About The CyberFighter by ginger9 2017-12-04T07:25:50Z
I'm glad I read the other comments, I had to go back and replay to see the end. The theme doesn't feel super well integrated, but it's fun to play and got a laugh out of me.
Foon → Ludum Dare Explorer → Users → Relsqui
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 41 | Combine 2 Incompatible Genres | The Fish and the Furious | compo | 223 | 3.58 | 3.53 | 3.93 | 4.29 | 3.46 | 3.23 | 3.74 | 3.31 | |
| 2017 | 40 | The more you have, the worse it is | Treasure Balloon | compo | 352 | 3.35 | 3.59 | 3.00 | 4.00 | 3.38 | 2.76 | 3.25 |
I'm glad I read the other comments, I had to go back and replay to see the end. The theme doesn't feel super well integrated, but it's fun to play and got a laugh out of me.
@ginger9 On my first playthrough I did a couple of levels and then stopped. I don't play a lot of this kind of fighting game and was expecting to get frustrated as it got harder. When I saw someone mention the ending I went back and continued. I appreciated that it was less frustrating than I expected (because there's very little penalty for failure, I can just keep going, and I did better than I expected!) and then I enjoyed the ending (both before and after reopening the game).
I love this! Really impressed with the level design for 48 hours. Good difficulty tuning too; it was just easy enough that I knew I *could* beat each level, but I had to try a bunch to get it.
I like the premise of this a lot, but had some trouble understanding how the mechanics actually worked. Nice sprites and event art and stuff!
This is super cute and a totally accurate depiction of my coffee routine.
This is a really neat premise. It was super fun to play on a touch screen -- very soothing. With a little more structure and difficulty it would make a great mobile game.
Nice! The controls are really smooth (although trying to play it with a trackpoint was a mistake).
Really nice work. Excellent aesthetic and interesting mechanics
Cute concept. Sadly the motion gave me a headache and I couldn't finish it. :( I was really enjoying finding the notes.
@mark-kennedy Ooh neat -- wasn't expecting that as an update (this is my first LD so I don't really know what's in bound for bug fixes). I'll check it out again!
The view changes definitely helped. Still a little dizzy by the end but it's my dumb brain, not you. ;) And I got a good giggle out of it.
@banan I totally agree about the controls. I didn't think of it, but as soon as I read it I was like "oh yeah, that WOULD be better." :) I can't take credit for the palette, Pico-8 only gives me a few to choose from, but I'm glad you like how it worked!
@meskaline Yeah, someone else suggested that too and I think I resisted because physics, but it would add some helpful forwards pressure. I'll try it out and see how it plays.
I'm thinking of starting a branch with those and some other ideas -- if I pull it together I'll post it after the voting period ends. :D
I JUST noticed it says "x to drop loot" when the key is definitely z (in the web player, anyway). Why does no one tell me these things. :P Will fix.
@tuism That's an interesting point about seeing far ahead. Would it make a difference if there were more caves on screen at any given time (so you had more choices about stuff to interact with), or does it feel like the whole thing needs to be scaled down so you have more of a run-up? I agree that the control change would help.
@ginger9 Haha, well, the ending is meant to involve eventually getting caught, but it sounds like you subverted that! Clearly I need to tune the difficulty more. :)
I dunno either, but I definitely know which one is easier, so I'll try more caves/smarter spawning first. ;) Thanks for the feedback! I'm working on a new version in a branch which I'm now excited to release after judging ends. (Spoilers: everyone who said the controls would be better smooth is correct.)
This game is extremely relatable.
I really like this premise and the aesthetic. I wish I got a little more feedback about my actions -- it's fun and cool that I can't really predict what I'm supposed to say, but it would feel more gamelike if I had more tools to build that understanding over time. Nice work!
Okay, you had me at "lizard adventurer" honestly. I don't have much to criticize here, except perhaps that your genre choices aren't too far apart. :) I personally could've used a little more handholding into the early mechanics -- I probably gave up sooner than I otherwise would have because it took a while to figure out what options I had. Super cute and interesting though, I'd love to see more like this.
This is really neat! My ten-year-old self learning to type would've eaten it up, haha. I kinda wish the single letters for directions were actually short words, since they're both easier and more useful to be able to type quickly. And I was startled when monsters moved between my turns -- it's not necessarily bad, just hard to predict, and I wasn't expecting it from the roguelike label. It looks great though, and the idea and basic mechanics are solid!
Maybe the most succinct praise I can give this game is that I keep coming back to play it some more when I should be rating other games. :P There's just enough strategy to keep me wanting to experiment, while still having enough luck that I keep losing anyway, lol. Impressively well balanced for how little time you had to test it, and of course great art. :) I did have a little trouble figuring out what to do at first -- like, literally what I was supposed to click on to get the game going -- but once I found the gun interface the rest clicked into place immediately. Great work!
Interesting concept! I had some trouble noticing which things were interactable, so I'm not sure if there actually isn't much forward momentum through the story or I just didn't find it. You had a tough challenge conveying not remembering when I, the player, will remember doing the same things every day. I can imagine a version of this game (built over a much longer time) where the house, people, etc. are completely new every day, but react to the protagonist as if she had always been there -- it would be confusing, but that's the point. Really nice job with the visuals, as other people have said; I especially like the shadow effect that indicates time change, it's beautifully subtle while being totally clear in what it conveys.
I'm looking forward to saying I played this back when it was a Ludum Dare entry after it comes out on Switch.
Cute! Reminds me of Triple Town, which is also a great game. In part for that reason, I think leaning a little more into the 2048 mechanic would've helped it stand out -- actually sliding buildings around would be silly but that's kinda what appeals to me about it, haha. Looks fantastic though, and the snappy placement feels really good.
This is so freaking clever. The criticism you've gotten already is legit, but the foundation is solid, and it pushes into an interesting design space where there aren't a lot of games already.
I'm staggered by the amount of polish in this game! All the juicy explosions and animation and dialogue, on top of really solid gameplay. The difficulty feels pretty well balanced too, at least for the part I played. I'm so glad you pursued this idea, thanks for bringing it!
Edit: Okay, on my second try I beat it, which means it's probably on the easy side, but I do like it that way. Also, consider putting your jam URL on the itch page so it's easy to get back here! :)
This is super cute, and the dialogue is really funny -- I liked wandering down the rabbitholes of the more unusual options. The rhythm component could be a bit stronger; I think it would help if individual songs lasted longer (maybe for an entire call?) so you had a chance to get into the rhythm of it, as opposed to changing for every question. But you made up for it by having a brief dating sim segment as well. ;)
This is 110% my shit and I love it. I agree with the folks who wanted game decisions to have more impact (and a more climactic finale), but it's clear you were putting your limited time into other things, and it shows in the interface and the pet graphics.
By the way, I didn't read the description before playing (yeah I'm that guy, I admit it) and so had some fun speculating about what the far-right meter was. My best guess was "containment" which ... was pretty well borne out, honestly. Thought that might amuse you. :P
That's the idea! :) I'm trying to get in the habit of putting a "just hang out and mess around" mode in games by default.
@Rombus Haha, I've heard that a lot! I had a lot of time to get used to the controls while working on it. :) That doesn't explain my roommate though (P1 in the video) ... she's just really good at video games. :sweat_smile:
Good game! Glad you enjoyed. :)
@wizcas Haha, thank you! I use the "follow user" feature for that, but it's imprecise at best. Glad you enjoyed. :)
@obachuka I just saw this, but thank you so much! I'm so happy to hear that.
This is great! The UI's a little rough (it's weird that you move across the whole grid to select players for turns but not for passing), but the basic mechanics are solid, and with a little juicing (animation and other feedback type stuff) I can definitely see sinking a bunch of time into it.
This was exactly the right level of creepy for me -- one jump scare and I would've been done, haha. The changing exterior landscape is really effective, it kept me from knowing what to expect in a way that both added to the mood and kept the main mechanic from becoming monotonous. I would've liked to explore some of the questions raised in the story a little more before it ended, but having an end at all is still pretty good for a jam game. Great submission. :)
I really like this concept! Nothing to add to other people's commentary on the mechanics really, there's room for improvement but the idea is solid and I'd definitely play more of it with the rough jam edges sanded off. :)
This is so cute and way up my alley! I agree with what folks have said already about mechanical improvements, just wanted to add that it's charming as heck and I'm delighted that you brought it. Nice work!
Very cool, sorta Hoplite-y but working from a hand of cards gives you both more and less control in different ways. FYI, tapping cards to play them doesn't seem to work on a touchscreen laptop -- usually it's identical to a click (e.g. on websites and other games), so there may be something odd about how you're detecting it (a click event vs. a mouseup event or something). Not a necessity by any means, but the interface would translate great to tablet play if it worked. :) Pity not to have sound effects in addition to music, but I'm sure you were time constrained there. I'd love to see more if you come back to it after the jam!
I love this concept, I was really excited to finally get to play it! I don't have much to add to what's already been said; the art looks great, and the timing/levels could be a little snappier. Would love to play a more polished descendant if you decide to put more time into it. :) Nice work!
This is so cute, I love the art a lot. I was a little disappointed that the music component isn't actually a rhythm game but that says more about my expectations than your work. :)
This is so cute! It took me a little bit to get the hang of it, but having to swim around while also doing the rhythm bits is definitely an interesting mechanic. In retrospect it's a little macabre that you're a fish tempting other fish to their doom. :thinking: I'm not sure the filet-sorting part added very much, but I can easily imagine a more nuanced cooking mechanic in that place if you weren't on a jam deadline. Cool idea and good job!
I read the description and thought "nah, that can't work" and then played it and it totally works, haha. I'm really impressed with how well this came together. It's a little hard to read the difference between the backscroll and the options -- text size isn't enough for that, some button shapes or something would help -- but that's a nitpick. Nice work!
Another vote for "slightly more hinting, please." I suspect I would really like this, but I don't have any idea how to get to a part of the game that would resolve that suspicion.
I like this! As others have said, it starts a little slow, but gets tricky pretty quickly as the obstacles get more complex. It would be really neat if certain spells were tied to certain obstacles (like you always need to zap a knight or burn a cart, etc.) and you just had to learn how to deal with the stuff that was coming at you. Look forward to seeing where you take it if you continue after the jam. :)