Scary Faerie by jojocanard 2015-05-07T21:17:00
Interesting concept, and while confusing at first, well executed. The graphics are stunning for a 48 hour entry. Music matches the mood of play well. Good job.
Foon → Ludum Dare Explorer → Users → RealityCheck
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 45 | Start with nothing | A Brand New World | compo | 140 | 3.63 | 3.38 | 3.61 | 3.85 | 2.72 | 3.16 | 2.13 | 3.26 | ||
| 2017 | 38 | A Small World | Space Aliens Are Coming | compo | 336 | 3.15 | 3.23 | 2.60 | 3.82 | 2.46 | 2.81 | 3.18 | 2.97 | ||
| 2016 | 35 | Shapeshift | Square Peg Round Hole | compo | 273 | 3.43 | 3.28 | 3.58 | 3.65 | 3.30 | 3.29 | 2.48 | 2.98 | 85 | |
| 2015 | 32 | An Unconventional Weapon | Fartboy | compo | 1012 | 2.58 | 2.67 | 2.68 | 3.67 | 3.04 | 3.13 | 2.27 | 45 |
Interesting concept, and while confusing at first, well executed. The graphics are stunning for a 48 hour entry. Music matches the mood of play well. Good job.
Very fun little game, and I enjoyed the graphics style a lot. Managed to beat it on the first go, though I was a little confused at the beginning. Great work!
I was preparing for some serious fighting there at the end... :)
Nice graphics, fun little game. Good job!
Nice little game. Great graphics. I only wish it was a little clearer what I was supposed to do. How to affect the population and so forth - still a solid compo effort.
Thanks. Yeah - there were a lot of things left on my ToDo list. Failed miserably in time management, and ultimately didn't end up with something that could be called a game. Really wanted to do some sounds, but time ran out.
Unique and interesting idea. I quite enjoyed it, though I wish it had more to it.
Truly enjoyable experience. Great artwork, good fun gameplay (especially trying to figure out a bouncy path for those buttons). Character moves a bit slow for my tastes though, and that could be improved. Overall - a great entry for the jam!
There is a nice foundation here on which to build a game. It's unfortunate that there's not enough content yet. I would love to see where you could take this with more time. The graphics are nice, the platforming mechanics are smooth and works well. I didn't NEED to use any shapeshifting though... I could just run straight past the enemies though. Still a good start that I'd suggest you continue developing.
Great little stealth turn-based, realtime mix. Nice graphics too. Too bad there were no sounds, but it was still an enjoyable experience.
It was a bit confusing to figure out what I was supposed to do. But, I liked the art style and the audio.
Nice little puzzle platformer. A few more levels would have been great, but I still enjoyed the short time I spent on it.
Great game. I liked the graphical style and the mood was dark and appropriately unsettling. Good job on this one.
Absolutely amazing graphics for a Jam game. I am in awe ;)
My only real gripe about the game was the long waiting time for dialogue. At least I couldn't find a way to speed them up, and sometimes when testing things I had to wait long times reading the same thing again. The puzzles were ok.
But, what really made this game stand out was the amazing graphics. The sound was also very good.
I liked the graphics. It was a nice looking game. But, honestly - I had no idea what I was doing or why. Some in-game tutorial that explained things would have really helped. Nice effort though, and like I said - I did like the graphics.
Is there a way to change the controls? I couldn't get the semi-colon to work on my keyboard, so it was kinda hard to get anywhere. Nice idea though - and I liked the sound. Good take on the theme.
Very nice stealth game here, and good use of the theme. It was challenging as well, and that's a plus. Good music and nice simplistic graphics. Overall a solid effort.
There was a good idea here, but it was too limited to be any fun. Different enemies and levels, and different abilities to counter and defend against, and you could turn this into something good. Graphics were simplistic, but nice.
Really like the graphical style you came up with here. I also enjoyed the game, and after a few seriously failed attempts I managed to get 12000+ points. I would have preferred the shapeshifting keys on the number pad as an option, as I kept getting confused with the fire button right next to the shapeshifting buttons (yes, I know - I could've used space, but I did prefer the F-key). Also... no exit game option.
But, overall - this was a solid and fun Ludum Dare entry, and I thoroughly enjoyed it.
Very difficult indeed, but I like the idea. Took me a while to figure out the mechanics, and it would have been nice with a couple of more slow moving levels to begin with. But, still an interesting concept.
38470... first go.
Nice little simple game. Easy to understand, easy to play.
Definitely release worthy graphics here. Beautiful to look at. Gameplay felt nice an polished as well, apart from the map which didn't help me at all. I kept running around in circles and couldn't find the end goal. Also, sometimes the guards could see me even if I had changed shape before their cone of vision caught up with me. I found it smarter to just jump over them... which is cheating and defeats the purpose of the game. However, with some more work - this could be a really fun game.
It felt like the 70's came to a 90's rave party and made babies. Seriously, loved the graphics of the game, even though they messed up my head after a while. Gameplay was a little simlistic at times, and I didn't realize what killed me until after a couple of tries. Great little game, though.
Very impressive compo entry. Nice simplistic 3D graphics and moodsetting music. I really enjoyed the puzzle solving stealth levels.
There was a problem with the camera though. The first time I found the second character, I ran him up to the exit disguised as a guard and deselected him to get the other guy up there. The camera centered between the two, and neither was in frame... so I could no longer select anyone. Didn't find a way to move the camera, so if there is... it's just me who couldn't figure it out.
Either way - a nice and unique stealth game that could definitely be developed further.
I like the whole werewolf vs. vampire theme you got going here. I couldn't quite understand the game, though. Is it even possible to hurt the vampires? I ran up to them and swung my claws like mad, but did no harm to them. Nor could I find where the silver key went. Either way - good effort.
Nice and polished 48h game. Good old-shool shooter. Didn't really see the use of shapeshifting, other than changing up your attacks and movement, but I had fun playing it.
This was fun. The graphics are really nice. The music and audio is well done, and captures the mood of the game. I kind of wish there was a little more to it than just herding the sheep into different shapes - maybe throw in some birds, or something that could frighten the sheep and have them run away as you're trying to group them... but, what is there is really well polished and it certainly kept me entertained.
Thanks, guys, for all the positive feedback and some constructive criticism.
glaze_96:
As for getting new pegs. No, I think it's good as it is. The idea is to use some strategy and get rid of those hard-to-play cards by discarding or redrawing, and hope for some more useful cards... like the color, clear shape or FREE ones - that can help you out a lot. Expensive, but can keep you from losing the game too quickly.
Garazbolg:
Yeah - I've noticed there's a bug where sometimes you can't play a card that should be played. I think it only affects the "color" cards (those that can be played on any shape, as long as the peg is of that color). I think I messed up somewhere, and the game still checks for a specific shape. I'm doing some tests on that and I'll update the game.
Not sure after reading the rules, but we are allowed to fix minor bugs, so I believe I should be alright to fix that one, and the fact that you can redraw even if you can't afford it (giving you negative points).
The second bug with the redraw was just me forgetting to turn the check for points off when I was doing some testing on the cards. Tired and all :)
Yeah, I regret doing the tutorial that way. I was tired and worried people wouldn't get it, so I definitely went overboard trying to explain everything.
Jupiter_Hadley:
Thanks for showcasing my game. You can place any round peg in any round hole - they don't have to match color. Color is for bonus points only. Cards, however, when colored needs to be played on the same color peg.
It's always good to see other people play your game, and see how they understand it and how they go about their play. Thanks, again!
What a gorgeous looking game. Now, I'm not a platform gamer so I couldn't make it past the level with the high pillar blockage, and ended up rage quitting after about 30 tries - so I never got to the ending. For lesser skilled players, like myself, it would be nice if the blocks stayed just a second or so longer. Still, the art and the music was absolutely top notch.
I quite enjoyed this little game. First customer had me stumped as I hadn't read his comment, and didn't know what to do. But after that, only the fish had me scratching my head... how obvious it was at the end though.
Didn't encounter any problems, and the game ran just fine. Nice little effort! Really liked some of the comments from the customers... "Hammer Time" ;)
I enjoyed this game. Didn't really get the ending, though. Doesn't quite make sense to me... and nor could I find the elusive clue I've been hearing about. Still it was a nice entry, and I liked it.
Loved the graphics. Very stylish and pretty to look at. Game plays well, although I didn't really like the collision detection on the barrels. Feels like I should be able to avoid them, but the entire height of the barrel is used for collision.
The music though... heck yeah! I'm digging it!
This was a neat little game. It had some problems though. Some enemies shooting through walls and I couldn't jump when moving forward on the stairs. Had to stop, jump and then move forward... this got me killed once or twice. I did like the 2D/3D mix between the character and the environment.
Graphics were gorgeous... especially the main menu screen which I really liked. I also enjoyed running around as a deer collecting villagers. Too bad there were things (obviously) missing, but the potential is there for a very interesting game. Good effort!
Very nice puzzle game. I really enjoyed the sound... gave me quite a good chuckle.
Only problem is there was no real challenge to the game. A quick glance and I could quickly assess how to place the stairs and arrows to complete the level. Some more variety options to complicate things would make the game much better.
I liked how many levels there were to the game though.
Interesting little game. I had to move files around after downloading to play it though, that had me confused for a second. Liked the simple graphics... and was that a Binding of Isaac reference in the trees?
Excellent game overall. Pixelated art was nice, puzzles were interesting and fun to do. I thoroughly enjoyed the experience here. Great work!
This was actually quite a fun little space shooter game. Theme was well implemented and the simplistic old-school style shooter was quick to learn. Didn't encounter any bugs either.
I liked the pixel graphics a lot. Music was good as well. The game itself was fun, albeit very hard... especially since I had to play with a keyboard. Great entry, though.
Very nice little game. The audio in particular was great. Good music and awesome sound effects. I enjoyed this one.
Nice but short game. Kinda wish there were a few more levels. Also, it wasn't clear which way the ramp would go sometimes, as I wanted it to go one way, but it turned out to go the other so I had to retry. On one of the levels we had three shifts available, but I only did one and that was all that was needed. I don't know if that was by default, or I just found an exploit. Still it was fun while it lasted.
Graphics wise, this was a wonderful game. The controls and music were tight as well. Unfortunately, I didn't understand what I was doing. Sometimes my avatar would change randomly, even when I didn't press shift, and when I restarted after dying I kept respawning right next to a wolf that just attacked and killed me several times in a row.
There is definitely potential here, but a more clear goal and some tutorial type explanation would do it good. I still played for a while though, because I did enjoy running around... especially as the eggplant.
A nice little game that has some good ideas behind it. I found the movement a little slow, and the flying mechanic was kinda wonky to me. Even on easy I struggled hard.
Fun little game.
I kept getting stuck in walls and the ground after shapeshifting though... could always get loose by jumping, so it wasn't gamebreaking. Liked the simple graphics as well.
Was on a 4:3 monitor and couldn't play it because the resolution left houses outside of the view. Also the scaling of text made it hard to read. I was interested in seeing it, so I might give it another go when I get to another computer.
I took a long time before I encountered any enemies. I drove around, nothing happened, and I almost quit. Pretty basic gameplay, worked as one would expect. Nice ship models, though.
Very good entry. I really enjoyed watching the village grow, and unleashing natural elements against dragons and wolves. Graphics are top-notch for a compo game.
Easy to play, easy to understand (if you read the goals of the game first) and a very solid entry. I liked it!
Very nice. Animations were great and the graphics very stylish. I liked the music too. Controls a little bit hard to master, but still a fun game, and a good take on the theme.
Such a beautiful game to look at. And I really enjoyed looking out for those shapeshifters and blasting them to smithereens. Great little easy to play game. Got 241 points, but I messed up on level seven shooting two innocent people... collateral damage, I say.
Playing on windows I couldn't really get the controls to work very well. I liked the idea, and the way you implemented the theme. I'm sure it works better on mobile devices.
A fun little game. Very original idea, and nice graphics.
This was a nice little game. The shapeshifting blob was really nice looking. I wasn't really sure about the time limit mechanic. I had hundreds of seconds at the first level, but then no time at all on the second. Still an enjoyable game that could be developed further.
Took me a couple of tries before I figured out why I became a larvae again, but after that I got rollin'. Beautiful graphics and great audio all around. The game was challenging... at the fourth level I struggled big time. Had to give up as I'm short on time, but will probably come back and see if I can't get further. Great game - good job!
Interesting concept. I found the game a little dark, though (realize it's called Shadow Shifter). Controls were a bit funky. Could be an interesting game if developed further.
Friggin' great. The animations and the platforming feels perfect. Music was awesome too. Did run into a bug where I glitched into the terrain and had to wait until I passed through it to begin moving again, but other than that everything worked as one would expect (played the compo version, so it may have been fixed). I really loved little Nyamo in all his shapes, and it was a great little platformer that should be expanded on. Definitely one of the best games I've come across in this Ludum Dare.
I liked it.
Didn't understand at all what I was supposed to do, so it took me a while to complete the first level (got a shameful report... can't imagine why I didn't lose my job).
Don't really see much of the theme in there, but it was still a good effort. Controls seemed to be working just fine and it felt good walking around in the factory. Some nice looking machinery would have been even better if colored a little.
Nice game. Nice animations and pixel art. I didn't quite like the controls - but, other than that I really enjoyed the time I spent with it.
I will beat this game... I will.
I think the no-sound really hurt the game though. Otherwise, it's a great game and a lot of fun to play. I really DO want to beat it, so that's a good thing.
Didn't catch (hardly) any of your livestream, since I was busy working on my own submission. I owe you a lot, as your YouTube tutorials have taught me a tremendous lot about programming.
I don't know why... but I had a good time clicking around on the little atoms. Don't know if there's a strategy to employ, but I enjoyed trying to get new formations. The game crashed after a while though, and I suspect a memory leak somewhere. Nice gravity and a fun little game.
Yeah, I'm sorry. I tried 4 times, but I got stuck on the first courtyard point-and-click style screen. I did like what I saw of the graphics, but unfortunately I could not play the game.
Fatal error occured where I was supposed to press arrow down, and I couldn't finish the game. Apart from that, it was a nice little platformer.
Neat game. I liked the shapeshifting mechanic you got going here, and there were some fun and challenging puzzle aspects. I had to work a couple of times the first time the three guards popped up. Graphics were quite nice and pixelated as well. Some polish and more levels and you'd have a nice little game.
Good fun rougelike-lite game. It was quite confusing how to use the shapeshifting abilities though, and once I did figure it out, it was a bit clunky when those real-time movers got close, as you had no time to shapeshift.
Either way. I enjoyed playing it, and that's what really matters.
Fun little game. Sometimes it felt like I didn't shapeshift into the closest object, which got me killed a few times, but I enjoyed it none the less.
Great graphics!
There are some interesting aspects for sure. Unfortunately, I found the controls - especially the attacks - quite lacking. I didn't really get how to hurt the enemies as the sword hit them and pushed them back slightly... but no damage most of the time.
The procedural generation of the maps, however, was really cool.
Trippy! This was too much for my eyes and brain to process :)
Still a nicely done game, with good sound effects. I did have trouble separating my avatar and the oncoming shapes at times - probably because the graphics scrambled my brain.
Wow, that was short. :)
I thought this was a great game. Using simple mechanics and clear rules, it made for some very interesting puzzles. Only real problem I found was that sometimes when being an icecube and wanting to touch fire to become water you just became insta-killed instead of turning to water. Was especially frustrating in the last level.
Graphics did the job. Pretty minimalist in the sound department... could've used a little background music. But, overall - I enjoyed this game enough to make me NEED to finish it. Good job.
The graphics are absolutely wonderful... and hey - with a naked woman in there how could they be anything but...
Gameplay wise... took me a while to figure it out. Kinda wish there was a little bit more info before we started (some hints). Either way. I did enjoy playing. But, the graphics are really what made the game.
Very cute looking graphics. Not sure why the shapeshift was necessary - didn't notice any difference in behavior or anything. Would have been nice if it was a little more challenging, but still a cute and nice little game.
Very much like the robotic voiceover. Excellent use of it in the tutorial as well. The game was a little too easy at first, and when the speed picked up, the door had not risen high enough to let the shapes pass through. The door should rise faster as well. Also... there was no exit game button. Graphics were minimalistic but worked well for the game.
Fun game with excellent graphics for the short amount of time Ludum Dare gives us. I kept getting confused which way I was going, though - but I guess it just takes some getting used to.
Great job, as always, and it was fun to check in on your stream every now and then when I needed a short break from my own programming. Learned a lot from your tutorials, so thanks for all your hard work.
A beautiful and relaxing little game. The feel of the space turtle was well executed, and the music was soothing.
I felt that it was a little hard to see the oncoming rocks at times, but maybe because I played during daytime and the sun was brightening the room... playing in the dark is probably recommended.
Overall, it's an impressive 48 hour effort - the physics seemed to work flawlessly. Great work!
Love city building games! Quite impressed with what you've accomplished in a short amount of time.
It is in dire need of a tutorial, though, as I had absolutely no idea what I was doing for quite some time. I had a lot of people just standing still on the roads... still not quite sure why they did that when there was work to be done. Would also be nice to have some stats that show number of citizens, stored food, wood and stone.
Graphics are nice (especially on the menu side of things), and it's impressive that you got the people animated as well.
Failed to win the game at the end, since I missed that I had a time limit. Will give it another go later.
Great work!
A cute and (as described) simple puzzler. I really enjoyed it. It set up the atmosphere great with the music and the beautiful and stylistic art. I would have enjoyed it if it were a bit longer, but what can you expect from a Ludum Dare game. What was there was excellent, and you did a great job on this game.
A very enjoyable little experience, with some great atmosphere to capture the mood of being alone, small and afraid. Great mechanics with the candles to make rooms safe, and I also really enjoyed the frightened rush back to her room when she was too scared.
As others have mentioned - the controls and camera could be improved. Maybe the character herself should be smaller as well... she almost filled the width of the corridors, making her feel a little too big at times.
Did reach the end, but didn't fully get the story - what DID happen to the parents? And, why was I leaving bloody footprints on the floor (I guess those were mine... at first they scared me :grin: ).
Either way - this was a great little horror game, and I genuinely felt the need to complete it.
@pschichtel - Linux version of my game is now available. Sorry about that ;)
Fun little game. However, I could not get past the third puzzle, because the three yellow tiles would not connect properly after destroying the brown and the green. No matter the order or anything. I may be missing something here, but I believe I tried every possible combination of clicking orders, and still could not get the three yellows together (missed about a quarter of an inch).
Anyway - it was a nice little idea, and I would have enjoyed playing further.
I liked the graphical style, with the 2D hand drawn images in a 3D space.
Not much of a game here, though. I ran around getting new robots and destroying the town. One MAJOR issue though, is that I heard my fans starting to go crazy - then the game froze on me and hard locked my computer... forcing a restart - not good.
Keep up the work though.
What a crazy bullet hell game. I liked it. Good fun mowing down people and houses. Pretty nice pixel art with the houses coming apart.
It did get a little repetitive after a few levels, and the more gun-speed and grenade-speed you got, it pretty much became a walking simulator (discovered that shooting high and grenading low seemed to be a viable tactic).
Overall, it was a solid compo game that offered a fun time playing.
I have finally got around to playing your game, now that voting is live.
The game is visually pleasing, and the animations for the character are stellar for a Jam game.
As seems to be the sentiment in many other comments, I found the controls very hard to master. I also found it confusing to navigate the skies. Maybe that's just me, but I soon wouldn't know what is up and what is down. Also, after I died... it seems the camera changed from a behind the character view to a top-down view, which made steering even stranger.
Overall, though - a tremendous Jam effort, and a game that could definitely be expanded upon and tweaked a little to make for a fun experience.
For something so simple as this, it was strangely addicting. The ball physics felt good, and I enjoyed the variety in the puzzle elements. Struggled with level 4 (angled bounce to hole behind player) and the final one. But, made them all in the end. Music was nice and comforting, and overall it led to a satisfying experience while playing.
Good job!
In the words of Colin the Badger: *"This game was f**cking great!"*
While the game was short, is was the best few minutes I've spent on any Ludum Dare game so far. The narrative was absolutely fantastic - pro-release quality there. The story was funny and while the puzzles were quite simple, they were innovative and fun to play. I really don't have anything negative to say about this game, as it was perfect for what it was... and it was made in 72 hours.
Superb job, and congrats on having made a great game!
It was an interesting idea, but needed a bit more explanation and clearer goals. Watching the little squares move around was entertaining for a little while, but I had no reason to spawn more and more of any particular creature. Extinction didn't matter, since I could just spawn an infinite amount of new ones.
And... finally I went for the grand finale and nuked them all! Nothing... everything just gone, but no explosion. I was sad.
Keep up the good work, though. It takes some dedication to put together a game in 48 hrs.
@mrspeaker Glad you liked it. And, yeah, I hate when those pesky aliens take the little ones. But, they'll get what they deserve in the end.
@saurabh Thanks for praising the art. Art is my curse... something I can't do, but thought it came out alright in this one. Wish I'd had time to replace the placeholder graphics for the aliens and the player - but such is Ludum Dare. The baby-making is one of my favorite parts of the game too :smile:
@smbe19 I did have more things planned for the player to do, but ultimately I ran out of time. Working on a post compo version where you'll have to manage health and ammo as well - also more stuff for your worker aliens to do... and more enemy types. As for it being unfair... I don't feel like it is. You're gonna lose some of your people - that's by design. Try to keep close to where most of them are, and work your way around for the best angles no matter where the alien ships descend upon you.
@pschichtel Linux version is now available on the Itch.io page (sorry for not including it originally). As for a web build... can't get Unity to build one. It's bugged out on the Unity end of things, and I am yet to find a solution. I just get an empty folder.
@davidthelazar Glad you enjoyed playing. As for more visual queues as to what is happening, and what needs to be done - yes, that is something I wanted to make, but ran out of time. I was going to have animations for when the aliens are chopping down wood, and also for when they fuel the missile. Ended up just having to settle for a little counter that shows how long until missile is ready.
@stupidpawn Thanks for playing. Yeah, it was a relief to actually submit something again. There were a lot of things I was hoping to add, to make it less repetitive, but having wasted 10 hours on another game, gave me less time on this one. Post-Compo version is in the making, and I think that will be a nice little game.
@scriptorum Yeah, I was going for a homing missile type shooting, but I may change it to continue on past the screen. However, there are alien ships off screen waiting to descend upon you, and I wouldn't want them getting hit before they even enter the playing area. As for the confusion when rotating below the planet... yeah, that confused me too at first - but I kind of got used to it. Like you, I wouldn't know what would make it work. Can't really flip the left right, since if you continuously move in one direction... you wouldn't want to suddenly go the opposite way.
And, yeah - worker aliens will be doing more stuff than making babies and getting heals in the post-compo version.
@obvious-san Glad you enjoyed it. And, yup - my artistic skills are below average :smile:
@abhimonk Thank you for playing. Yeah, the bullets will need some reworking for my post-compo version. Glad you liked the cohesion of the game - I thought it came together better than I expected while rushing through the final hours.
@playvue Thanks.
@clegamecoop Yup. Thanks to feedback here it has become apparent that I need to change the way bullets work. And, the leaning player/aliens bug is something I've already addressed in my current post-compo build (not available to the public yet).
@supermsp10 Yeah, I never got around to the balancing part. It needs a little more action in the beginning, and gradually spawning in more alien ships. Will be balanced better in a post-compo version.
@simonhutchinson Driving you insane? Imagine how much of it I've listened to... hehe. Post-compo version will allow muting the music and lowering the volume. Glad you enjoyed the game, though.
@scriptorum That's actually a decent idea. I may have to play around with that.
@micahcowan Thank You. I was hoping to create a game where you could get into trouble, and then it would get easier again, providing you do a good job defending the little worker aliens. More variables for variety with that will exist in the post-compo version... and the kids will not grow up quite so fast.
@mrerdalural And, Thank You for playing. Glad you enjoyed it. I was pleased to come up with this simple idea after having wasted 10 hrs on another game.
@holgk Thanks. Yeah, the love making was something I enjoyed putting in there.
@somethinboutgames Glad you liked it. Yes, ammo will be added (and your worker aliens need to produce it for you). Friendly fire is actually already in the version you're playing (hence the "aow" when they get hit by a bullet). I just never got around to actually making them die before running out of time. Current version for Post-Compo already has worker aliens dying and also getting stunned for a while after taking an injury, fall damage taken based on distance they fall, and time spent at hospital based on how badly hurt they are. I think the 1.0 version will feel a lot more coherent and interactive.
@willbl3pic Thanks for playing. Yes, it is a bit repetitive in it's current state. I was going to increase the difficulty as time went on, but needed a few other mechanics before I was comfortable doing that... time didn't allow.
@kantieno Thanks. Yeah, the breeding mechanic was something I felt was necessary for the game, since I had every intention of the player losing some of their worker aliens while playing. I am hoping to do more with that mechanic in the post-compo version - along with friendly fire and limited ammo... Too bad you were shooting your own guys :smile:
@gato Thanks. Happy to hear people seem to like the breeding mechanic. I certainly enjoyed putting it in there.
@diegoctorguet Glad to hear your reaction to aliens trying to snatch your baby. I wanted those types of feelings in this game. I personally enjoy base building type games, and love to watch my little people go about their business... so that's something I was going for here.
@rother-games I was considering making the planet smaller, but I also felt that the game was too easy as it was, and so I came to like the shorter distance. I am adding a few buildings for the post-compo version, so I might have to make the planet smaller then... we'll see.
@unidaystudio Yep, those bullets will be changed. Thanks to feedback here, it's obvious that would be an improvement. Glad you enjoyed the game!
@batmanasb So am I :smile: Thanks for playing!
@mars Thanks. I did put some time (maybe a bit too much) into making the worker aliens do their thing. Enjoyed it a lot myself. And, yes, the game is a bit repetitive, and post-compo will add a couple new things for the player to do, and keep track of. Even the worker aliens will have some more things to do. As for the bug - yup, one of those annoying things that I didn't have time to fix. I believe the current version I have after some bug fixes should have eliminated that... however... usually it's the aliens that go flying - never seen the forest take off like that. Interesting. Smart tactics to allow yourself to win the game, though.
@cvetk0 Thanks for playing. As mentioned - the worker aliens will definitely have more things to do in a post-compo version (been slow progress though, as I've not been putting in the work hours). Do keep your eyes peeled for version 1.0 when it drops. Would be fun to hear what people think after having played the compo version.
@spacewizardj Thanks. The baby making feature seems to be highly appreciated. I enjoy hearing that, as I had fun putting that into the game. I'm currently working on an expanded version of the game that I hope to release by the end of next week. Still keeps the same view, but there are some new features that should make the game a bit more challenging.
@jupiter-hadley As always - thank you for doing all those videos. By far you are the hardest working Ludum Dare YouTuber out there. Thank you for playing my game! (A little sad you didn't get to the baby making part, though) :wink:
@mikethewayne Thanks for playing. Yeah, I wanted some more things in there, but was short on time. It is a bit repetitive, indeed. Glad you still enjoyed it, though.
@ianmorrison Thanks. The AI of the worker aliens became much of my focus on this game, as I wanted to try my hand at some of that functionality. Happy to hear that you found it added something to the typical spherical defense game that a lot of games this Ludum Dare provided. It was something I did in hopes to have something a bit unique in the end.
@larrychupacabra Thank You so much for playing my game. It is incredibly useful (and entertaining) to watch someone else play your game. There were lots of interesting insights and comments during your play, and I will be thinking about some of what you said.
The main issue with the bullets stopping at the cursor will be no more when I release the Post Compo version of the game. It was very clear that it was a poor decision on my behalf when I made the game during LD. Would be a lot of fun to see you play the Post Compo version, which I hope to release within a couple of weeks from now. Game will not be expanded a whole lot, but will offer some new features, improved graphics and increased difficulty.
Thanks again.
@EVERYONE! Thank You all for the feedback, and for taking the time to play my game. This Ludum Dare has been a great experience for me. Only wish I'd had more time to rate and play games. Did get quite a few in there, but there are a lot of games that I wish I'd played.
Great game. Quite a difficult learning curve at first... kept dying on day two, because I could not keep up with the resources needed. Made it a bit easier once I realized that I could remove the previous day's orders. Perhaps a reset on the orders should happen on delivery, as I kept thinking "how do I make more money to buy stuff?".
Either way - this is an impressive amount of stuff for a Jam game, and I'll certainly be looking into this game some more later on.
The web version does not scale up to full screen - so I was playing with a tiny little game window (which is why I had such a hard time understanding the order system). Downloaded it instead and played full screen on my computer which made things a whole lot more fun, and visually pleasing.
Such a cute and adorable game. Stellar graphics, and the puzzles were fun and reasonably hard (did struggle to get the snowflake on the second level, but finally figured it out). Oh... and I just read your spoilers above... hehe - that's not how I got to the snowflake.
Wonderful idea and well executed in 72 hours. Great job!
Good fun. A simple concept that works well.
I think the camera would have been better with a smooth follow, though. Also, I went a long way in one direction, and seemed to lose the Black Star... I made myself huge, and then I had to go looking for the black star for quite some time.
Other than that - good game. And nice creepy voice for the Black Star.
Visually pleasing game, and a very unique concept. Kept getting dragged into the sun too rapidly the first few tries, which was discouraging, but started to pick things up on the third attempt.
There is something here to build upon, for sure. Good job!
Gosh darn, those are some excellent graphics. The clean style and the beautiful colors really sold me on this game. The puzzle aspect was a lot of fun, and I can see this being developed into a full game. One of the top games I've played this LD.
The background music/atmospheric sounds were also top notch, giving it that eerie feel while playing. A bit of story surrounding who I am, and where I am... and why, would really turn this into a true gem. (Just realized there was a bit of story on the game page - but none in the game... unless I missed it)
Fantastic work!
Man, this game is addictive! Excellent composition with a handful of easy to understand mechanics creating a fun, strategic experience. Really difficult as well, but in a good way - the "gotta give it one more go" way. Graphics are simple but present the game's look and feel nicely.
Only thing I would suggest is a "Game Over" mechanic when you've directed your rabbit to a dead end tile. I know I can just hit escape to start a new game immediately, but it would still be nice with a trigger that tells me I have nowhere left to go.
Great job!
This was a nice little platformer. Minimalistic art style worked, and the music was good.
Did have some issues with the control scheme (playing with keyboard). The wall jumping, in particular, seemed to be a hit and miss a lot of the time. I also had a slight freeze every now and then while playing... don't know why that was.
Keep up the good work.
A fun little game. Liked the concept of shooting the different enemies with their own elements - however, it would have been nice with a little tutorial screen in the game telling me the controls. Couldn't figure out why some of them wouldn't die, until I got back and read the instructions here. Also, there should be a key press available to start the game, so I don't have to grab the mouse and click between games (I may have missed it, but I tried a bunch).
Graphics were simple, but did their job. Sounds were nice and the music catching. Good work, and congrats on your first Ludum Dare.
Cute and fun little game you got here. I like the perspective view with the giant black pillars obstructing the sight line. That made for some interesting game play.
You should have opted out of the sound rating, though, since there was no sound in the game - which could've made the experience more engaging. I would also have liked some indication as to what kind of weapon I was picking up. I did not know their properties, so I just stuck with the one that had a continuous fire rate... but, it did seem to kill the monsters slowly.
Good work, and a fun 48 hour game. Keep it up!
Cute and fun concept for a game. I enjoyed exciting the crowd, and the pixel art was good.
A bit confused as to what the strategy would be. At first I was just hanging out up by the stage, but then I realized that people started leaving for the corners, and figured my job was to run around down there, as they seemed to run back towards the stage once I got them Pogoing. Also, does the crowd surfing give points? Or was that just a way to get out of a tight spot?
Good Job!
I was intrigued by the intro, and thought I was in for a fun experience. And, the idea is nice. However, the game didn't offer much in terms of gameplay. There was no variety on the different floors (same layout), and no increase in security. When triggering the alarm effect, it didn't seem to put any further alert on the guards, or even spawn more.
There is a foundation here, on which to build a fun experience. But, in it's current state it is a bit lacking. I went about 10 or so floors, hoping to see the end, but nothing seemed to change from floor to floor, except where the stairs were at.
Great effort, though. And with some added functionality and more variety - this can be turned into a fun game.
Fun little game. Graphics were really nice - especially the cute little jellies.
Music worked and set the mood nicely, but I do wish there were more other sounds to fill out the atmosphere.
A couple of things though: * Is the yellow jelly supposed to shoot jelly on the wall? Doesn't help my jumping when it's on the wall, so I got stuck on the fourth level because I could not reach the high platform. * Sometimes my jelly would stop dead on the floor, and I'd have to jiggle myself free with the arrow keys. Some hitboxes for the floor may be slightly raised?
Overall, though, I did enjoy the experience, and it was a great little Jam game.
A really fun game. Kept me playing for quite some time. Graphics were beautiful, and the sounds were great. It was very challenging as well, and the controls felt smooth. The physics when hitting other spaceships gave the oomph that you so rarely get in games, and was one of my favorite aspects of the whole game.
It could get a little hectic at times, and I had a hard time understanding what hit me - but I attribute some of that to my lack of experience playing shooter games.
Overall - this was a well made and entertaining game. Good solid work!
I like the idea of the game, and it was fun to play. However, I feel that there wasn't much strategy to it. I just kept going in circles in the same direction, picking up the water, dropping it in the farm, taking its food and dropping it in the town. It all boiled down to how much rainfall you got.
There is definitely something here, and it's an interesting concept. But, in it's current state it is only fun for a few minutes.
Nice music, and a good entry for a bunch of coworkers with little experience programming. Keep up the good work!
Interesting idea for the theme, but the controls felt very unresponsive and slow. On some planets I couldn't jump, and being forced to run backwards into a cannon when chased by the T-Shaped things, the game locked up in a jittery fashion.
Keep up the good work, though!
Such a relaxing and beautiful game. The graphics were beautiful, and the music soothing and added to the desolate feel the game portrays. I truly enjoyed the experience.
The only thing that I would suggest improving is that sometimes it took a bit long for new events to pop up, and as much as I enjoyed sitting back, relaxing and watching the panda float in space, a slightly higher pace between events would be nice.
The music... again - Top Notch!
Nice little game. The controls felt smooth and worked very well. Graphics were simple, but cute.
Struggled a bit with the third planet for a couple of tries, but then focused on just jumping at the right time and running around it until I collected all the coins.
Good work!
A fun simple card game with beautiful graphics. Sounds were good as well, apart from the initial screen where the letters appeared... created a loud repetitive noise that should be replaced with something a lot more subtle.
Game play was a little confusing at first, but once I got the hang of it was quite fun.
I am in oooorbit! :smile: Didn't reach any of the moons, but I've been floating around in space for about five minutes now after I used the Minecraft technique to build myself straight upwards. Ran out of blocks, and as I was falling back down to the planet I was hit by one of the asteroids which sent me sideways and into orbit.
Fun idea, and a good job!
I like the idea. And, cute little grasshopper.
Sure, I feel the game could've benefited with some things that you need to do while the songs are playing, to force you to move around a bit. When I played "For River" bonus song - you can simply just remain on the spawn point and wait until the song is over... that key is never used.
Simple, but cool little game, though.
Truly a gorgeous game for a Jam. Impressive graphics, animation and the music was good. Story was entertaining to play through. Excellent implementation of the theme as well.
The combat did feel a bit lackluster, and the camera was a little strange. Would have preferred if it stayed behind the character, so I didn't have to move my mouse to rotate the camera when turning.
Overall, though - this was an impressive game, and I am glad I got to play it.
I enjoyed this game. Beautiful art style, and interesting game mechanics. Battle grid was a new take on turn based battle that I haven't seen before. Well done!
It did have it's problems though. Like someone mentioned above... couldn't get the guy who turned four to man up and fight me. It was also a little hard to fully understand what the different relics did... and how they interacted with each other in the battle grid.
However - there is definitely an interesting concept going on here that could be improved upon and turned into an interesting game.
Nice fun little game. I was a little confused the first time I made it all the way across since the rat just went off screen. Thought there was going to be a second level, and that the game bugged out, so I restarted. Then I realized you're supposed to be going back again, as new food seemed to spawn.
Nice job.
I had a lot of fun playing this game. It was interesting to learn how the tribes would interact differently with each other and the resources, and try to work these behaviors to your advantage. Graphics were real nice, and the audio set the mood perfectly.
Only wish I could have brought it up to full screen. Everything was really tiny on my monitor.
Great game - Great job!
18 friends! Hey, that more than I have in real life :laughing:
Nice little game. I kinda wish there was more info to base your decision making on, rather than just a percentage chance of the circle becoming your friend, but I still enjoyed clicking away and making little round buddies.
Good work.
I don't know why, but the child-like graphics were really charming :smile:
Good fun little exploration game, and I had to complete both endings - so that's a good thing. Only thing I wished for was the ability to run a little faster. It felt a little slow when going back and forth between the different places (despite how small the world was). Music got a bit repetitive, but was catchy.
Great humor, and I enjoyed flopping my arms at the tree. Good work!
Really enjoyed this game. The atmosphere was wonderfully creepy and desolate. Puzzles were fun enough, though I would have liked things to be a little clearer when moving tiles, as I couldn't really "feel" that part. Some visual representation of them switching positions would have helped a lot.
Good entry, where music and sound effects stood out to me - and not every game has an actor, so a plus on that one too.
Man that was challenging! I enjoyed it. My ego would not allow me to stop until I managed to get a stable orbit - took about five minutes of jumping and bouncing my head real hard, but I got it in the end.
Nice simple little game. Good work!
Interesting idea for a game. I liked the potential of it. The graphics would have benefited from being a bit more unique (not using Unity primitives), and the controls for the player could be improved. Also, the random generation caused some problems. First time I tried the game there was not a single planet I could reach from my starting point. Sometimes planets would also generate inside one another.
Still, it was a fun idea.
Beautiful graphics and animations in this game. Very fun to play, although I do feel there were a couple of design choices that were a little off. For example, on the bridge with the multitude of crocodiles coming at me for an extended period of time... I thought the game had bugged out at first. There was also a lot of trial and error during the final chase.
However - I thought this was an enjoyable experience, and for a 72 hour game - quite impressive. Good work.
A nice little game. Took me a while to figure out the controls, and I wasn't too happy with the x and z combo... too close for me, meaning I ended up switching tools too often when I wanted to shoot. But... that's on me.
Nice graphics and sound. Good job for a 48 hr game.
Graphics and Audio - 5 stars, no doubt! That's what really stood out to me in this game. Loved all of it, really, and this was just a tremendously well made Jam game.
Did get stuck a little bit at times in the walls, so the controls could be improved a little, but it was nothing game breaking (just had to jiggle a little and I was moving again). Also, there still seemed to be a bit of an issue in the final room. Had to mess around for quite a while before the people would unlock the door for me. Though, I thoroughly enjoyed hitting the walkways and sending them flying :smile: Also, the panicked voices and running around was fantastic.
I feel there is the makings of a great game here, if it were expanded and a few more mechanics to keep things interesting. Would encourage you to continue development on this.
Great work!
A neat and fun little game. And, it's always nice to see procedurally generated worlds in Ludum Dare. I enjoyed exploring the world, looking for the portal.
At first, though, I thought the paths were rock formations - so I was wondering why I couldn't go to the next map. Music did get a little repetitive after a while, but that's to be expected for LD games.
Overall, I think you did a great job. And there is more content in there than I first realized. Keep it up!
Great idea and a well made game. It was difficult, and addictive (may have to get this for my phone). Music was great, and set the mood well. The simplistic graphics worked as well.
Does have the ability to make one rage... which I like about games :smile:
Very well polished entry and a lot of fun to play. Really loved the sounds - especially the dash made me chuckle a bit. The pixel art is nice as well.
I ended up stuck in a wall, though, after being hit by one of the meteors Capture.PNG
Lovely entry. Great job!
Really nice idea and well executed. Sweet way of adding key-bindings at the start of the game.
Loved the old computer screen look and going traditional rogue-like. Game was perhaps a little too easy, though. Didn't even get to use my open door skill before I won the game. Perhaps some feedback when fighting would have been nice as well (don't think there was even a sound?). Also, I had to ctrl+alt+del to close the game after - or did I just miss a way to exit the game?
Overall, I very much enjoyed playing the game - and with more features you could have a very good classic rogue-like on your hands. Good job.
Fun text adventure type game, and I absolutely love what you did with the UI. The screen effects and everything was top notch.
As for the story I felt the choices were a little too straight forward - it was too easy in my opinion. I would love to see this with a few more branching story lines and different paths you could direct your distress caller in.
Thoroughly enjoyed the experience playing through it, though, and the story was nice even though it was a bit short.
Great entry.
Great idea and well executed. The tutorial could've given me a little more info as to what determines the changing elements - took me a while to figure that out... could be I'm just dumb :)
The minimalist style works very well, and I like the subtle zooming as you build up. Music and sounds are wonderfully balanced to the gameplay, and keeps your frustration from getting out of hand.
What a solid idea and excellent execution at that.
Animations were solid as were the character design. The levels were fun and presented a good challenge to put together to reach the frog. Music was really good and set the mood for the game in a good way.
This could be fleshed out and sold as a commercial game in my opinion. Very cool.
A very nice and relaxing exploration game. The music was calming and the graphics style was neat. The white rocks, perhaps, could be given a little bit of texture as I couldn't quite see where one ended and the other started when I did the platforming puzzles. Took me a while before I located the first banana. Also - loved how your camp built up over time, though I hadn't checked my journal, so the first time I laid eyes on a campfire in the distance I thought there were others on the island :)
I also felt that the view was a little low... but maybe I was just short. The treasures would also benefit from some bells and whistles as they seemed to be the main collectables.
Overall, very nice job. Keep up the good work.
@jimbly Thanks for playing. Yeah, there is a minor bug in the code that makes terrain tiles change way to often. I am also looking to make some improvements to the game, post Ludum Dare. Ability to play smaller maps with fewer cards, add some graphical effects to show the player better what is going on, as well as improve how information is displayed so that you can make informed decisions when playing your cards.
@negator2vc Thank you. Glad you liked the UI despite it not having anything but programmer artwork :) Yes, there is an end, but you need to play all the cards - at that point the game will tally your final score. It was a mistake, though, to have so many cards to be played. A future version will allow you to play on smaller maps with fewer cards to play. The idea was that you would fill the entire world with land, so that's why I ended up with so many cards.
@whatnamegames Thank You for the feedback. Interesting that you mentioned the carvnivores. I didn't think of them as something to avoid - but rather a part of a functioning eco system. Carnivores are needed to keep the herbivores from overpopulating the world. I think in a post Ludum Dare version I'll look into a way of rewarding the player for keeping carnivores in play.
@iconocatstudio Thank You. Glad you like it. Yes, I am planning on doing a Post-Ludum Dare version of the game, which should introduce a few new features as well as making it a little more clear what is going on (as well as improving the graphics, of course). One of the new features I'm planning on are Disaster Cards that you can play on existing terrain to change it.
@ryzy27 That pleases me to hear. The can't stop factor is what I'm always striving for in game development. The score is a bit random, I realized after publishing. Never had time to playtest a full run, so I had no idea what the scores would be... end bonus points don't really make a difference :)
@frank-gevaerts Yeah, I didn't have the time to make things clear for the player on what was going on. I also noticed that the deck counter doesn't go to zero - I think it is because I doesn't update when it draws the last card - will be fixed in the Post Ludum Dare version. Happy to hear you managed to play 'til the end.
@thepiratenun Thank you for playing. I'm looking to speed up the time between playing cards in the post-LD version. I don't know about mini-games, though. Can't think of what that would be.
@toxiccomputer Thanks. I've long thought about making an eco-system type of game. Never envisioned it like this until this Ludum Dare weekend though :) Glad the idea came to me in desperate times.
@p-r Glad you like the UI. Most of it will be the same in the post-LD version, and I'm looking to improve it graphically - including the font for a more crisp text.
@trusty Thank You. I like the idea of doing something to prevent the player from trying to play cards during the simulation period. I'll definitely look into a way of doing that for the Post-LD version.
@wevel Happy to hear it. Don't believe I broke the 10K scoring mark myself yet. The mountains will be a little more involved in gameplay in post-LD version - I plan on forcing tile placement adjacent to other tiles, which means you need to place mountains in a way that doesn't prevent animals from reaching food and water. Also looking to balance the animal and land types a little better.
@hajden I'm happy you enjoyed playing. I will be adding smaller maps to the post-LD version, which will play with fewer cards. As for the UI - I would assume you played the WebGL version? I don't think that Unity's "scale to screensize" UI works correctly in that one, which is probably the reason it didn't scale correctly for you. If you played the executable let me know, so I can look into it. As for the resemblance to Carcassonne - that's interesting. I didn't think about that, but I've been playing the digital version a bit lately. That doesn't have that particular DLC though.
@ioleoso Wow that's a lot of points! Well, I'm definitely looking to do some work on scoring for the Post-LD version. I just randomly decided on points. And as for "desertification", I have already lowered the chance of terrain changes quite a bit. May do some more work on that as I playtest the game.
@kromeboy Oh, you can do better than that ;) Thanks for playing!
@hajden Figures. I did notice that the UI got messed up on the WebGL version. As for Hunters & Gatherers, hopefully it is released for the PC version since I don't have the physical board game. Would love to check it out.
@hydezeke Thank you for the feedback. Yes, I'm working on some visual representations of what is happening on the map during world simulation. The Post LD version will also offer smaller maps to play with fewer cards. Currently I'm struggling with the terrain tiles... I am NOT an artist :)
@scalliondelight That pleases me to hear. Getting a player to play through twice on an LD game is an accomplishment. If you play the Post LD version when I release, you should not be getting too much dryland. I've done some tweaks, and right now dryland is instead very rare... still more tweaking to be done.
@firebender Thanks for playing. There is a fixed base number of cards of each terrain type in your deck - but a portion of it is randomized each time, so that sometimes you'll have more or less of certain terrain types. But, it should always have enough water for a functioning eco system. But, yeah - it gets frustrating when you can't expand with water tiles, because of their importance for the animals survival.
@xephrys Thank You. Happy to hear you enjoyed it. It isn't very clear how to breed your animals in game, but there is no secret recipe. Just allow them access to water and their natural habitat, and they should take care of themselves. Herbivores can only eat when standing on a terrain tile that matches their habitat. Carnivores, of course, need to hunt and eat herbivores.
@radonraph Happy to hear it. I like those kinds of games too. I'll probably add a few other cards in the Post LD version. I'm planning on some "Disaster" or "Weather" cards that you can use to change specific terrain tiles.
@mrerdalural Thank You for the kind words and feedback. I am working on the Post LD version of the game and will be looking into some of the suggestions I've gotten through feedback here. The drag and drop is staying, though, but I have changed it so you must place tiles adjacent to existing tiles from now on, and removed the discard option completely... forcing you to play all the cards. I really like your suggestion for the goals system, and will be looking into adding that as a scoring system.
@kleinzach Thanks for playing. I enjoy simulations too - it's awesome to watch things unfold in a somewhat realistic fashion. And, yes - the amount of cards were too much. In the Post LD version I'm working on there will be smaller maps to choose for less cards - and even the largest map is a little smaller than this one. There isn't really a ton of strategy, but there is some. I think the Post LD version will bring a touch more, but I do look at it as more of an idle, casual simulation.
@barkergames Thank You. Yeah, the simulation times are improved in the Post LD version. Especially at the beginning - towards the end of the game it does slow down, but that is intentional to give the player a chance of following what is going on. There tends to be a lot more stuff on the map in the current version I'm working on.
@nickykendy I love boardgames too. Don't get to play too often, except for on the computer. Glad you enjoyed the game. There isn't much explanation given in the game as to how things work - I'll try to make these things a little clearer for the Post LD version. Not too much math going on, though ;) Mostly supply and demand forcing the animals decisions.
@fabula-rasa So happy to hear that. Been doing some graphics work this week (though I pretty much suck at it) so the tiles look much better now, and I'm quite happy with the animal icons as well. Still keeping things simple. I'll put a sneak preview of the graphics update below. About the carnivores - they did have a tendency to clear out the map. I never got around to balancing anything, so I had to submit the game pretty much untested. I'm currently working on having the herbivores generally breed faster than their counterpart carnivores. Grassland Herbivores (I thought of them as bunnies) are spreading like wildfire right now.
@philomory Glad you liked it! Yup - the map size was a problem. Still playtesting on an almost as big map, and enjoying it more now that I've fixed some AI and balanced things a bit - but the Post LD version will definitely have smaller maps to choose. All creatures in the LD version have the same chances of survival, so that was probably just a coincidence that you struggled with forest creatures. But, I am looking to do a major overhaul of the points system.
@rodrigo-denubila Thank You. Hope you check out the Post LD version when I release it on itch. There will be smaller maps, and many visual improvements - as well as some balancing and a few new features.
@coda-highland Wow - twice! Thank you so much for taking your time to play my game. I do like it myself for the very reasons you mentioned. Easy to play and enjoyable to watch things happen in the world. I never really looked at it as a deep strategy game, but rather a casual experience. As for the imbalance in creature cards - yep - the LD version has no restrictions... theoretically the game could give you a deck with 0 herbivore cards. Things like that will be balanced out in the Post LD version. I do hope you check that out when available.
@chambre19 I'm happy to hear you liked it. Do play again when the Post LD version is released. Would love to get some feedback on that. While there weren't any gamebreaking bugs in the LD version there were certainly a lot of them hidden in the code - I've been banging my head trying to solve some of them for the past couple of days :) And, yes - there will be an options page to change the sound levels... though I doubt I'll be making a WebGL version for Post LD.
For those interested... here is a tiny sneak preview of the new graphics for the game:
NewTiles_Comparison.jpg
@f1krazy Thank you for the feedback. Glad you liked it, despite it's current flaws. I'm happy to tell you that all of the issues you mentioned have (or will) be fixed in the Post LD version. There were some miscalculations in the Compo version that caused the dryland to spread so much. Dryland in the current version I have is much more rare. I hope you check out the new version when released on itch.
@drcheetos Happy to hear you enjoyed playing my game. Yeah, I too find it oddly fascinating to watch stuff happen as you place down different terrain tiles and creatures.
@sorlok Thanks for playing. I already have on my ToDo list what you call "effect cards" - I call them disaster cards for now - these will be playable cards that you can use to change ground tiles (i.e. Torrential Rain will transform dryland to grassland). I have also changed things so that you will always have playable cards in hand.
@igor-kingamer Glad you liked it. Yeah, it is quite difficult to keep up with what is happening. Hopefully this becomes easier in my Post LD version once I put in some effects and animations to show what is going on.
Pretty much all the important feedback has already been said. The atmosphere and graphics are absolutely gorgeous, and I liked them a lot. Gameplay, however, needs more work. I could not really figure out the hitboxes or develop any kind of strategy to beat the enemies, rather mashing space and hoping I didn't take too much damage (couldn't really tell when and why I would take damage either. And, of course - when dying I had to reload the browser because the game wouldn't end.
I think there is something here, though. With some post Ludum Dare work you could fix the combat and add some more variety to the gameplay - the style and mood is already there. Good job.
Very nice pixel art and I really like the idea. Found it very frustrating to beat the knife guys though - even after seeing the hint in the comments here to attack from behind... just they always turned around too quickly and I couldn't dodge because there was a delay to jumping or moving after I had hit (or so it seemed).
But, I really liked the art, the music and the idea of it all.
That was awesome! Really loved this little game. It was challenging, but not so hard that I felt like giving up at any time. Levels were nicely done, and after dying once or twice in the latter stages I had usually formed a plan of attack.
My only gripe with the game was that the Restart key was right next to the F key... happened a few times that i restarted the level instead of picking up an item - that could be frustrating.
But, I'm telling you - when a Ludum Dare game has me playing it 'til the end because I don't want to stop - that is a true sign that the game is great. Graphics and animations were wonderful. Music was great. And, hey! Who's wouldn't want to head into a war zone with their equipment out :)
Cute game and well designed. It was very frustrating at the beginning when I couldn't do anything but sit quietly and stare at her as she did all the talking :)
Great idea and well put together for the progression. The simplistic art was perfect. Great entry.
A really fun game to play. The art was super gorgeous and I liked the humor in the story. It was fun to make choices along the way and see where it took you. It did feel a bit random though (first time playing - then you knew the choices), I still don't understand why I died because I polished a sword...
Music was great too, and I think this could be developed into something really cool. Maybe with a bit of randomness to it, so that you can't just know what choices to make. Great entry.
That was a very dark story presented in a wonderful way. I like how the necessary pieces appeared as you needed them.
The walking had a lot of camera jitter/shaking though, which could be smoothed out. Good voice acting as well. Could definitely see this approach to story telling being fleshed out and made into a full game. It was very nice in a noir kind of way.
Fun little game and the art is great.
The no sound thing really hurt the game though, as it was hard to "get into" a groove playing it. Took me a while to figure out what I was doing at the beginning, but once I got it it was fun to play.
Something to keep working on, as with some groovy music and sound effects this could be a great little game.
Well, that's not the full moon I expected :)
Really funny story. I wish it were longer. I didn't really like the invisible walls when walking towards the spaceship, and the movement was quite jittery and laggy for some reason.
Voice acting was awesome though and the humor was definitely there. Great job.
Nice game. Really enjoyed it.
However, I got stuck after I unlocked all the colors and picked up the frog. From there I couldn't find anything to do... had to give up, so I didn't see the ending which makes me sad. Is there an order in which things need to be done? Or did I just miss something?
Still a great experience though, and I might come back and see if I can figure out the ending. Clever how you did the music.
I like the idea here, and the music was great.
Kinda felt like the chance of getting the black holes were a little too small, as I had to collide stars upwards to 10 times before getting the desired result. Also, the screen shake was a tad too much at times (especially when I started spamming stuff just to get new stars).
The planets and asteroids could have done with smoother shapes, but I really liked the collision effects and the booming effects when stars were created.
Overall - good job!
A nice little platformer you got here. I liked the character and enemy sprites. Music was great too.
I did run into a few issues. First try I didn't know there were randomized levels and I got a map where I couldn't go anywhere... so that was a bit confusing. I mean, litterally... I could go about 1½ screen to the right, jump down a level below and all I would find were enclosing walls - so the the random generation needs to be looked into. Restarted the game and found a much better map. There was also some clipping issues on the platforms I felt and the hitboxes seemed a bit weird.
Still a great idea and nice story. I liked it.
A very nice and unique puzzle game. Started off really simple, but the levels got harder and harder in a good progression. Simple controls and good eerie music. The intro sequence was great as well to set up the story for you.
I liked it.
Not at all bad for your first game jam game. I did enjoy the idea behind it - especially riding on the little slimes to get where I needed to go. That took a moment of thought before I realized I could do.
Character felt a little slow when walking though, and the lack of sound hurts the experience a bit. However, I think you did a great job and there is potential here.
An entertaining game. Got very hectic as stuff started to pile up and no one wanted them. Had a bicycle that I had to jump over every time I went to the door and back.
The drawn artwork was really nice. Too bad the contrasting art style of the objects didn't match the other excellent art. Also noticed a little problems with the transparancy as you can see little borders along the edges of the character sprite.
The idea was great, though, and I thoroughly enjoyed the gameplay. Great work.
I really liked the hand painted art. Music was nice as well.
There were some minor issues with the inventory items. I noticed (particularily on the wood piece for the torch) that it sometimes didn't revert back to the inventory, and I could place it in the world). Also, the hitboxes sometimes were a bit off as they wouldn't respond when I clicked on something.
Game was short, but I enjoyed the time I spent with it. Puzzles were logical and not too difficult or abstract. Good game.
Man, I love this game!
The art and the presentation is top notch for a game jam - color me impressed. I really enjoyed the gameplay and the choices seemed surprisingly well balanced for coming up with the idea on such short time.
The only thing I encountered that was a real problem is that I had the Starvation event a couple of times, and although my only option was to "Lose the game", the game continued on as if nothing. I eventually lost the game to exhaustion instead. Also, more events and cards would be fun - some of them seemed to repeat quite often.
I spent quite some time on this, and I was unable to beat it. Don't really know what I'm trying to achieve, but I think that is part of the fun with the experience. I've downloaded it and will be playing again (and again), until I beat it.
Fabulous work - this was right up my alley.
Awesome atmosphere and nice art. Sound was a little bit low for my liking, but I cranked up the volume a bit. The first part was really easy, but the language screen had me stumped. I had a few letters down, but ended up always missing one piece of the puzzle. I'm a little tired right now, so I might give it a shot later when I can remember more letters at at time ;)
Overall, I liked the entry and enjoyed the weirdness of it. Great entry.
Very nice game.
Loved how the ground cubes raised up around your character. The music and mood was great and really made for a relaxing play experience. The minimalist graphics style suited the game very well and looked awesome. The only thing I can think of is that I would have like the cubes I picked up to connect to the nearest side so I could shoot in more than one direction.
Great entry. Good job!
Very... zen ;) Loved it. The graphics were really nice and the smooth movement of your little ball made it a joy to play. Now, I misread the instructions at first and thought I was supposed to avoid the fish... so I was wondering what was going on for a while... hehe, but that's on me.
Great idea and interesting take on the theme. Very well done.
Very interesting idea this one. I think this could be expanded to an interesting experience.
As for now, I didn't quite understand what to do. The first solar system I played had some events I could choose. Then I went to the other solar systems and all I could do was add more planets and then it finished on it's own.
If there were more events and a clear indication of what your choices may result in I could see this being a lot of fun to play.
Good job.
Really fun idea and I enjoyed playing it. I had a few crashes forcing me to start over, but other than that it was nice. Even though I clearly sucked at the game :)
Nice work on the voice acting as well. Good job.
I really liked the story and the use of the theme in this game. It could have used some music to accompany me on the journey and keep the silence away. I also ran into a couple of glitches - got completely stuck in the park as the arrow keys stopped working - maybe because I didn't remember which key was for inventory and I tried a few out. I had to restart the game there.
But, I enjoyed playing it - and the ending made it all come together in a nice way. Great work!
I love zombie games.
I couldn't quite get the feel in this game though, as the punching seemed random. Sometimes it didn't appear that I hit the zombie despite definitely hitting the arrow key in the right direction. Do you use ammo to fight with your fist? Because I had the ammo counter bug, so I don't know how much ammo I had.
Also, could never get out of the starting area. How does one open that door at the top?
Good effort though, and with some work you could have a fun little game.
Very nice rougelike game. I really enjoyed it. Music was great and the presentation was awesome.
One thing I did realize that should be looked into: The corrupted heart. It should probably go down to zero cards and lose the game or something, because when it capped at 1 card I could just spam corrupted hearts and then play whatever card showed up. I ended up my second playthrough with about 7 or 8 corrupted hearts on the grid... felt a bit like cheating :) Add the crystal ball to that and I still had 3 cards in hand.
Would definitely like to see this concept expanded on, though. Really like what you did here.
Nice little text adventure. Now, I haven't played one of these since the dawn of computers :) So, I struggled a bit with coming up with the words to use to trigger the story events.
Did enjoy how it all tied together at the end though, and the writing was nice.
Impressive graphics for a game jam. The music was absolutely awesome as well.
Sadly I found the controls very unresponsive and sluggish. I also got stuck in the environment several times, and even though you provided the reset button - that didn't always to the trick. Especially up by the TVs I tended to get stuck behind the dumpster, fence and light post.
If you did some work on the controls and the feel of running around this could be a very fun game indeed. The physics of the flying objects made for some fun situations. I managed 510 points - but the game didn't want to end when time ran out. I was stuck up by the TVs by then, but wanted to see what happened when time was up.
Overall, though, I really enjoyed your game.
A charming little game. The reward was kinda crap though ;)
Liked the hand drawn graphics, and the music was good. I think after I picked up the fertilizer from the cow that the text was flipped? Not sure, but for a brief second I thought it was.
Good fun - good job.
Loved the censor option :)
Fun little game. The running felt a bit weird somehow, but I enjoyed running around looking for clothes. I found it a little too easy though, and don't really know why I would pick up other items than clothes. Running around always got me away from the security guards.
Enjoyable little game. Good work.
Really fun and creative game. I had a blast playing through it - watching my own creations come to life. Once again I get to confirm that my artistic skills are on par with a five year old. Not a talented one.
Music was great, and I loved the sense of humor. The style and layout of the game was really well done as well, so I really liked the aesthetics of it. Overall this was a great game and well done!
A very nice start to a game here. I enjoyed playing it a lot.
There were a few issues though. For one, I felt the game was too dark. A bit more contrast to the world could go a long way towards making things feel clearer in the flashlight. I also had to ctrl+alt+del the first time I died because I couldn't get out of the game - the button that said return to menu wouldn't work. Also, auto picking weapons was a bit annoying as during the midst of being overrun I ended up swapping my flamethrower for a pistol. It was also a little difficult to see what kind of weapons were on the ground.
What I really liked about the game, though, was the weapon variety. The hordes of zombies that would rush at you gave it the extra it needed to keep you on your toes. Lovely entry.
Great intro story and excellent mood setting soundtrack.
I didn't quite get the gameplay though... I was just kiting around. Sat in a corner for a while because I was safe there. Tried escaping out the gates, but that didn't seem possible. So I never quite figured out why I was trying to get away from the demons. I also felt like the hitboxes for the demons should be smaller. Because of the point of view it felt as if I should be able to sneak behind them, but because the hitbox was their entire sprite I got killed even if it didn't feel like he should be able to touch me.
Did enjoy the whole guiding of the little skeleton dudes though. Great effort.
Very nice card game to represent the stress and joy of participating in a game jam. Had lots of fun playing this one. Graphics were really nice - great color scheme.
There does seem to be a bug with the Mood rating - seems you always get #1 for that? Maybe there was just not enough time to implement that properly.
Either way - had a wonderful time reliving the LD weekend... in a more relaxing way.
A very nice go for your first attempt. I liked the idea behind it all, and the inability to change direction when not up against a wall made it interesting. I could definitely see this going places with some more work.
However, I was unable to finish a single battery before the asteroids hit and I got killed. So there is some balancing needed. Sometimes I also got stuck to a wall and it would not allow me to jump away from it.
The UI and the art was very nice though. Again - very good work for your first go.
So bizarre in such a wonderful way.
The graphics were gorgeous and well put together in such a short time. The game was funny and I just never thought I would ever play a game with my pants down trying to avoid onlookers.
The controls were a bit annoying though, as I couldn't really figure out what made me trip all the time. But, I gotta say that the tripping animation was funny.
Awesome fun though, and well designed.
Very soothing and relaxing. Not sure there is much of a game here - but it definitely was an experience.
The physics felt nice in the movement, and the soundscape including the little booms when collecting orbs was very zen-like.
I think I reached the end of the map at one point, since my little guy went off screen.
Nice little game. I just wish there was a little more to it.
I was wondering why sometimes the civilians turned into cops... it wasn't really clear what I was stealing from people. I noticed that sometimes they had a little logo that showed they had items, other times my dude just went Uhm, and the counter went up. Also, movement felt a little "slidey"... as if I were on thin ice (which, in a sense, I guess I was).
Also, first try I was supposed to get four items, but got caught at three. Then, when I replayed it only asked for two? Did that twice and the game took me back to the main menu.
Do like the concept, though, and I think with a little work you could have a nice game on your hands.
Nice little game you got here.
The jumping in the first stage felt a bit off. The slippery feeling I guess was intentional, but I also didn't feel like it responded when I pressed spacebar to jump a lot of the time, which caused additional slipping off the platforms. Once I made it to the top I was surprised to see that there was more to the game.
Main character was cute and the song was nice and relaxing. Good job.
I found the game to be very difficult. I like what you were going for, but it still needs a lot to be any fun to play.
Mainly sounds, because it felt off without any feedback. I also kept getting stuck to the walls when I tried to make a tight turn around them.
Still a good job, and I really like the title of the game - took me by surprise when I realized the pun :)
Nice game, and I really like the character graphics. Music was popping and the animations were good - really liked how little piggy covered his bits in the beginning.
Fighting felt a little bit off, and it seemed all I had to do was mash the button and I would win. So some work on the combat system could really help the game out. Also, it was too short :)
Great game overall. I had fun playing it.
Nice little simple shooter.
I felt the controls were a little bit off, but that could be just me not being used to shooter games. I didn't like that enemies spawned randomly in the map - it would have been much better if they spawned just outside of the screen so that they came flying in, instead of just appearing on screen.
Music was nice. Good work for your first Jam - keep the good work coming.
Lovely little tower defense game. The graphics were the highlight of this game, I feel. They were really cute and well made.
Couldn't figure out how to change tower type (did see it here after I played), so an in game mini-tutorial would have helped. Also the movement felt slightly off, but no biggie. And, it would have been good if there was some indication that a new round is starting. Some music would have been nice as well.
Apart from that - it was a good game and I enjoyed playing it. Good job.
Great little maze game. I really liked what you did with the lighting - the lightning flashes that helped guide you every once in a while (they were the reason I found the key). The rain and the thunder along with the ambient sounds of the cave were comfortably spooky.
I felt like maybe you walked a little too fast when you had no light to guide you. Ran into monsters too quickly - though it wasn't much of a problem since they don't hurt you physically, and I was already out of light.
Keep up the good work.
I don't know why but I absolutely loved that music :)
Graphics were great and I loved the idea behind the game. It needed a bit more feel to the gameplay - I didn't even realize I was hurt (I guess by the shark) until I looked up and saw I only had two health when I was on the treasure island.
It was short, but I had fun playing it... and the song really did it for me.
404 Error on download page. Can't find your game.
Well, that was short ;)
The graphics are nice, and most of the gameplay feels good. I was able to stand in the middle of the spikes though, and not take damage (seemed if I dashed into the middle and the spike animation had started it didn't trigger damage?
A few more different challenges and maybe an enemy or two, and you have the beginnings of a nice game though. Good job!