getting attacked. Not a fan of the death cutscene either.
Wow! Really, really amazing concept. Great use of the theme too. I love how the later questions with comparisons to other players add an extra layer of mindgaming to it. Nice work!
Nice, I always like to see games that are a bit unconventional. The typing being really rote made sense conceptually but I think it would've been cool to see the letters spell out something related to the story. Writing-wise, I did think the octopus bit was a little heavy-handed but it still worked. Nice job!
Great vibe! I love the music. Not much to do but I still enjoyed exploring it. Nice work!
Cool! I love the atmosphere - the sound design is really great. The combination puzzle was pretty obtuse, I didn't make the leap from the note clues to the objects - making those connections a bit more obvious might help. Would love to see the story more fleshed out. Great work!
Nice! The art and sound are really great. Pretty fun though straightforward, some other mechanics might have been cool since with the way stamina worked I could just hold down space the entire time. Introducing the enemies earlier might help too, I only saw one green one and never saw any purple. Loved the intro too. Nice work!
Yay I made a rhythm game! :D Gameplay was pretty straightforward but it worked and was surprisingly fun - got 69 on a rhythm game and 97 on an arcade game. I loved the site crashing too, that was a nice touch. The music and sound were great as well. I can't imagine how meta it must have been for you to manage your time while making a time management game :P Great work!
Haha, this concept is awesome! This was a lot of fun to play, with the ink mechanics & time limit adding a nice amount of challenge. When seeing my pictures at the end, I was surprised at how they actually sort of resembled the photos! :D The writing is really great too.
It wasn't quite clear how the grading worked; there were a couple pictures where I thought I did well but didn't get graded well and vice versa. Also, the difficulty of the pictures was pretty wildly variable, though it was hilarious to fail miserably at trying to recreate a renaissance painting in ImpInkScape. I kind of wish this had wacom/tablet/pressure sensitivity support!
Couple small bugs I found: the text was occasionally misaligned/offscreen, and when I refreshed the page to play again the game never seemed to end, I just kept getting new pictures. (was playing in Firefox 50, btw.)
Adorable! The scenario/writing is really great, especially the text notes. Nice use of the theme too, I really liked how you could see basically the whole room at once, with little diversions here and there. Great music & sound design as well. My only real issues were that the platforming is a bit finicky (lots of times where I thought I hit jump but still fell off of a block) and the lack of a checkpoint after the fans was a bit frustrating. Still fun enough to finish, with 48 (!) deaths. Nice work!
Great use of the theme & awesome concept! Graphics are great too. Pretty difficult though, couldn't figure out what to do with the cans which was frustrating. A gradual introduction of mechanics/better difficulty curve would help a lot here. Still it was fun, nice work!
Cool concept! Great presentation, graphics are really good and the audio is very atmospheric. Gameplay-wise it definitely took me a few turns to get the hang of (the rules page was a bit overwhelming), but it was fun once I learned it. The card reordering felt a little bit weird in some cases and it wasn't immediately clear that I couldn't move the next card. An interactive tutorial would help a lot here. Solid game though, nice work!
The king's game! Pretty solid golf game. The shot meter felt a bit too powerful for some courses but generally it was fun to line up shots, although the walls felt a bit sticky which made it hard to bank shots. It was a bit frustrating to have to wait for the ball to come to a complete stop though, and I also had some mouse capture issues in the WebGL version (ie the cursor started to show up about halfway through the game which felt weird). With some physics tweaks and polish this could be pretty fun!
Interesting concept - the idea of getting weaker being the source of increasing difficulty is cool, and it didn't hurt the gameplay too much or get noticeably less fun as time went on. Good use of the theme too. The visual effects were cool but made the menus near-impossible to use, which was frustrating. Unique boss design, but the combat was a bit basic so the fights ended up being a bit samey anyway. Still a pretty cool experience, nice work!