Thermonuclear Mutant Bunker Survival by YSelf Tool 2014-04-28T17:09:00
i love the pixel art ^^ the variety of the gameplay is not so high though :c
Foon → Ludum Dare Explorer → Users → remmy
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 35 | Shapeshift | rain contact | jam | 175 | 3.67 | 3.11 | 4.36 | 3.05 | 3.84 | 4.03 | 2.64 | 4.22 | 59 | |
| 2015 | 32 | An Unconventional Weapon | Leaky Week | jam | 465 | 3.29 | 2.75 | 2.96 | 3.48 | 2.92 | 2.86 | 3.14 | 39 | ||
| 2014 | 30 | Connected Worlds | ultra VR | compo | 248 | 3.54 | 3.07 | 3.62 | 3.73 | 3.19 | 2.43 | 3.25 | 3.18 | 48 | |
| 2014 | 29 | Beneath the Surface | async | compo | 470 | 3.26 | 3.07 | 4.00 | 3.37 | 3.00 | 2.20 | 3.00 | 35 |
i love the pixel art ^^ the variety of the gameplay is not so high though :c
neat :) of course a bit short, but it seems well made
really well done, love how you challenged the theme in a really innovative and fun way. i think after a while it gets a bit too repetitive with just remembering the ways though ^^
@pkenney
oh i don't think you're a wimp, it's kinda my fault :P
@all
as i got to creating levels i didn't have much time and thought i'd make the few levels i had a bit harder.
now i noticed that this was a bad decision, because these "harder" levels lead to more frustration while playing the game (especially that one spot in the grin-level that pkenney mentioned-it also took me many attempts every time, because you needed more luck than skill).
i also should've been going for a better order of the levels since some of the latter levels were a lot easier than the first ones.
i think the thing about "the difficulty came from the momentum of the character" was kinda unintended in the first place but then left in because i liked how it turned out. if you're on rolls you can't yump too precise and directly on one spot, so even if you know how to beat the level you had to get control over your own character.
but i get why that - in combination with the level design lead to more frustration while playing the game and the feedback i got really helped me here.
so thanks to all of you for your feedback <3
this was my first LD entry as well as my first "real" game - i never made something similar before and it was awesome to make. i learned a lot about level design, game mechanics, physics (in games) and coding under time pressure*.
(*eventhough i did that before in the (awesome) 0hgamejam, but it was on a completely different scale in 1(or zero) hours you do a lot of stuff different than in 2 days.
the game i produced there was more of a fast-clicking thing, so it was codewise completely different (and i don't really count it as an actual game))
well made little game, it's impressive how you produced that audio in this short time. the beginning is not so easy, because you don't really understand what you have to do to not get bankrupt… also the actual gameplay could be a bit more different over time, since you kinda do the same thing the whole time.
i loved the ending though :P
this looks really great, i love the art and the minimalistic design!
though it's kinda hard, i had already problems at level 2 ^^'
loved to play this game and your whole art style :) music was charming too and for 48 hours it was fantastic!
really nice and original idea, looking great and it is fun to play :)
really grat, nice idea and beautifully done :)
What a totally awesome game! and all that in 48 hours… humorous, society-critical, fun to play, great audio and art… whoa :D 5/5 at all the criteria :)
I can't believe you did all this in just 3 days, it's really amazing and cute!
z and x is kind of a bad choice as well, as i use a qwertz-keyboard layout which is a standard in germany (z and y are switched) :(
Had problems with a few games because of this…
oh and why are you faster when you walk to the right or down and slower when you walk up or left?
It's neat but it gets a bit boring after a while… made it to 120. does it get harder when you're over 100 or was that just the RNG? if yes, it would've been a bit cooler to have a quicker rising difficulty-curve.
Thanks! Yeah, i noticed that as well, that's why i wrote one should toggle fullscreen mode but i removed the embedded version now ^^
ah, i found out what caused the borders between the files in firefox, it's fixed.
apparently chrome and ff handle it differently when you place an image on a canvas with floating point coordinates, now it rounds them down :)
And thanks for the feedback! Yeah, gameplay isn't as interesting as we planned it, wasted a lot of time on being tired and not able to think the first two days ^^"
Loved it!
The levels where unexpectedly hard, i needed a lot of time for the last one :)
Removing all spaces in the end screen was a soothing reward tho.
roman9: i think so? it works for me and the other commenters.
paradxil: yeah, i tried to make it a little longer but my code was bad (it got really laggy) and i didn't have the time to fix that… also i wanted to add the flashes only as a last resort to not get completely lost, because the idea was to use the rain of course. that's why i added the "only once per 5 seconds" rule :)
Somnium: thanks! Yeah i think a lot of us forgot this this time when they were tricked by the theme to somehow use the shift key… maybe i'll quickly add another key you can press instead later so it's more accessible.
@blinry: hmm i guess i'll not comment on that, as it's kind of the point to try to figure things out and interpret it :) Thanks!
(If one really has to know what _i_ thought i did, one could look into the source's variable names and images)
@Odissey: I guess i shouldn't have to defend myself, but most people already voted anyway so i can at least tell you what my thoughts were regarding the theme.
I have the theme in the game on two different levels:
First in the overall concept: You can't see things themself you can just see shaped outlines which are shifting through the rain.
The second level is (quite plainly, or so i thought) the story itself. But as i said here before, i don't want to tell exactly what i did with that, as it is about seeing these shadows of a story and interpreting them yourself :)
This was amazing! :)
I needed a while to figure the controls out but when you finally get it, it works quite well.
At the first try i fell into the pit, at the second i got the Nitro and even made it back, but when i dropped it on top of the cave (not before it) it only blew a tiny opening into the stones. http://remics.net/screen/210416015533.png
This was a bit frustrating and i did not have the motivation to do everything again, but i guess the game would have ended there anyway :P
Anyway, i really loved it, i think i played your game for the longest time so far this LD.
Oh, i forgot to say that it would have been nice to somehow distinguish the two tentacles, i fell down a lot by mixing them up and having to guess which one i need to retract/bend now.
This is so beautiful <3
Had to listen two times to that song.
Heh, i liked it!
One complaint: An info how to win would have been nice, at my first run i got bored after a while and then killed myself on purpose, only to see that my score wasnt saved because i lost. Then i looked into the source and saw that it was rng-based (the chance is 1/30 [1/3 for no door, 1/10 for win], so on average you have to walk into 30 rooms to find an end which is quite a bit).
I found a win in the second run, but i think the score/win system isnt optimal, because now the score just says "enemies i killed before i finally found an end" ^^
Really lovely, i laughed a lot at the intro and it was quite fun to play!
One thing: It would be nice to not have z and x as the controls (with y to restart) because keyboards with qwertz layout (standard in germany for example) have the z and y key switched and the hand gets a bit cramped.
Gosh that diving took me way too long ^^
Made it through, and really liked it, solid game :)
The mechanic of the dead blocks is at parts which are not dependent on them kind of annoying though (i constantly rammed into those underwater and the jump course before that and created new dead blocks by dying and just wanted to retry the clear course without waiting)
got to the normal(?) ending :) i didn't quite understand how that other attack is supposed to work and how i should not look at the enemies/be afraid of the sword. There was that bar which sometimes filled a tiny bit, seemingly at random - it pretended me from attacking when enemys jumped on top of me and i still have no clue what its purpose was or how to fill it.
looks cool :)
some more levels (so you have different routes) or a use for the normal mode would have been nice.
It looks like you were new to the engine and had to figure out how it works by using stuff from the tutorials? It's always awesome when you use Ludum Dare to learn something you never did before!