Time Ball! by mort96 2013-08-27T17:20:00
The ball movement and rewind felt very satisfying, but I only wish the jump was a little more forgiving.
Foon → Ludum Dare Explorer → Users → bnhw
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 32 | An Unconventional Weapon | Love Worm | compo | 469 | 3.26 | 3.72 | 3.46 | 2.03 | 2.97 | 3.43 | 57 | |||
| 2013 | 27 | 10 Seconds | Anti-Grav Drive | compo | 332 | 3.29 | 3.29 | 3.84 | 2.30 | 3.02 | 3.22 | 2.28 | 2.90 | 72 |
The ball movement and rewind felt very satisfying, but I only wish the jump was a little more forgiving.
I liked the concept, but I'm afraid I found it too slow and easy to play past the fourth level. Maybe dragging a path with the mouse & faster animations would've kept me interested?
The audio also didn't work for me (Chrome on Mac), so maybe this is an unfair review!
Aptly named!
Wow, that pixel art is fantastic! I love the concept and hope you go on to make those other eight-and-a-half levels.
Nice use of the background to show UI elements.
Sorry, it crashes for me when I select a corruption level.
Macbook Pro 13" (Mac OS X 10.7.5)
I would've liked if the distance between the nodes at the top matched the distance that the protagonist travels in the time. Otherwise, great concept and execution! That's a massive amount of content for 48hrs.
9.3!
I think I had the most fun on the boss after the first failure. Knowing where she was going to move to and slowing down time to blast her was cool!
Really couldn't figure out what to do on the second level!
Very well polished. I only wish that Chaos mode was a little faster.
Loved the visuals!
Very stylish!
I think I have RSI now. Maybe it's all the ass-cradling?
The best I've played all competition!
Unfortunately, the level stopped scrolling on my best run (though I could still shoot and move the butterflies): http://i.imgur.com/5017QsX.png No errors in the JavaScript console.
The new rules introduced forced me to move faster!
Wow, that feeling of release when Probe # 10 found the treasure!
Everything came together to make me feel like I was exploring a high-tech ruin. The first 5* I've given for mood.
Work this up further, for the good of games!
Your first game? A sterling effort, chap! Excellent job on the visuals.
Nice concept that fitted the theme well.
This is the first game that's ever made me want to eat cheese. Especially enjoyed the last level with the pit!
I had real trouble trying to select the option I wanted with the arrow keys, but neat concept!
I really liked the concept of the floating staircase building up procedurally, but I managed to get pushed off by the blocks! http://i.imgur.com/KAOd4GY.png
I love the concept, but unfortunately found the jumping and timeline management a bit awkward (I'll have to replay when I have access to a mouse instead of a touchpad).
Reading your postmortem, I like the idea of a static timeline (maybe non-repeating, but longer than 10 seconds?) as it could introduce some interesting puzzling (which route to take, how long to wait for, etc.) Also, maybe something like a "climb" action instead of a jump would allow for more leeway with timing?
Perhaps my favourite use of the theme so far!
Amazing control scheme and very responsive! You did this in 48 hours?!
Thanks, guys!
@zedutchgandalf when you're holding a key, your ship won't be attracted to the planets, so it'll maintain a constant heading and speed. The idea is to try to accelerate toward a planet to gain momentum and enable your anti-grav once you're pointing in the right direction. Hope this helps!
@Linus Lindberg Yeah, it's a bit of a flakey connection, but the path ahead predicts 10 seconds into the future (as if you were always under the effects of gravity).
Addictive gameplay. Humorous cat names. What's not to like? That I couldn't save more cats. :(
The style of the HUD and the spaceship made me nostalgic for old Flash games!
It's also good to see another game with gravity in space!
D'aww, I'm welling up now, man.
Very moody. Good job!
A novel idea, but it feels like the implementation is a bit unforgiving. I'd drop the sword and quickly fly up to kill a charging bull, but the sword would miss them. I think the sword floats a bit when you turn into the fairy? Probably worth exploring and polishing further.
That was fun, though I'm not sure if my keyboard will last much longer! I didn't even notice the bombs until I came back to vote and saw the screen shots, but it probably fits the theme more than my game!
I think it must've broken for me; I clicked the lettuce and it was surrounded by a red border, but then I could do nothing else.
Throwing the hat away had no consequence other than having to wait for it to respawn. Either don't make players wait or have some sort of recovery mechanic (see Titan Souls). The level design was fairly basic and I found myself just brute-forcing the harder levels.
The sticky gum physics were very fiddly and too frustrating, but I liked the novel idea.
I really liked the responsiveness of the controls, but felt like the level design was lacking. Flying off, I'd get lost and not find any uncut melons for a while. Maybe just have a small arena with melons being thrown around?
Visually stunning!
The controls seemed far too slippery and the pucks were flying too fast to reliably hit.
I'm not sure the puck changing colour is interesting. Might be better if each player has their own puck?
Please make this a local multiplayer game and stop the car being wrecked when you crash! An arcadey bounce would be sufficient. Also, the buildings/trees shouldn't slow the flail down by anywhere near as much!
There didn't seem to be any real challenge to the game; I could just hold space and rotate to keep gaining points.
But the theme was non-standard and the audio created a nice mood!
I really like the art style, but the controls felt really unresponsive and I found it hard to reliably land on an enemy.
While I didn't find the game particularly challenging (because I could just spam the attacks), the weapon was novel and the protagonist was particularly humorously-drawn.
That was... a nunexpected game.
I found I didn't have enough time to recover from jumps, but it was a laugh.
Looks very pretty, but sadly it was very conventional and I didn't find the platforming very fun.