who wants to be a super villain by madpew 2013-01-03T23:42:00
lol, nice
Foon → Ludum Dare Explorer → Users → Raptor85
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 31 | Entire Game on One Screen | Impossible Tower | compo | 877 | 2.89 | 2.82 | 3.39 | 2.97 | 2.29 | 2.52 | 71 | |||||
| 2012 | 25 | You are the Villain | Goat sacrifice 2012 (unfinished) | jam | 50 | ||||||||||||
| 2012 | 24 | Evolution | Super Genome: Hyper Evolution Turbo Edition | compo | 353 | 3.02 | 2.70 | 3.23 | 3.83 | 2.67 | 2.82 | 1.91 | 2.51 | 100 | |||
| 2012 | 23 | Tiny World | Tiny Defenders | compo | 410 | 3.00 | 3.07 | 2.16 | 3.12 | 2.22 | 2.75 | 2.12 | 2.69 | 100 | |||
| 2011 | 22 | Alone | Robot Armageddon! | compo | 387 | 2.61 | 2.66 | 1.90 | 2.03 | 1.93 | 2.35 | 1.70 | 1.86 | 3.26 | 100 |
Raptor85 leaves an average of 86.0 feedback comments each event.
lol, nice
Not all that much to do, could have used a little more work on the collision and herding as it was really pretty iffy, easy to get stuck on stuff.
interesting, the swimming was frustrating though, would have been cool if there was more to it than just pushing the ball in the drain.
Sounds didn't work so can't rate that, i like the concept though, my only real complaint is the hitboxes seem a lot larger than the dogs.
very frustrating having to tab down to the text input every command, plus the descriptions are very vague and command interpreter very finicky.
Love hte graphics, game was a little slow paced though, took nearly 10 turns until i was even in range of bunnies and then it was just move/shoot/move. Could use more gameplay on top of it.
Overall good, but the dull AI and spammyness takes away most of the strategy, you can just chain chests anywhere and use the big guys in another room whittling the hero down, and block him with huge hordes of zombies forever.
I love the sprite graphics but the backdrop + side walls detracts from it a lot, looks like just a generic 3d terrain. goat sound rocks. Overall good but would have been more fun with a little more to do, like more items, or being able to climb up forever.
The grahpics are great, very well animated. The enemies are far too hard and the clicking a little non-responsive when trying to place though, would have been more fun if my guys seemed to stand a chance.
gets slower the longer it runs, quickly locks up with
Exception in thread "Thread-3" java.lang.ArrayIndexOutOfBoundsException: -1933
at org.kix.graphics.Raycast.render(Raycast.java:271)
at org.kix.graphics.Room.render(Room.java:22)
at org.kix.main.Component.render(Component.java:101)
at org.kix.main.Component.run(Component.java:75)
at java.lang.Thread.run(Thread.java:662)
The clickign and dragging is downright frustrating, i found myself often knowing what to do but simply not being able to drag it in place quickly enough, would have been more fun if there was keyboard controls to select what to place so i could just concentrate on clicking. I don't really see much of the theme though, seems more like you're trying to be the good guy by letting him get to the end of the level.
First off, i LOVE the kitty animation! Didn't seem to have much gameplay going for it though, plus after a moment the kittys spawn out of control. On linux when i ran it it also took over both of my monitors and spanned across multiple desktops, which was very odd.
Didn't have much to actually play, would have been nice if the graphics were a bit more clear on what was going on and there was obvious effect to the leveling and stats at the top, they seemed to do nothing.
I like the graphics but they could have used more animation, feedback on what the units did or how the buildings worked/how much they cost would have been nice also. I didn't like the mouse hover, it would have been more fun if it just auto-built, and it would have been nice to have a way to tell which units were mine or the AI's.
overall good, would have been more fun if you could interact with the environment more.
My only real nitpick is when placing the traps some of them are hard to place or don't react quite like you'd think, it would be nice for more feedback during the trap placement.
Not much to do really, innovative but could have used some gameplay to it, didn't really see how it related to theme.
Nice overall, more feedback on why you can/cant buy things or how to connect rooms would be nice, took me a while to find out i had to overlap. The AI tends to get stuck at the enterence as well, i kept having to dig more tunnels to lead them to the treasure or they'd just amass an army there.
Got stuck on walls sometimes but overall pretty good, i didnt really like the "lead them one way" type levels though because they were super easy, just took forever waiting for them to get all the way over before you can move.
interesting but as others have said just not much to actually do, often once you have more enemies also you tend to die instantly right when you spawn
couldn't really figure out what to do, not much i did seemed to change anything, window size was very awkward, played on a tiny thin strip across the screen that's short but wide.
i like the attempt at a touhou-like style/ui, the game itself though had some issues, i couldn't quite tell what my hitbox really was, i assumed the center + but you get hit well outside of that, so it seemed smaller than the flower but bigger than the center. Bombs seem to cause the game to crash 100% of the time, so can't really use them. The actual bullet patterns are pretty easy once you realize your hitbox is significantly larger than it looks.
Works well on WINE under linux but no sound, don't know if there was supposed to be any.
That was weird O_x
The controls and platforming were excellent, felt natural running and jumping, wouldnt have been my choices o keys but whatever. The game itself is a little simple, aside from the one mutation the tie for evolution is kinda weak, could have used some more going for it in that respect.
It's a neat sim, fluid animation, would have been nice if they had traits other than just color and speed though, since all they really do is blend the colors with slight random variation. Not much of a game though, there's nothing to really do and no goal.
I like it but the interface could have used some work, can be hard to tell the goats apart so you end up clicking around every goat looking for the one you want, would be nice to have an "at a glance" view that shows a list of every goat and their stats.
A copy of the game anywhere else besides kongregate would be nice too, it's incredibly annoying every game on their site making you wait and dismiss "please create an account" "please login" "please deactive ad blocker" prompts before seeing the game.
The music was very fitting
it's interesting, not quite sure the "evolution" tie in though. Level start seems pretty random, sometimes i find tons of bots sometimes there's none to be found searching around everywhere, often none of them are lower level than you. For some reason it's super super laggy for a good 10-20 seconds at start then "pop!" it's fine, running at a few hundred fps.
didnt really get the evolutions, just seemed to give me new attacks that are stronger as i picked up more n's, battle tacics were pretty simple, just use heal whenever possible and use strongest attacks whenever available. Would be nice if stuff moved a bit faster.
Game felt pretty much entirely random, even getting over 15 in each stat it seemed to be a simple matter of chance as to whether i killed a zombie or it instantly killed me, weaker characters by chance easily cleared 2-3 floors then a stronger character might die on the first zombie. Movement is way too slow and kinda just made it drag on, especially when a zombie spawns way on the other side from where you're at, the combat menu didn't really seem to serve any purpose, and actually hindered a lot, i accidently hit "run away" quite a few times and had to cross the entire map again to fight something else before it would let me fight that zombie again, since you have to kill everything and can't tell zombie stats before the fight run away didnt seem to have a purpose anyways.
The actual evolution part is fine, just would have been nice if the combat was more fun and the stats more relevant to it.
I like it, in core concept it's actually a lot like my own entry (killing enemies to move your stats closer to theirs). One thing i really didn't like though was how random the start was, sometimes you simply spawned as death incarnate in a speedboat, sometimes you spawned as a giant slow bubble with a gun that shoots one useless shot a minute. The actual evolving works well but there were so few enemies around you didnt have much choice as to what to kill so your evolutions were pretty random as you essentially HAVE to kill the enemeis you're given. The camera was a bit of a nuisence too, since it doesnt move until you push on the edge of the screen flying around to find guys is super dangerous as you cant see them until you nearly hit them, the camera should really have locked you to the center of the screen. The aiming was tough too as no matter how slowly youre moving you can never QUITE seem to aim at just the right angle to hit something, particularly smaller guys.
the game links dont work, they time out while loading
I love it, the commands are a little weird in the text part though in that some use noun/verb some don't, like for doctors you have to "talk" to them but to move it doesnt understand "go west" so half the games feedback to me was "i don't understand ...". I found the key to exit really quickly but again like most people had trouble actually using that information again due to the fact that the game does not like it when you prefix a command like you normally would in such games.
Also, very clever how the "most sane" mode gives you a hint as to where to go, the mode just below that didnt seem to have much use though.
super cool idea, but plagued by poor physics and being in general really buggy, the platforming isn't fun at all due to this and theres no enemies to place or anything so there's not much to actually do. The editor itself I honestly couldn't figure out, once i get into the tile selector there seems to be no way back to the editor window itself, though this might just be a bug, a more intuitive way of editing the level (like have the tile select outside of the main game window) would go a long way. The controls themselves arent helping anything either, a,d and space is a VERY awkward way to hold your hands, arrow keys would have made a lot more sense.
This issue with your linux release, why nobody can run it is simple, you're using super new unstable library versions. Glibc2.15 just came out in june, to even install it you'd have to manually unmask developer profiles on almost any distribution. I go into more detail to my reply to you on my post but the short is it's the equiviant of requiring users to have the visualc 2012 RC runtime installed to play, it's only intended for early testing and has not been fully "released/made stable" yet. Bump down the glibc you're compiling for to 2.11 and include the .so files for soil and sdl just like you included the dlls for the windows release, and even those of us on 64 bit will be able to play it.
I liked this, three completely different types of games merged into one. Hardest is probably the pong stage though, the other paddle is PERFECT so you have to rely on the ball getting really really fast beyond his speed to move and anticipating it's movements yourself. The second game is probably the best, i like how the AI isn't random so you can work out different paths through the levels until you find a good one. If anything, for stages like the first lower the score needed to win or have every "goal" a win, since getting 3 wins can actually take some time. The difficulty on the next two stages was moderate and IMHO pretty well balanced.
IMHO the second and third levels, aside from the higher res graphics, were reversed though, the third one gameplay wise is more like an atari game really (at least once in the tank). THe backdrop in level 3 was really disorienting though, and starting on foot was confusing, until you notice the text.
Sound/Music didnt work for the 64 bit linux build so cannot rate that.
really really grindy after the initail part, takes forever of just entering, exiting, and getting everything in the world again, at least 30 trips to get all the evolutions you need to face the boss. It wouldn't be as bad if the world was larger and more to explore but you're literally just sweeping through the same area, killing everything, resetting it with your door and doing it again.
The swarm controls of mashing the keys to make them swarm was pretty un-intuitive, tbh i think it detracted from the game, would have been more fun if they were just always swarming, also when you started to get higher level upgrades on their "aggressiveness" they actually became less effective at doing damage due to how spread out they are, making it easier to get hit and taking longer to kill things. The graphics, sound, and final boss were very nice.
controls are really awkward, the jumping felt both floaty and super fast at the same time, it was weird. The double jump timing is super narrow too, you basicly have to mash the key as fast as possible to jump off the same wall.
not able to play, no linux version and xna4 doesnt work under WINE
it works ok but it's not quite packaged correctly, since lwjgl isn't included inside the jar and no launcher script is given you have to launch the game from a shell with the command
java -Djava.library.path=./ -jar LudumDare24.jar
Unless you have lwjgl installed on your system itself already
I found it somewhat frustrating, the zombies surround you pretty easily at the start of each wave and there's no real good way to shoot them, since you dont quite shoot right in front of you and you move slowly enough there's not enough time to shoot a gap.
app wont run, looks like it requires pretty specificly sun's java7 jre so can't test
the controls were extremly confusing and hard to use, the text and graphics being nearily identical for the crops vs the seeds didn't really help either. The idea is good it's just really hard to play.
a little frustrating fully restarting every time, especially since the jumps are so precise and the hitboxes unforgiving (and slightly wonky jump physics), would have been a lot more fun just restarting at the last level. It's short though so it wasn't too bad
gets super difficult really fast, gun felt like it was hurling minor insults at them or something, took a lot of shots to take anything down. would have been cool if the upgrades stacked. The winged guys once they evolve move too fast that they often clip through platforms also.
gameplay gets boring pretty quickly, it's pretty easy to max out all evolutions really early. the speed was a pain though. I played on for a while and the rooms get insane, then i hit a room that had red walls and had TONS of things in it, i didnt even have a chance, since there's no invulnerability frames to speak of the second i got hit it warped me into the middle of the cluster and i had no chance to get out from that point, i lost 10 lives in a span of about a second, then flash locked up and crashed the tab :/ The controls could really use some work though, it just feels "slippery" like you're barely in control of the ship, constantly have to hug the walls and quickly turn around, fire, and turn back into the wall otherwise you move too quickly out and ram the things.
super buggy, enemies often disappear for no reason, not much reason to move from in front of the castle since it's the ideal spot to kill everything from and you just move so slowly. The upgrade menu is kind of a pain, since the game uses arrow keys + zx your left hand is on the keyboard and right hand is on the arrows, NEVER require using the mouse in game when the game controls themselves are all keyboard, it makes you have to constantly be swapping between keyboard and mouse.
The enemies themselves didn't seem to do much to you even if you do let them get close, they damage you but i let it run without firing and it took them a solid two minutes to kill me, and every time they go past they get faster and faster until they are moving so quickly they actually skip over you most loops by, even then pressing up at the castle to go in the shop resets the enemies so you could technically abuse that to never get hit even if they get too close.
It's a good solid base and a good solid idea, just has some bugs to work out and scale/UI issues that cause it to be a little frustrating to actually play as is. Should definitely make a post-compo version
starts really slow, breeding nearly always fails with the early dragons you get so it can take 20-30 years to get a sucessful start, once your dragons start to evolve more eggs though it's sucessful every time. Buying the eggs seemed pointless though, the dragons that resulted from there were incredibly inferior to the ones you pretty much have to breed to survive long enough to afford them...the bahamut egg especially was disappointing, for 100k gold it yielded a dragon with stats abot 80 points under what my current dragons at that time had. As for the stats in reality only one of them really matters, might, with a high might you don't need any other higher attack stats and you don't ever get injured so the heal stats are useless, after about 50 might your dragons are essentially invulnerable.
The interface is probably the biggest problem though, it's very non-intuitive, for instance you can click on dragons after they hatch but there's no obvious way to move them to their active queue, this is confusing at first as there's no indicator that they need to stay there for a year or two before they move there automatically. The breeding there's no way to tell what you're supposed to do until you just start randomly clicking things and The popups also are constantly getting in the way of where you want to click
It's a good concept and the evolutions work VERY well, it actually could be pretty fun if given a full UI overhaul
nice oldschool arcade-type game, broke 112k but it just gets insanely packed at that point, i did find the aiming a little frustrating though, often if you quickly turn around you still keep shooting the opposite way.
my hands hurt after playing this game...it just takes wayyy too long to get the upgrades, they're all so expensive! The controls and gameplay are done very well, though some invulnerability frames would be nice, you can lose all your life nearly instantly if you get juggled.
if anything the only problem is with the engine used, its VERY picky about wording, even more so than most old adventure games, and refuses to accept simple noun/verb combos...you have to be super specific what you want.
the rat battle kinda takes forever, it's a shame there's nothing past the platformer section too. platforming section wasn't too bad but the attack was so pathetic you were better off just dodging everything. Definitely a different take on evolution.
once you know all you have to do is get a chip to level 5 it's pretty easy, just pick a corner and you're there in a few turns.
it runs ok on linux but the sound chops in and out, this is normally from using the non-standard sound extensions some jre's have, it still runs ok despite though. I did unzip the jar to check out the music and it is pretty good.
TBH i don't see the evolution tie in, maybe it's a play on words or something (i'm not a sports fan) but i don't quite get it.
Interestin, cool idea but very repetitive. If i hadn't read the comments here i would have given up as i killed about 10 of the light colored cats for 0% progress, once you know to basicly ignore everything else and just find the black cat it's really easy though. Could really have used some more abilities, and maybe some actual combat to kill the things.
very well made, especially for a gamemaker game, it's actually unique and solid enough that without the intro you wouldnt even be able to tell ti was one. The controls are fluid, the graphics simple but work well with the game, and just about everything is great. One problem though is with color choice during the intro, red text on brown background and green text boxes is extremely hard to read, and i'm not even slightly colorblind. The fact that the mountain thing in the middle heals you isn't 100% obvious, wasn't until my third or fourth attempt i noticed that. Runs ok under WINE but no sound.
nice physics, not much of a game though, would have been more fun if they tried to run from you or escape the house if tried crashing through or something.
server seems to be down, timing out trying to download files
definitely a different take on the theme, pizza roguelike? Man is it difficult though, the orders roll in sooo fast.
A few things though, even for a roguelike the controls are a little bit "trial and error" for instance how you pick up the ingrediants and such is quite different from what you expect, especially in a roguelike you generally expect to press an action then direction. I still dont know how the phone works, i'm pretty sure it's pick up that you use but sometimes that seems to work, sometimes not, it's like the ringing isn't QUITE syncd up with when you have a call.
website for download is throwing a 503 service unavailable, saying the site is over capacity and can't serve more files.
could have used some feedback as to what each barrel did, it was hard to tell until you just mashed buttons and rammed yourself into things trying.
i'd love to test but you didnt pack any of the libraries with the linux version, needs libglfw.so.2 to run
the controls are really awkward, it took a few tries fighting the bear to figure out how to actually USE the spear against him. it's a cool idea but could definitely use a lot more work.
Linux version has just a constant stream of null pointer exceptions in the console while running, the music plays but the graphics never load.
takes foreeeeeever to start up, and when it did i thought it was frozen until i realized it used wasd to control. Some parts i like some i don't, a lot of the graphics are really nice but even within a single area they're very inconsistant, like the pixelated bars with the hand drawn snake going in front of it, and the gradiant shads used to quickly fill in a lot of things. The actual controls unfortunatly i thought was the biggest downfall, it's not the worst but the jumping physics combined with platforms not QUITE lining up with their hitboxes (worst in level 3) meant you often took damage or died when you clearly made the jump, this was made worse by the acceleration and the camera actually making it pretty hard to see where you were going, as it snapped around pretty violently as you went up or down. It really could have used more emphasis on the gameplay even if some of the levels would have had to be cut.
can't launch since I don't have SGE on my system, can you please include it in the package so it's playable?
hard to tell what's going on, as has already been said, even just a few more frames of animation would have really helped.
I absolutely LOVE the music in this game, this is an easy contender for both best music and best mood this LD. It's not without issues though, For one the art, pixelated is fine but how it's being drawn it's both pixelated AND blurry which kinda makes it look like a mess, the camera was...troublesome, it takes too long to catch up. A trick i usually do when using chase cams like that is make their speed increase the farther they are from the player and lock a max distance, it keeps the illusion of speed and fluid motion that a chase cam gives but makes it so you're never stuck not able to see where you're going. The dots are another issue, they are just completely distracting and don't really add anything to the game, it would look a lot better without.
you really need to put a shell script to launch the game in there, it's not runnable directly from the jar unless your machine is set up as a lwjgl development machine, it has to be launched as java -Djava.library.path=./ -jar Start_LD24.jar
so a simple shell script as follows would make it runnable for more of us (also, use tar.gz files instead of zip files, zip file strip permissions so executables are no longer runnable after unzipping them)
#!/bin/sh
java -Djava.library.path=./ -jar Start_LD24.jar
also remember on OSX and linux files are case sensitive, your game crashes on load because it's looking for data/BG_WORLDPART.png while you have the file named data/BG_WorldPart.png , so you have to rename the file to play the game
The game itself is pretty good, just kills you pretty easily, once you get to the end you're basicly forced to quickly delete a lot of your upgrades and replace the toxic trees since you no longer have room for them though.
i love the engine and visual style, it's VERY good, the controls could use a bit more work, they're in very odd locations. A little ambient sound would have gone a long way here too. Aside from that it's good, but honestly i don't see a "evolution" tie in aside from the name :P
The command you have listed to run the game is wrong, doing it like that ONLY works if you have lwjgl installed systemwide (like on a development machine). To allow the jar to use the local version you have to run it as
java -Djava.library.path=./ -jar bubblebreeders.jar
otherwise you just get the "no lwjgl in java.library.path" error and it wont launch.
For the game itself, i like these type of games, my main complaints though are it's just simply too fast, 3/5 games i was overwhelmed by red guys within 10-20 seconds of starting, the 4th time lava spawned all around the starting room, and the last time everything seemed fine but it wouldnt let me select any blocks to tunnel through except the ones touching lava.
can you add the newer copies of libc and libstdc++ into the download or static link them? you're using glibc_2.14 which requires gcc4.6 so without installing an entirley new toolchain or finding someone else to provide me those files for download on 64 bit i can't test. Nice to see I'm not the only one who used SDL2 this compo though.
i liked the art and text actually, though your level art was kinda inconsistant with the intro art. Not much to say about the game though, looks like you were planning to do a sokoban type game but just didnt get very far, would be interesting to see where you were going with this.
never gets past first screen, you hit enter and it just keeps looping the music, waited a few minutes thinking it was still loading but it was stuck in some sort of read loop, i had to hard kill the python process after the thread got over 4 gigs. There were no errors thrown by pyton, it was DEFINITELY still trying to load something...it actually seemed to have all the file handles open and loading all the data files, finishing, then loading them again from inspecting the process, like it's stuck in a loop loading all the assets into memory over and over.
very strange but interesting, it's pretty hard to tell exactly what you're going to end up with so there's a lot that seems up to sheer chance in your first few spawns. Minimap is in a really inconveniant spot though.
well made, but as the others said gets boring pretty quickly, the randomness doesn't really help either as you often have to click the button a few times even with the right combo.
really hard to see the hazards, and the jumping physics make it really hard to control, its ok just the jump physics in particular really ruin how fun it could be.
Nice oldschool shooter, the free shooting is pretty fun. The upgrade mechanic was neat but in practice not very useful, it was just too "out of the way" to worry about and the game was pretty easy so when actually playing you pretty much just ignored it.
a little slow paced and easy, simple concept but executed well. could have definitely used some variety as once you play one level it's essentially the same thing repeating over and over.
can't get past the first checkpoint, there's an invislbe wall there that keeps you from going farther.
very nice presentation, can definitely see a lot of "ecco" and "evo" influence here.
the graphics, movement, and idea are great, it's really hard to tell what's going on sometimes though, and hard to tell what you can/cant eat.
interesting concept, the controls and it being unclear what the goals/everything does ruins it a little though, the sound loop is pretty grinding after a few seconds as well.
controls are kinda frustrating
i take it it ends when you restart the power system? The game itself was good and the collisions themself worked well (seriously, most other entries i've tried you clip through walls, get stuck in floors, etc) with two somewhat major issues, jumping is like i'm wearing rocket boots on the surface of the sun i go up so fast and come back down so fast, makes it REALLY hard to control the jump. the other is the LADDERS, it's nearly random whether you sucessfully make it all the way up or down a ladder since you seem to simply lose gravity while on them. Other than that most of the rest is superb, especially the lighting effects.
I like how the guy doesnt instantly kill you too, lol, you can just totally brofist him as you walk by and keep on your business, i tried to die and the screen didnt even start to get staticy for a good 10-15 seconds. also, no, you cannot jump on his head to kill him like a goomba :/ I like how you did the effect of him only moving when not in the light also.
Interesting upgrade and platforming mechanics but definitely felt like it could have used some more polish, and art for the platforms and such. The upgrades aside from the jump and speed didn't seem terribly useful, if you upgrade the jump and speed to 5 however you can basicly just jump straight up to the top of the boss fight and win before he really even has a chance to change color more than once or twice.
for some reason as you get closer to a pile you slow down so you relaly have to jiggle back and forth and finagle your controls to pick them up, 9/10 of them seemed to spawn on top of buildings and trees also so the game itself was impossible to really play. The art style on the hobo's is neat though, i definitely like the style it has to it.
honestly i couldn't tell any difference between the waves, there just wasn't enough difference in them to be able to tell anything is changing. The yellow barriers really got in the way too, in the classic game you could burrow holes in them and shoot through but since they're a single piece here and the enmies dont fire that much/controls are fluid they really just get in the way and block mostly YOUR shots.
Gets really laggy once you start getting a lot of guys, the building takes fooreeeever though, especially for a browser game.
game is impossible in firefox, the bullets go straight through the enemies 90% of the time and the few that do hit and kill the money they drop clips into the middle of hte floor tile becomeing permanantly entombed within, totally unreachable :/
really could have used being able to drag the mouse to place stuff, those monsters come so fast you have to constantly be clicking at hyper speed to get enough food down to keep reproducing
It's cool but it slows down REALLY badly as you fire more, had to play as a pacifist a lot to keep the FPS over 5. The explosion on the big ship at the end was satisifying.
i guess it's supposed to be two QR codes fighting each other, but that's not what's happening in the box, it looks like it's just generating a few spots and runnign conways game of life really really fast then saying "you win" (it didnt seem to matter the outcome, it always says it after one color disappears). I tried the links listed in the box under that had QR codes listed but they don't work, page doesnt even load if you use them.
it's too hectic with all the balls dropping to really plan any shots, the screen is just in chaos within seconds.
The text is pretty small and the colors makes it really hard to read if you sit back from your screen at all :/
Not much of a game since there's no real goal but a interesting little simulation, only part i can't tell is exactly what's making the fires, i've seen them spawn in areas with no people.
the paddles still move a little fast in firefox, especially considering you can't immediately change direction so not only the paddles but you have to stop every time you want to go a different way. also you can get completly past them and if they even get near you it shoves you back into the field. Took quite a few tries but eventually made it, a shame there werent more levels, was kinda expecting a second room there :/
never loaded for me under firefox, left it open for a good 10 minutes while playing other games and it was still a black square when i got back
pretty standard mini-platformer collecting items, well executed though. physics were a little bad at times however, on a few occasions i actually fell through a floor or wall and after you have double jump for some reason occasionally it wouldn't execute the second jump.
I think my money rolled over and went negative i was makign so much so fast, my money was skyrocketing and all of the sudden i was "bankrupt" and got a game over :/
It actually seems like you get a lot LESS points if you actively move around trying to catch stuff, the middle seems to be where everything spawning heads to anyways. I didn't really notice the mutating or changing behavior either way, didnt seem to do anything. pretty though.
It's interesting, a little hard sometimes to get them going at just the right angle you want them to, and a few times i had them deflect off the thing that was supposed to absorb them. I think it would have been more fun with more physics and without the magnifying lens though.
i take it the wolf doesnt like black rabbits? around 70 days as there were getting to be more of them i starved because nothing i caught gave me any food :/
Controls are a little stiff and the "sneak" doesnt always work but more or less good.
controls are really unresponsive in firefox, i watched the sucessful run you linked on youtube also an that wall thing chasing you is WAY faster for me than it is in your video, it's basicly on my ass and im barely ahead of it even collecting every thing of DNA, first time you get to a spot you have to stop and jump back it's impossible to get by since you can barely keep in front of it.
dont know if i can really add anything that hasn't already been said, lol. It's basicly "mash x to win" but even despite that it still manages to remain awesome and compel you to finish it. The transitions, humor, and everything else is just fantastic, theme is a little weak though, since it kinda seemed it was just about one guy getting older and stronger which is kinda a stretch.
keep running out of ammo on the "lion" stage :/
interesting but...oh god....the beeping! It's just piercingly loud!
it's strangly addicting in a way, it's kidna like that annoying car game everyone hates (swerve between lanes to avoid obstacles) but having to press the button at the right time while doing it and making sure to not cross the line as the wrong animal actually gives it...well...gameplay...and a point over those type of games. A little more sprite art for the stuff trying to murder you would have been nice though.
I like it, though tbh until the double rockets most of the weapons arent even as good as the starting one. the ambient music just works perfectly with this game, and the vector art while simple works REALLY well and give it a overall very clean feeling, about my only real complaints would be the way the enemy simply rushes and circles you even if the station is right there and they basicly never fire on the station so it's impossible to lose.
the audio chops a bit in firefox which makes the game lag just a little but otherwise ok, couldnt figure out how to get to a lot of the items though.
This is actually pretty challenging...once you figure out how to use the mountains and scaring them it's pretty cool though.
interesting, disorienting though when it keeps blanking and refreshing
The powerups were a little confusing, not entirely clear what the differences were between them, i like the concept of powering up when you die though. In firefox it lags quite a bit when the round menus come over the screen.
interesting, didnt find much use for the grab but the boost was nice controls made it hard at times to get through some areas though with the extra speed.
Thought it was mostly random at first then when i realized how it was working managed to kill off every cell but the greens, thus halting all possible future evolution.
Honestly not much of a game but it was amusing for a minute :)
The boost timing is REALLY difficult with a mouse (it is possible though!). Managed to get to the trophy thing at the end. If anything the biggest issues besides what you've already pointed out would be the difficulty in timing jumps and the unforgiving hitbox, hitbox actually seems to be a little larger than the robot so you die well before you hit something or even if you clearly miss it. Aside from that pretty interesting for a one button platformer, probably plays a bit better on a tablet than at the computer though.
got to 5 mutations but it seems randomly your speed rops to negative and you can't move at all until you get lucky and something hits you, overall i thought it was pretty good though, the music got a little irritating after a few minutes though and the "damage" sound effect is realllly loud.
Interesting concept, but without the levels and stuff you have listed implemented not much to do, just wait and click the next arrow from time to time. Sounds like what you were planning though would have been fun.
i like the art style, music gets old REALLY fast though, and every time it loops it lags the game for a second.
interesting but as you said, not really much of a game, just a cool little simulation. couldnt keep carnivores alive for very long on any speeds higher than 4, for some reason as the speeds get higher it seems that they die off faster than they can eat so they always go extinct.
pretty good, great use of the sound chip the music actually "sounds" a lot like a genesis game, nice slopes and nice fast movement. About my only complaints are the bats are pretty much invisible when flying in certain areas and the controls are the wrong buttons, you have them set to A and C so i basicly can't push both at once on my controller :/
I have java installed and updated (All other java games play fine) but both of your links when I attempt to play the game try to take me to java.com to download an installer, a downloadable version would be nice, it looks interesting but not much I can do as you're site won't let me play it :/
Good music (though tbh didn't fit the game that well), some of the later levels are actually easier than the earlier ones, the play mechanic for a puzzle game is good though, but It got a little repetitive at times.
locks up about 5 minutes in no matter what :(
DESPERATELY needs a flood fill/rectangular select tools
cool graphics, controls are kinda bad though, really sticky and hard to move, a little laggy in firefox as well, the download links are misleading, it's a html5 game not a linux native game.
interesting but the gameplay isn't very obvious, took a while to figure out.
crashes on startup under WINE
cool concept, fluid gameplay, sometimes a little hard to tell what was going to happen. A little easy though if you just constantly cover the map in workplaces then put in a few cities quickly at the end.
the controls are really difficult to use, and there didn't seem to be much point to doing anything other than just hold down the attack key when other cards are nearby, you seem to be invincible and they just run into you and die.
interesting but agreed to most others, good music, good controls, good base for a game...but didn't really seem to be much to do or a point to doing it.
liked the music, lol. Game could have been more clear what to do, maybe had a score or a "you win" or something, you just kinda derp around and do nothing after getting them all.
cant test since it's XNA4, it would be nice in the future if you put that in the description, a lot of us can't run XNA stuff and it takes time to download just to see the "needs XNA" error message.
can't test, on linux and XNA4 doesnt work
to run you probably need to set the library path, I did else it can't find lwjgl, run as
java -Djava.library.path=./ -jar Quest\ For\ Matter.jar
didnt really seem to be anything to do though, just fly through the green dots.
can't test, no unity web player on linux
controls are weird and the collision is really touchy
cant test due to XNA4 dep
can't test, XNA won't run under WINE on linux
can't test, XNA doesn't run on linux even w/ WINE
it gets REALLY hard once you get to the inverted controls...i found the easiest way to find yourself when everything moves only when you do is to simply go up/down/up/down etc... repeatedly and look for the only one only making vertical motions.
the first level with no enemies was a total GRIND to clear...running back and forth and back and forth, could have used less repetition
cant test since no linux or WINE runnable version was provided
as long as you think to get the clamps first there's pretty much no way to lose...was kinda laggy (max around 5 fps firefox 11, which is weird because i've had no issues with any other html5 games) and hard to play though and the way things just "disappeared" and appeared when spawning or the clamps picking up was weird.
the controls also felt left/right inverted.
can't test, love2d uses some deps i would have to downgrade a good portion of my system to install. If you could in the future please pack the love interpreter in the download so it can be played without directly installing love, that helps a lot too since if you install 0.8 you can't play any of the games from people who used 0.7.2. Just look for the love entries in this LD and you'll see a few people who did that properly for linux/windows/mac
Can't test on linux since the required lwjgl wasn't packed with
Exception in thread "main" java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path
at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1738)
at java.lang.Runtime.loadLibrary0(Runtime.java:823)
at java.lang.System.loadLibrary(System.java:1028)
at org.lwjgl.Sys$1.run(Sys.java:73)
at java.security.AccessController.doPrivileged(Native Method)
at org.lwjgl.Sys.doLoadLibrary(Sys.java:66)
at org.lwjgl.Sys.loadLibrary(Sys.java:95)
at org.lwjgl.Sys.<clinit>(Sys.java:112)
at org.lwjgl.opengl.Display.<clinit>(Display.java:135)
at pack.GLDraw.<init>(GLDraw.java:25)
at pack.MainWindow.<init>(MainWindow.java:14)
at pack.Driver.main(Driver.java:9)
doesnt work in java 1.6 so can't test
blank screen, can't test
Exception in thread "main" java.lang.NoClassDefFoundError: javax/vecmath/Tuple2d
at com.deadbeef.ld23.LudumDare.init(LudumDare.java:75)
at com.deadbeef.ld23.LudumDare.main(LudumDare.java:53)
interesting god game but hard to tell what the real goal is, there seems to be no way to stop the monsters and whether or not you make enough land before the humans die is pretty much 100% random, so you just draw and hope for the best. the SFX weren't "bad" but they kinda grind on you after 2-3 minutes of playing since they constantly repeat (no reason to not always be holding the mouse down)
controls are really bad, it's nearly impossible to change directions, often you just completely stop moving when you try. The graphics also makes it really hard to see what's going on.
would be nice if there was some sort of visual cue's as to which one is mine or which is the "other" ai. Kinda reminds me of IBM's "robocode"...only played with the default AI's though.
interesting, moving around didnt seem to have much point though, it was far easier to just get on the dome and act like a stationary turret lack of score and such made it kinda uninteresting though, didnt really feel like playing a game...i didnt even see the health bar at first so ignored the rocks nad went exploring under the map instead.
couldn't test, segfaults on load with no error message (linux x86_64 build)
no linux or WINE runnable version available so can't test
pretty standard circular defense type game, but more playable than most of the others from this compo. The time taken to even add simple SFX and music really helps it a lot. The alien ships though move too erraticly, you're pretty much better off randomly spraying bullets in every direction than trying to actually fire at one directly.
Had to run it under WINE as well, the pyGame version you used was incompatible with mine, would have helped to ship the pygame libs/files with it.
tried to test but the controls dont seem to work in WINE, just drives into a corner and gets stuck. good audio though
interesting take, a little easy since the robots dont really move or aim though and the space flight is a little stiff. The windows build works ok in WINE since it uses no sound or mouse aiming though.
runs ok in WINE, wasn't really sure what to do, the "combat" system didnt really make any sense...but once you defeated one all you really had to do was interact again and click anything to win again and get more oil.
interesting, kinda fun buliding little projectors to "fire" at red but i found myself wishing that it didn't do quit so much between turns so i could have a more detailed strategy.
for the most part pretty easy, "well well well" took some timing to get down but not too bad. The controls are great and it's a really fun concept, a blast to play. You should expand on this more post-compo, make some larger levels and add in a bit more variety for more puzzles!
non-standard zip file, can't decompress so can't test
music doesnt work in WINE which probably takes away from it somewhat, it works ok but not really much to say, rotating around the hive is very iffy and hard to get a proper shot though.
cool concept but i found it kinda hard to control, loved the attract:repulse mechanics
can't test, requires unity web player which isn't available for linux
./quantumjim: /usr/lib/gcc/x86_64-pc-linux-gnu/4.5.3/libstdc++.so.6: version `GLIBCXX_3.4.15' not found (required by ./quantumjim)
if you could include the libstdc++.so.6 file you linked against that'd make it a lot easier to run, can't really test as that would mean modifying the gcc toolchain on my system and that's not really an option.
extremely repetitive but very well made, the music would have driven me mad if not for the mute button though
"I can smell the poverty"
lol
I got the "magical pretzel" ending.
the tank physics and firing controls are actually pretty good, reminds me in some ways of combat on the 2600. there's not much of a game here though since it doesnt even keep score. The controls are absoulutely perfect though, a fully developed game with tank physics like this could be quite fun.
can't test due to XNA4 dep, doesnt work on WINE.
interesting textures, photos of meat and rocks i'd guess?
looks interesting, love the bulls. Can't test though cuz it requires XNA4.
no idea what's going on....on the bright side though it does work on wine and unlike pretty much every other unity game for some reaosn the sound DOES work in this one. No clue how to tell the cells apart though so I lost pretty quickly.
can't run, love 0.8 conflicts with too many libs on my system. To pack love to run on linux without requiring all users to install your exact version you can pack the interpreter like i showed josefnpat how to do here http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11249 (as a note, installing love 0.8 makes all love 0.7.2 games stop working)
doesn't run properly under WINE, maxes around 1fps and there's no transparency in the images (everything has a giant black box around it). can't test.
requires XNA4 so can't test, doesnt run under WINE
as a courtesy in the future it would be nice to list frameworks used
can't test, doesnt work properly under WINE, most of the graphics don't show.
Exception in thread "main" java.lang.UnsupportedClassVersionError: game/LD23Setup : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:631)
at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
Could not find the main class: game.LD23Setup. Program will exit.
semi-works under WINE, sound doesnt work though. Controls are kinda frustrating, would have been cool if there was some sort of variety of stuff dodging.
cant test as it requires xna, doesn't run under WINE
can't test due to xna dep, doesn't run in WINE
can't test due to xna dep, doesnt run under WINE
for some reasone the last screenshot reminds me of steel-tek
can't test due to xna 4 dep, doesn't run on WINE
can't test due to xna dep
interesting, I love shooter games, but can't test due to XNA4 dependency (doesn't work on anything but windows, which I don't have)
can't test, no windows box and XNA4 crashes in WINE
can't test, no windows box and XNA4 doesnt work in WINE
can't test, don't have a windows box and XNA4 doesn't run under WINE
can't run, don't have a windows machine and XNA4 doesn't run under WINE
can't run as I don't have a windows box and XNA4 doesn't run on linux under WINE
can't test, don't have a windows box and it requires XNA4 so it won't work under WINE
can't test as it requires XNA4 which won't even work using WINE on linux. Would be helpful if game description warned that it required frameworks and had to be installed as well.
can't test, requires XNA4 which does not run on linux under WINE
can't test, requires XNA4 which does not run on linux under WINE
can't test, requires XNA4 which does not run on linux under WINE
can't test, requires XNA4 which does not run on linux under WINE
can't test, requires XNA4 which does not run on linux under WINE
can't test, requires XNA4 which does not run on linux under WINE
can't test, requires XNA4 which does not run on linux under WINE
can't rate, XNA4 crashes on linux under WINE
windows only/XNA4 so can't test even with WINE
connection times out trying to download, can't test
can't test as I don't really have any way of running a OSX application and can't use wine because the windows zip is mistakenly the same as the mac zip and doesn't have the windows exe.
could have used a bit more instructions, neat concept, though once you know what to do the puzzle is pretty easy, you don't even really have to move the left piece more than twice.
requires XNA4 which crashes under wine, so can't test
can't test as XNA4 crashes under WINE....tried the monogame version too and same results.
uses XNA4 so can't test under WINE
can't test as XNA4 crashes in WINE
a little hard to control but the boss fight at the end is HILARIOUS
requires unstable dev-branch gcc 4.6 to run due to unstable glibc2.14 dep so can't test, sorry. (i'm on stable 4.5 and a 4.6 upgrade would be pretty dangerous to do on this system right now)
on firefox you need to let it load fully then refresh the page for the graphics to show up, it seems to start before loading them.
Overall good, the iso graphics are great for being done in such a short time, the UI and map work very well. The AI is wayyyy too fast (it multi-tasks the entire map at once so basicly my only chance is to huddle in a corner surrounded by turrets and cry) and the controls a little hard to work with (a mouse cursor would have helped). Most games like this too put a "starting" flag for you at the beginning. With some expansion it could be quite fun.
it's missing libs so I couldnt run it
libIL.so.1 => not found
libILU.so.1 => not found
libILUT.so.1 => not found
ran ok under WINE on linux but no sound so i can only do a partial review :/
Controls were kinda frustrating but there was actually a little more to the game mechanic in this one that most of the other "planet defense" type games this LD
liked the graphics, the linux build worked flawlessly too
I kinda like the graphical style but can't test since you don't have a linux version and it's XNA4 so it won't run under WINE :/
the linux 64 bit version was broken, it throws an illegal instruction at start, the 32 bit version works ok with older libs though.
crashes under WINE so cant test :/
cool but the aiming is frustrating, feels like no matter which way you face you're throwing the bombs into the wind.
tried running under WINE on linux but it locks up at start, so can't test.
can't test this since i'm on linux and you didn't copy the linux or mac versions of lwjgl into the folder :/
tried it under WINE but the mouse input doesnt work so it's impossible to rate :/
somewhat surprisingly for a unity game this actually runs ok under WINE so I was able to test. I like the graphics and sound but honestly there wasn't much to the game, cool but could use some expanding.
found the sound a little annoying, but not too bad, the controls are weird though, it's strange having ot use the mouse to fire but keyboard to rotate, would have made more sense for it to be a key. Also when rotating it seemed almost completely random how far i rotated when pressing the key, sometimes it would move a tiny bit, sometimes a full half rotation of the globe. Cool and all still but that made it a little hard to play.
sadly, can't give a rating as there's no linux version of the webplayer and doesn't work properly under WINE
it "works" under WINE but the mouse aiming is completely random, so the mouse is pretty much useless, can't give a full rating due to that.
Unity web player doesnt have a linux version and the native crashes under WINE, so sorry, cant test :/
don't work under WINE so can't test :/
Also though, i thought the paid modules for unity were not allowed in the compo since the rules state the tools used have to be freely available, should probably change to a jam entry since theres no restriction on it there.
Looks cool but can't play the unity web player ones, they still don't have a plugin for linux.
The graphics are amazing, the jump skids too much though, all the surfaces feel like i'm landing on ice making it frustrating on the smaller jumps. pushing is a bit unnatural too as you have to bakc away and walk back into it. Still good though!
interesting but the controls were a little stiff, kept getting hung up on corners
very well done, pretty difficult too. You should make a mobile version of this for android/iphone, i think it would do well.
Tried to launch under WINE on linux but crashes at start, seeing as you used sfml/openal maybe cross compile for mac/linux? It should work without really any changes.
the controls are really bad and it's laggy, the graphics flicker and It's kinda hard to tell what's going on in firefox.
Got to the end ok, cute game. Didn't see any use for the keys or whatever those thingys were, the cage things at the end opened without.
Collision was wonky, kept getting hung up on things, and movement was REALLLLY slow. Also couldnt easily tell what was walkable and what wasn't.
i love how when the foot comes down at the end it's not attached to anything O_x
also...the nail looked painful..
doesn't work in firefox, locks up after the burning ants portion
there needs to be a guest account, I don't really want to create an account on your site just to play your entry.
Worked ok in WINE, interesting, you move WAYYY too slow though, got frustrated trying to figure out what to do after zipping myself
Just fyi, for anyone trying, this DOES run under wine but locks up at start, let it sit for a moment then hit space and it should unlock.
I couldn't find a lizard anywhere onscreen, I'm pretty good at "where's waldo" but mashing the move keys i'm positive nothing was moving. At one point to a bunch of people ran in from the sides and into the buildings....no idea what was going on.
if you hold the jump button for a few seconds it glitches out and you can fly :P
Same error as above, which probably means this game requires java7 which isn't really standard yet. If you don't need anything "new" in java 7 you should recompile with java6, a lot more people would be able to run it.
very difficult to pilot with so many planets "gravity" pulling you each and every way as they fly by, cool concept but it's kinda hard to play due to that.
Linux tarball is missing a lot of deps and the libs are misnamed, you need to add .2 to the end of all the .so files for it to find them after adding LD_LIBRARY_PATH="./lib"
After that it's using an unstable build of glew but didn't provide the .so files and I really don't want to go through a full system update to move to the unstable packages.
Tried running under WINE as well but crashes on startup, sorry, I'd love to rate but it just wont run :/
The Zip file is corrupted for the linux download, it's only 24k and can't be decompressed
As with all XNA4 entries, can't test because XNA4 crashes under WINE :/
Tried to test but crashes trying to load XNA4, can't do XNA4 on my box, sorry :/ (would be cool in future compos too if you add the tech you used to your description, helps save a lot of time sorting through this many games for those of us who can't run it)
Unfortunately I can't test your game, the XNA4 crashes under WINE
I liked it...with one complaint, the charging ring around the mouse cursor was nearly invisible on the background, it really needed to be a different color.
kinda short but cool
works fine in firefox also
requires Java 7 so can't really test, not much is compatible with 7 yet and it would break too much on my system.
it runs but segfaults if i try to fire
ran ok....it REALLY dumps you into the game though, i was hit twice before i figured out i could move, and was gameover not a second after i realized i could shoot. Sound would have helped a lot too.
controls are pretty stiff, kept getting stuck on blocks.
the controls are a little weird to get used to but pretty good, i like the jumping physics between the plant/moon
running it directly under python runs fine on linux, may want to add it to your list up top so it shows up on search.
crashes when i press space to play
python think-green.py
Traceback (most recent call last):
File "think-green.py", line 341, in <module>
wait_for_continue(clock, grid, pause=200)
File "think-green.py", line 309, in wait_for_continue
"event.key={}".format(event.key))
ValueError: zero length field name in format
Exception in thread "main" java.lang.UnsatisfiedLinkError: org.lwjgl.DefaultSysImplementation.getPointerSize()I
at org.lwjgl.DefaultSysImplementation.getPointerSize(Native Method)
at org.lwjgl.Sys.<clinit>(Sys.java:100)
at org.lwjgl.opengl.Display.<clinit>(Display.java:130)
at org.newdawn.slick.AppGameContainer$1.run(AppGameContainer.java:39)
at java.security.AccessController.doPrivileged(Native Method)
at org.newdawn.slick.AppGameContainer.<clinit>(AppGameContainer.java:36)
at tokyoattack.GameStateTest.main(GameStateTest.java:60)
same issue, the bees seemed able to fly right through the barriers, didnt stop them at all.
interesting concept but no real game behind it, it locks up also if you hold the mining button down for too long and it tries too much at once.
cool but frustratingly hard to figure out where the guys are
tested in firefox, it never loads the images, just see background and score counter
works ok but no sound (not sure if there' ssupposed to be any)
it's interesting, no sound for me though, says it's using an unsupported sound format
can't see how it's a tiny world either though, the world is pretty freaking big, especially if you swim out.
ok...that's significantly freaky...love the note at the end
overall good, one thing that bugged me a bit was as you got larger enemies tended to spawn on top of you...making you instantly lose experience. About the music though, it could have used a pass through a normalizer, it's "shrill" and incredibly loud, i found myself turning down my speakers at the start.
first off...
This game is AWESOME, the controls are fluid, the gameplay solid, and the shifting gravity is a neat effect. You should make a extended version of this, it would make a really good full length game.
only issue though..other than saying it's the "higgs boson" doing this i couldn't really connect it with the theme at all.
takes a looooong time to load after you click the link, i thought it had actually frozen for some time.
reminds me of tasty planet....you move wayy too slowly though, and as you get bigger you seem to move even slower.
it's interesting, i didnt really understand the movement rules though, it seemed nearly random as to whether i could move 1, 2, diagonally, or straight.
would be nice if there was a delay at the end, i didn't get to see the ending screen because i was too frantically pressing space.
Cool but a little hard to control...performance was great even on waves where it's throwing 300 or so enemies at you at once
works ok, sound music and all in firefox
hit detection is a little wonky, probably my only complaint, kept hitting things i was clearly well past or dodged well before.
i kept getting unbeatable screens in the giant bat area, they spawn in the doors and leave no way to the exit.
I like the music, it's...serene
unbeatable strategy: stand still and mash space
cool idea but there really wasn't much to do.
worked ok for me, java -jar tiny.jar to execute
not much to really do though, i killed some things and walked to the end of the world
you dont need a static compile, just pack these .so files with it in the zip
liballegro_image.so.5.0 => not found
liballegro_acodec.so.5.0 => not found
liballegro_audio.so.5.0 => not found
liballegro_primitives.so.5.0 => not found
liballegro_ttf.so.5.0 => not found
liballegro_font.so.5.0 => not found
liballegro.so.5.0 => not found
there's a lot of deps required you didn't pack with it so can't really run and test, mostly libmodplug.so.1 and liblua5.1.so.0 and libphysfs.so.1
a note for future html5 games, it would help if you change the cursor when hovering over clickable items, i completely missed that some things there were clickable because my cursor was the text select one.
same aiming issues, also there seems to be no way to exit the game once it's started except force closing it from another shell.
had some trouble launching, if you dont have lwjgl installed systemwide you need to launch like this
java -Djava.library.path=./ -jar Nanofactory.jar
would be cool if you packed the linux deps, can't run it on my system because you compiled with a libc version that doesn't match mine
./atw80_x64: /usr/lib/gcc/x86_64-pc-linux-gnu/4.5.3/libstdc++.so.6: version `GLIBCXX_3.4.15' not found (required by ./atw80_x64)
./atw80_x64: /lib/libc.so.6: version `GLIBC_2.14' not found (required by ./lib64/libz.so.1)
Won't run, on linux x86-64
ImportError: ./libnsl.so.1: symbol __libc_rpc_getport, version GLIBC_PRIVATE not defined in file libc.so.6 with link time reference
you're missing the linux version of all the libraries, you only packed the windows ones
libsfml-audio.so.1.6 => not found
libsfml-graphics.so.1.6 => not found
libsfml-window.so.1.6 => not found
libsfml-system.so.1.6 => not found
linux build works, your file host is stripping the download file extension though, the file that downloads is a rar file so just
unrar x RocklandGame_linux
then
java -jar Rockland_linux.jar
interesting..lol
Bug in the linux version, the graphics are cut off, the window isn't being made large enough to show everything.
i agree, it feels like the game is running in fast forward, getting past spikes was pretty much pure luck as it was generally moving faster than i could see.
doesn't work under 64 bit linux, looks like it's using a version of physfs that's so old it's not even available in most repos now.
Thread-1" java.lang.IllegalArgumentException: Line unsupported: interface SourceDataLine supporting format PCM_SIGNED 44100.0 Hz, 16 bit, stereo, 4 bytes/frame, big-endian
just fyi, the sound format you used does not work across all platforms in java, it's an unsupported extension.
It still runs otherwise but i honestly have no idea what to do, i can move things around but no idea.
no idea what's going on but i killed some people and i'm fairly sure i stole a planet before i went spiraling out of control. It's a cool idea, and good for 48 hours, a little more time and it could actually be a pretty good game.
interesting concept but the controls/what to do is a little hard to figure out. The text at the beginning also is black on black so it's really hard to read.
the linux link has no linux binary in it, only a windows one.
if anyone else is having trouble building, it's VERY picky about the vesion of glew, updating to latest fixes build issues.
It's cool but the jumping is frustrating, the physics feel like i'm wearing ridiculously powerful rocket boots on a planet with super high gravity, the double jump was very hard to time as even double tapping the bar by the time you get the second jump you're almost on the ground again. Overall good though.
the hit detection is kinda weird, i had many occasions where the rocket passed through the planet but didn't land. reloaded many times but could never get the sound to play though.
took a while mashing random keys and clicking the mouse to figure out the controls, should put something in the description explaining them cuz they're pretty non-obvious. I like the concept and the style but are the enemies supposed to die when they hit you? felt like they should have been hurting me but they weren't
i like it but because of the cooldown rates and how fast you get resources you can basicly click each button as soon as it's available, which is an easy win. The bullet arcs are great!
decently made, music makes me want to punch my speakers after about 2-3 minutes of gameplay though. Also it's more than possible to run audio past 10 minutes in html5, when testing my html5 audio library it was able to run overnight without issue, the issue is you're trying to use the audio element without any code ties so it hits the browser default cutoff, which in your case is 10 minutes. you need to attach functions to the audio element to detect start/stop and make it loop smoothly (you can actually get rid of the cut between looping)
javax.sound.sampled.LineUnavailableException: line with format PCM_SIGNED 44100.0 Hz, 16 bit, mono, 2 bytes/frame, little-endian not supported. Other than that it worked ok, but the ship felt like it was backwards.
cool but i couldnt get past the first "feather" room, no matter what i did i couldnt make it on the ledge. could have been a timing bug as I was trying to run it under WINE. I can't really give it a score though because it was throwing too many errors and the sound didn't work.
javax.sound.sampled.LineUnavailableException: line with format PCM_SIGNED 44100.0 Hz, 16 bit, mono, 2 bytes/frame, little-endian not supported.
Same issue i've had with most other unity games in this compo, mouse look doesnt work so I cant rate :/
unfortunately same strange problem i have with most unity games under WINE, some input doesnt work (in this case, i can move with keyboard, i can click buttons and push with mouse, but cant turn)
i like it, the main menu though at the beginning could use a "press enter to select, left/right to rotate or something though, i kept clicking on start with my mouse, trying space bar, etc. Also, needs to be a quicker way to swap tomes.
game never loads on firefox 6.0 (it doesnt even show the game area, just immediately gives me a retry button), can't really try on nightly build as i dont really want to update a ton of custom plugins just to try this game, so far all other html5 entries have worked fine.
interestingly this is the first unity-based entry that ran properly under WINE (not sure why, but all others lost input after starting). I like it, i feel like i just got chased around in a escher painting (would have been cool if the lack of shading/perspective actually played into the physics, like the one game for ps3/psp(i forget the name, but basicly if it LOOKS like it connects it does, leading to some weird puzzles)
you need to include the libstdc++.so.6 you compiled with for the linux versions, you used gcc 4.6 which is not stable on pretty much any distro yet and would severely break most applications if installed system-wide. Windows version works just fine under WINE at least, i got to 10k points and 500 seconds before i just gave up, was pretty easy to stay alive if you just kept circling them.
unfortunately can't run entries requireing XNA4, doesnt run properly under WINE looks neat from the screenshots though
cool but as with most couldnt get past level 1 :D
compiled sucessfully, but neither a native linux build nor the .exe under wine would load the graphics, so could not test.
looks interesting but unfortunately can't rate due to the xna4 dep.
doesn't run properly under WINE :/
sometimes zombies spawn in areas that you have to waste a life or two to get to :/ movement is pretty hard also
buggy and hard to tell what to do (took me a while to figure out to press the action button while in front of the roads), but overall ok.
interesting concept, but yeah, between the UI and button choices basicly unplayable, by the time you get a wall selected you have a game over.
unfortunately has the same issue under WINE as most unity games, some of the input does not work, so I can't properly rate.
I got nommed by bats :/
Works well under WINE, tried to compile a linux build but it's missing a dep in the source, libtcod.h
would love to test but XNA3 and up currently do not run under WINE
applet runs but input does not work, i can look around with the mouse but i cant do anything else. (also, my mouse gets trapped in the applet, requireing me to pop open a console and kill the java process to get my mouse back.)
would love to try but can't run properly, as with all unity3d stuff i've tried the controls dont work when run under WINE.
tried to run under wine but the sound didnt work and it twas too dark to see, so can't rate.
XNA4 won't run under WINE so can't rate, sorry :/
does not run stable under WINE so unfortunately cannot rate :/
as with most GM games, sound does not work so i can't properly rate.
cant run, same problems as the others,building a copy of lwjgl and putting it in the java.library.path does not help either, that causes a error for wrong pointer size (this is on 64 bit)
pretty cool, runs well under WINE also, i take it there's nothing else to do once out on the moon?
runs under WINE better than most gamemaker games do, but i cant tell if the glitchy graphics are from the game itself or the d3d->opengl translation, so i cant properly rate. cool idea though.
run under WINE but too buggy to rate properly :/
would love to test, unfortunately XNA4 stuff crashes under WINE :/
Runs under WINE but throws too many errors & sound cuts out, so can't properly rate :/
runs ok under WINE fyi
attempted to test under wine but unfortunately it crashes instantly.
some of the levels the timing required is ridiculous, you can barely get on the platforms by hitting the switch by running by and jumping as it moves out from under you. other than that pretty cool
missing the sfml deps for 64 bit still (sorry, i know you already know, but the only way to check the box that you've played a game is to leave at least a comment as to why it doesnt work)
as with basicly all gamemaker games, unfortunately doesn't fully run under WINE so I can't properly rate :/
runs ok under WINE, would have been cool though if you'd provided binaries for other systems (since you used irrlicht anyways)
Also, i fell out of the world :/
would love to test but the XNA requirment breaks it under WINE
runs ok but cant seem to control the direction of gunfire, and all controls invariablly freak out and start acting randomly after about 30-45 seconds of play.
cool idea but absolutely frustrating
Exception in thread "AWT-EventQueue-0" java.lang.ArrayIndexOutOfBoundsException: 0
at com.ehgames.ld22.action.Action.tryDo(Action.java:51)
immediately on start, sorry, can't rate :/
got all 11 orbs, 7758 score, but when i got to the cave it did nothing :/
Cant run, linux version requires the currently experimental branch of SDL (1.3) which was not included in zip
cant test, download times out every time :/
does not work under WINE unfortunately, game loads but can't grab mouse, so it's impossible to do anything (or exit the game for that matter, it has to be killed from another shell). Sorry but can't rate :/
Can't run XNA4 apps under WINE yet, so can't test, sorry :/
Unity games still don't support 32 or 64 bit linux as a target, cant rate, sorry :/
doesn't fully run under WINE, so I can't give it a proper rating (controls are iffy and sound does not work)
unfortunately unrunnable under WINE, cannot rate.
throws too many errors on my system for me to be able to rate properly
error starting a new game, cant give a rating unfortunately
cool but a bit easy, the boss especialy (though when he showed up it totally surprised me, he shot me in the face immediately before i even knew he was there). after looking at his bullet pattern for a second though...just stand on the floor, he can't hit you there, and jump and shoot as he goes up, he comes back down just in time to get hit and you're back on the ground safe by the time he fires :D Love the music.
unfortunately does not run under WINE due to the dependency on xna4, so I can't rate this entry :/
couldnt get it to run, startup script runs forever and has to be killed by firefox to unlock the tab.
Was simple enough to compile (for anyone having trouble, the instructions are in the readme file). I liked it, but it was a bit frustrating, would be better if the radar gave a minimap of the items in orbit or so, and you started out with it, it's nearly impossible to tell what orbit things are in until you're up to them and when that close its almost impossible to get them on that pass...and it's too hard to keep a steady orbit :/
There's a lot of problems trying to execute it, instructions on how to run or a small little one line launcher script would be nice too. (your game requires you setting -Djava.library.path=./ on the command line, i found that in the faqs in lwjgl's site), the full command line I finally had to use to execute was "java -Djava.library.path=./ -jar LeaveMeAlone.jar"
After I got past that, it crashes when loading files, your code is looking for textbox.png but in the art folder you named it TextBox.png, renamed the file to get past this.
Once it was running, the graphics and all were good, but the dialog tended to skip to the end from one keypress, and it was hard to walk around (also, even after people left, there was an invisble wall where they were standing) I tried to get through as much as I could but the bugs just make it impossible to play.
it's a decent roguelike...but the log on the right seems to scroll in reverse (confused the heck out of me at first, didnt know why i was "dodging a zombie" when checking crates in an empty room.
on opening index.html in firefox the applet window never loads the game, it also has some reference to a "test.jar" which isnt in the download.
i love it, lol, you have an interesting bug too however, it segfaults when exiting at the end, not a huge deal as it happens while the game is closing though.
@shard123 there's a makefile in the zip, just run make in the game directory and it'll produce an executable.
you're missing libphysfs.so.1 and libIL.so.1 from the linux zip (you generally want to package game specific libs, these are very unlikely to be installed on anyones system)
game loads but sits at "loading, take a gocd lcok", if i press any key the maze changes to a new one.
Won't run as either applet or desktop
"Error when loading sound: java.lang.IllegalArgumentException: No line matching interface Clip supporting format PCM_SIGNED unknown sample rate, 16 bit, stereo, 4 bytes/frame, big-endian is supported."
I LOVE your graphics, the animation is great.
LD31 — Entire Game on One Screen (35)
Drill Escape by wildfield 2014-12-13T06:33:00
58.22 secs, the drill controls were a bit iffy and the movement sometimes moved different speeds but otherwise decent puzzles.
Turtles vs Chainsaws by pixelpig 2014-12-13T06:29:00
the advertisement before the game loads is REALLY annoying, and apparently gamejolt didnt like that i use adblock so it wouldnt let me play.
CMY Invaders by KJScott 2014-12-13T06:27:00
Ikaruga meets space invaders, i like it.
Admin vs BFU by jarnik 2014-12-13T06:24:00
managed to win, it's impossible to save too many though, they decay far too fast. decently fun typing game though, could have used a bit more funny commands.
Attack Of The Beaver by elitegamesindustries 2014-12-13T06:17:00
the hitbox is way off making the timing different than how it visually looks like it should be but once you figure it out it's not too hard, the ghost tree falling on me caught me off guard the first time too though. music loop was a little repetitive (too short), but overall good.
Cauldron Twins by drilltail 2014-12-13T06:11:00
i love this, a little bit of touhou with the mixing "minigame" making it unique, never played a shoot em up like this. my only real complaint is the hitbox doesnt really stand out enough so it's a little hard to dodge compared to other shooters.
Tacit by tanjent 2014-12-13T05:33:00
interesting, a little easy to beat though even without cheating, a larger screen and more things moving about would have made it a bit more interesting.
Megamage by Pitƶik4 2014-12-13T05:30:00
i like the gameplay concept, it was a little hard to tell where to put the focus without redoing the level a few times though.
Law Breaker by deepnight 2014-12-13T05:22:00
i can't seem to find the 6/5 buttons.....
this is a wonderful gta demake, i love how it even has the tank and the little line of people
One Room Dungeon by HacksawUnit 2014-12-13T01:05:00
fantastic, i love how well the music goes with the game
Creative Defense by sharp911 2014-12-09T05:53:00
works well, gave up after saving about 200k gold though, even though tanks were a solid gray line coming out of the enemy base my defense strategy of "nothing but anti-tank guns all over map" was basicly unbeatable.
Snowball by TMKCodes 2014-12-09T05:31:00
missing the sfml shared libraries in the download so can't test
Egyptian Labyrinth by Logun 2014-12-09T04:37:00
controls are a little funky, using esdf my hands ended up moving many times while moving and i ended up going left when meaning to move down. collision is a bit off too, kept falling in pits i was clearly not in.
Pong Invaders by Zabuza 2014-12-09T04:26:00
this is great, the controls are fluid, the sound and graphics great, and the game is pretty fun. a few little bugs such as the paddle being far larger than the ship looks visually and common things like the ball snapping upward even when it hits the bottom of the ship but nothing gamebreaking.
Gorilla Rampage by bigdad1630 2014-12-09T04:19:00
controls seem to randomly freeze or get piped to the search bar, other than that simple but runs ok.
Punch Squad by Sos 2014-12-09T03:08:00
as usual with sos's games, i have no idea what just happened but loved every minute of it.
Only a Test by PoV 2014-12-09T03:04:00
gameplay 10/10
Simple Geometry by olligobber 2014-12-08T08:49:00
didnt notice i could shoot at first, was confused why ramming the smaller objects didnt absorb them into me. Sometimes things spawn under you when you clear a level and instakill you too, somewhat annoying when that happens. music was kinda grating, probably would have been better without or with just ambience.
Veggie Wars by nexyon 2014-12-08T08:44:00
sfx broke up quite a bit and were very loud
Arena of Cube by maxyan 2014-12-08T08:19:00
i like the concept of instead of being a normal shooter you have to push them into the walls, it's pretty fun!. Hitboxes seemed pretty awkward sometimes though, nad being an iso game it was pretty disorienting for the controls to not be aligned with the thing i was "piloting" or the table.
Oshters Fishers by Manou 2014-12-08T08:13:00
no idea what i was doing but it's serene and the graphics and sound are fantastic.
Worms by longloaf 2014-12-08T08:09:00
how does so much blood come out of such a small worm!
Noman's Dungeon by dorkster 2014-12-08T08:01:00
interesting semi-roguelike, easy to win unless you flat out ignore the enemies though. strange that attacking could happen diagonal but other actions couldnt.
...---... SoS Save Our Snowmen by commanderstitch 2014-12-08T07:54:00
i combed every inch of the snowmen but couldnt find him :/
Floppy Screen by jayson 2014-12-08T07:48:00
took me a moment to realize that EVERYTHING kills you, thought it was just the binary at first.
Space Inquisitor by SarahFrisk 2014-12-08T07:44:00
reminds me a lot of carmen sandiego, managed to apprehend the suspect.
Snowman Invasion by Jaloko 2014-12-08T07:34:00
works ok but pretty easy to win, toxic turrets are pretty OP and honestly more "machine gun" than toxic, just stack them right at the start and snowmen never leave the first corner. could have used a little more enemy variety
The Triblal Tree by MajorLeagueBaker 2014-12-08T07:21:00
java -jar The\ Triblal\ Tree\(click\ here\ to\ run\).jar
Exception in thread "main" java.lang.NullPointerException
at javax.swing.ImageIcon.<init>(ImageIcon.java:204)
at Slave.<init>(Slave.java:9)
at Disp.<init>(Disp.java:72)
at Main.<init>(Main.java:17)
at Main.main(Main.java:54)
Game System by Catwheel 2014-12-08T07:17:00
looks weird on widescreen resolutions, you can see the full bitmap of each game behind the screen on the left and right. I liked it overall, clever take, but the jumping and slow walking kinda frustrated me at times.
Duck, Jump, Die by Divitos 2014-12-08T07:09:00
i like it, reminds me a bit of bit.trip.runner, sfx and music remind me of classic game boy. Wish it was a set pattern though, when i failed a jump it felt like i had to wait forever to get to try it again.
Abelian by merrak 2014-12-08T07:03:00
i liked it but found the difficulty of the levels a bit random and the sound effects to be super harsh (maybe tone down the volume to about 50% of what they are now?)
Winter invasion by Belvar 2014-12-08T06:55:00
it's fun but a little frustrating around the edges, if you end up above an enemy who's slightly to the side of you you end up bouncing on him until you die and there's nothing you can do.
Down The Rabbit Hole by cxsquared 2014-12-08T06:46:00
the scrollbars kinda break it, i didnt see them at first and a few levels got frustrated as i couldnt find my guy.
Beat Bop Delicious by Kitch 2014-12-08T06:30:00
i like it, the toggle switch hitbox threw me off often tho.
Communications Control by PapyPilgrim 2014-12-08T06:27:00
very clever take on the theme