Short Circuit by Nick Cash 2013-09-03T13:50:00
Mouse movement would have been nice, with maybe a capped velocity. Was fun thanks!
Foon → Ludum Dare Explorer → Users → Reyn
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 36 | Ancient Technology | Tower Miner | jam | |||||||||||
| 2016 | 35 | Shapeshift | Shape Shift Runner | jam | 402 | 3.38 | 3.08 | 3.12 | 3.77 | 3.31 | 3.35 | 49 | |||
| 2015 | 33 | You are the Monster | Monsters always finish last | jam | 420 | 3.34 | 2.91 | 3.91 | 2.88 | 3.23 | 3.53 | 64 | |||
| 2014 | 31 | Entire Game on One Screen | Farm Invaders! | jam | 524 | 3.19 | 3.13 | 3.20 | 3.93 | 2.50 | 2.88 | 2.78 | 51 | ||
| 2014 | 30 | Connected Worlds | Solar War | jam | 287 | 3.36 | 3.48 | 3.46 | 3.68 | 3.52 | 3.00 | 3.10 | 53 | ||
| 2013 | 27 | 10 Seconds | Time Perception | jam | 365 | 2.95 | 2.61 | 3.18 | 3.67 | 3.40 | 2.65 | 2.71 | 3.18 | 85 |
Mouse movement would have been nice, with maybe a capped velocity. Was fun thanks!
Died 72 times before I killed the boss, unfortunately he killed me too, fortunately I still won :P I agree with the bullets on the back ground. Nicely done.
Good job. Loved the sheep reference :) The only thing really missing is going back to the previous check if you don't make the next check point in time. Rate some more games if you want people to rate you.
Hi, first tower defense type game I see on here. I know I should build mines over mountains and the sawmill over trees. How do I stop the attackers ? The archers doesn't seem to either generate archers or stop the baddies. Rate some more games if you want people to play your game.
Nice, a completable game, made me think of super hexagon. Thanks
Well done. I coulnt finish the second level, it seems I cannot jump high enough ? Rate some more games if you want people to rate yours
I agree its difficult to aim if the camera is moving, makes me feel a little sea sick. Was not immediately obvious which obstacles can be shot over. The sound make a big difference to your post comp version. Use of a line instead of a simple projectile made aiming a bit easier. I think the cursor blended into the background. Rate some more games if you want more people to rate yours. Thanks
Awesome. I also have a time perception game, your takes it to the next level though :) Feels like a mixture between my game and braid :P Well Done
Nice, with some refinement it might be the next super meatboy :P
I never knew carpets made tvs slow down that much ;-) The robot was too close to the right edge of the screen for me, that did make the game a lot more intense though.
Looks like this is heading towards something like 'glorious space battles', keep it up
Good job. Very few people have original music, I love quest games. I assume only the surrender ending is currently working ? Thanks
Speed Chess :) There seems to be very few strategy games, Thanks
Nice idea, feels like 10 seconds is a bit short for the concept.
Loved the idea. Isometric works nice, took me a while to get use to how to move. I got stuck in the hills where I cannot get a green platform to go up, I see other people have the same issue, I thought it might be part of the puzzle...
Nice, guys to beat the boss it seems you need to jump against his side (left worked beter I think). I so wished the checkpoint button on the main menu worked. Makes me think of gish.
Nice. I like the color mixing effect. Would look nice with a star field or some other background. Mine also runs on android. Check it out!
Good job. Its too easy to kill a cyborg every 10 seconds :) Being able to shoot diagonally would have been nice.
Thanks (The file server you are using is very annoying, I didnt know which of the 3 download buttons to press)
Very well done. You keep giving the player the next page at the right time, like a well timed joke. I loved the ending, anything else might have ended up like the end of lord of the rings (it felt like it would never end).
Nice, you had the same idea as us! Looks polished, well done.
Well done, was mentioned in this blog post: http://indiegames.com/2013/09/screenshot_daily_game_jam_week.html
Thanks. At the end there is a list of times per scene. There is also an online score board which I hope to improve on tomorrow.
The movement is awkward at first and it took a while to train myself to want to jump while on the ground, but after that it turned out to be fun. The movement it just a bit too sensitive I think, could be that its tied to the processor speed and not a wall clock, not sure if it was meant to be that sensitive. It felt less like hell when the rave song stopped :P Thanks
Nicely done. I found the bird, god and the safe. I'm trying to give the one guy his growth hormone hoping he turns into hulk :-] What did I miss ? Thanks
Well done. Foreground and background is difficult to distinguish. Thanks
Well done, very few people have some sort of animation (The creature dying)
Nice, makes me think back to dr brain. I'v never seen this done with more than one 'robot'. Clearing everything if I failed was a bit unforgiving. I think your first level should have been a lot easier, even though one of the comments state that its too easy, maybe with only one or two objects to move, the idea is to rope people in. I found the mode of selecting between choosing what direction box to fill and filling in the box a bit confusing, there is very little except for the green that changes to show that the mode changed. I would have had a flashing cursor to show that its in 'fill in mode'. Thats my 2c. Thanks!
Hi, I'm missing something, you are going to have to spell out what 'see the roman connection' means :-O I cannot use the DDD or the dart in the roman time. Thanks!
I assume someone is suppose to die when you use the DDD ? So that you can use the dart ? Still doesn't work :(
Real life frogger :-) I like the simple untextured look. Only issue I had was that I was looking away from the sidewalk the first time I crossed the screen, so I didn't know to press space to go to the next level. Thanks
Once apon a _disco_ night should come with an epilepsy warning ;) My highest level was 7. I wasn't sure if I made any progress, my guess is you randomize the background and increase the baddies, maybe one extra for each level. I once started on the sun. Thanks
Hi. I wasnt sure what to do once I died, I restarted the game every time, for some reason after some of the restarts hitting enter did not press 'A'. I wasn't sure if falling through the floor was something I was suppose to do, given that it deducts life I guess not. After entering a room I sometimes entered onto a baddie, which made the game very difficult. I liked it, thanks
Hi, like others pointed out there is no perception of progress, increasing the droplet rate and showing the score or time could have done that, causing players to want to beat their own time. The heat sources at the top of the screen were a bit scary to take feels like you are at the mercy of the level designer. Well done, its got everything else. Thanks
Seems your download link is broken :( Can ping the domain but the download hangs
Trippy :)
I died 61 times! Feels good to finish a game for a change :P
Yeah I agree with Chris about the fast enough comment. Maybe have the camera further away. Rope physics ... cats ... space ... weird :)
Hi.
Worked for me. Not really anything to do with the theme but its a working game, well done :-)
Couldnt ping the download server. Notify me if you want me to rate if/when its fixed. Thanks
I concur, looks good, plays well. Nice one arsecheeks :P
Nice particle effects. Makes me think of battle star galactica :P
Took a while to load for me, first thought this was spam after seeing the ads. Looks like legitimate ads, the index.html file has some additional includes from "Free Web Hosting Area". Interesting simple game, thanks :)
Excellent mechanic. You have something unique here.
Nice. I also took connecting worlds literally.
Thanks ryguydavis, I'll have a quick at the lag issue when I get home from work.
Thanks Macocco, having a time delay on death makes so much more sense.
I wish I had enough time to show health indicators on other player and maybe have player health restored based on how many trade routes they setup.
Thanks for all the comments guys. I reluctantly decided to implement the 3 lines of code wolfmother, Tobias and others suggested/felt. Instead of clearing the trading routes on death the player gets a 5 second time out. The score now actually means something... Hope I'm not cheating :-\
Sigh, corporate network is blocking the world, so I'll check and rate your game tonight. I think most of the multiplayer games are suffering from the 'no one is there' issue, yours seem to at least be playable alone. How does some sort of ludum dare multiplayer game matchmaking thang sound? Everyone with a multiplayer game calls a web method when there is an available player. Raters then have a central place to try out multiplayer games and find people to play with... or something.
Nice. Made me think of an abstract myst. What I did for my unity web version was to make the mouse lock and invisible on click, that way people can press escape, switch away and then get back to playing when they click.
Nice. Lots of levels. It is sometimes hard to understand what will move when you pushing something, but I guess thats just a learning curve.
Hi. Nice. Was a bit confused at the start. I read the signs as left and right is A and D. If the sign's blue color was the same as the character then I would have caught it easier. Thanks
I made it all the way out to pluto but then my intergalactic overseer committed suicide (I quit), he just seemed too depressed to make the 7 year voyage back :P I obviously missed something. Very good setting, I had quite a lot of anticipation as to what is going to happen when I reached one of the further planets, but then nothing ? :-|
Hi.
I also used unity 4.6 beta. Just remove the "Will only work on your computer" from your .html file, it confuses people. Nice game, quite a lot implemented. I find the the 'e' key difficult to use with WASD.
Nice, I love open world space games. I also have did a space game. Build an in game tutorial as a post compo project with small achievable goals. Makes me think of kerbal space program.
Nice. If this was an arcade cabinet you would have made all your money on the pacman level.
Well, theres something :)
I don't get the transions to an adult Seraphic had. I used the jar version
Nice.
Was fun to play. See you on the next mission :P
Nice touch with the slight moving of things. Makes it feel more alive.
Love the art. It was a bit difficult to place the player with the mouse, especially since the camera is moving, would have preferred arrow keys or having the character walk up to where I clicked. Thanks
Nice idea. Would be good to see which is the selected gate.
Mhmm, what are the keyboard keys for this ?
Hi. Makes me think of commandos, but I can't figure out if those games were turn based or not. Great tutorial. I would let the enemies have some sort of momentum so that their movement is less erratic. The entrance area is very small I had a couple of campers that wouldn't let me pass for a while. There doesn't seem to be any 'reward' at the end after taking the crown back, I might have missed it. Unfortunately some of the enemies got stuck in the walls. It wasn't possible to see behind the entrance wall so I got surprised once. The game has a clear goal and clear obstacles to overcome. Add to your description that enter also ends the turn, it makes playing more engaging. Was fun, thanks!
The best use of the theme that I'v seen so far. I ran into a couple of situations where the jeep stopped responding after I flipped it. AFAIK there is no restrictions to using public domain models and texture for the Jam, your art is great. Music fit perfectly. Welcome back :P
Hi. It took me while to figure out I couldn't just hold down space and I need to press it repeatedly. There seems to be no end ? Its like an endless runner where you see how far you can get. Your accuracy meter is wrong because you only update the amount of presents delivered after a restart on the UI and not the variable. I would add an online high score and punishment for hitting a house twice and possibly houses that bad girls and boys stay in that need to be intentionally missed :P Nice play on theme. Thanks!
Hi. Nice idea to bring the worlds into the screen, 5/5 for the theme. I, like others, think you can do something great with the venn/euler diagram mechanic. Biggest issue I would say for me was collision, not always knowing if I could move around an object, which could probably be fixed with shadows or making the game 3D. Could possibly also work as a more strategic puzzley game. Was fun thanks!
Hi. I love rpg games. I believe the start is a little bit too mazey. I like seeing story, which you had but I think not enforce enough, maybe the guy at the boat could have mentioned something about your journey. I'm not sure what rpg maker gives you so I don't know how much of the map you made, but the scenario with the hay and fire was interesting. Unfortunately I couldn't pass the screen with 3 colored buttons, I believe I tried all the different orders but the red button kept popping out. If I had to make an rpg game for ludum dare I think I'd make it finishable in 5 to 10 minutes, there is so many games to play that people might lose interest if they get lost in a maze expecting story. Thanks!
Hi. I liked the use of theme and in world UI. The animation was good and the audio fit very well. The numbers at the bottom left need labels, but I figured it out. Would have been nice to be able to restart a level. I think this could also work well as a more puzzley turn based game. The power meter didn't really come into play for me, I was able to set it via the mouse. I haven't played FNAF, which probably fits into the tower defense genre. Through balancing and level design the game could be a lot fun. Thanks!
Hi, you are the only to play my game to completion thus far. I love point and click adventure games :) an infinite number of light bulbs was the only glitch I could find. The subtle movement of the description text looked good. I hope your story isn't from experience :P
@LostTrainDude Thanks!
Sleeping restores health. Health is only lost if you fight a bandit that grabbed a resource. So there are two ways you can die. One is having a resource stolen from you and the other is to lose all your health. I realize its not intuitive, will concentrate more on art next time. (My artist dropped me on this one). Yes its way too easy. I should have spent time balancing things out, maybe later.
@goodbadokay
Thanks !
@vortex @PTSnoop @Benjamin @AntonyBaasan
Thanks I updated the description to explain the game.
@Jonapulse I wanted to make the game monochrome but was afraid of exactly that :P
@nbilyk Thanks =P
@Tuism Funny that you should mention board games. I recently bought and played: ticket to ride, catan and eldritch horror (Stocking up for holidays), and yes because of that my game has a board game feel. Board games were the first thing that came to mind when I read "everything on one screen".
The message about farm murders was a happy coincidence, something that I'm thinking about taking further. I for some reason want to make a game with social commentary in it (It is a very unexplored media in South Africa).
@Murchurl @Red Sigma @FTG
Thanks :)
Great art, the game makes me think of botanicula. You definitely need to take this further. Just a shame about the theme :-|
I also couldn't attack. Maybe I'm missing something.
Hi. I think it would have been easier to control if you had lands around the edges. Its difficult to get the crane to move to the right when its on the left edge of the screen. The crane model seems to be hanging upside down for me. Except for controls that are a bit weird I think you have all the element of a game, obstacles and a goal. I think a rubber ducky might have been a better subject than a paper crane :P Add some more levels, play with the camera, have some more fun :) Thanks
Nice. Cannot think of anything conceptual I would change.
Hi. Thanks for the comment.
Yes its difficult to rate if I can't shoot. I did use unit free's nav meshes in my farm invaders game. Its super easy, two clicks, a drag and one line of code. Also check out unity's multiplayer which is almost as easy. Not that your game needed either. I found people did not like a networked multiplayer entry for ludum dare, I believe local multiplayer is the way to go because it doesn't explicitly require another player to see how it would work. Multiplayer also gives the player an instant goal: 'Beat the other guys', where I struggled quite a lot in coming up with a goal.
Heh, glad I could help :) I'll play the single player tonight, work blocks dropbox.
Ok, looks good. I think it might have worked better to use w/a/s/d to move the player relative to the screen and not where he is pointing, that way he can move around while still being able to shoot at the other player, that might have made it more difficult to move though. Maybe adding some other element to play could have given the game more depth. How about each player needs to circle a pillar to gain score and getting killed you lose score ? Seems like the environment isn't being utilized. Heh, I see your 1.2 version now has the AI player try to hide behind pillars :)
Nice. I have to say I found the new UI less intuitive than you, especially layout. Congrats on pushing through :)
I love adventure games :) The crafting table was a nice idea instead of having an inventory. The ammo amount does run out but does not update in the UI so I had to replay to kill the last enemy. Well done on the audio if you guys did it yourselves. The graphics are better than most ludum dare games. I think Jenna's next adventure needs to be on more than one screen :P
I had trouble escaping orbit a couple of times, which ate fuel and stranded me. You want the player to explore but I need to take a big chance on where to go next there is little indication of where the next planet might be, could also just be part of a hard game. Your UI text doesn't scale, I have a high resolution display which makes the UI text very small (Not sure if you are using the new unity UI, check out the CanvasScaler component). I liked the tutorial text but it became a hindrance after the first couple of times I got killed. I think I might have gotten less confused by the controls if I was not able to strafe in space, so left/right on a planet and just one direction in space, but thats probably just a learning curve. There seemed to be few enemies to get coins from, I might have stuck around longer if there were more, then again we all seem to be turning into toddlers. Thanks!
You invented a new genre, the endless stander! :P I agree with some other comments that say it needs to ramp up faster. Having to go through the main screen and keyboard selection killed pace. Thanks!
I like the idea. I have a high resolution screen, the ship outlines were where I think they should be but the ship images and crew assignment UI are small in the top left corner. I agree with both the depth and feedback comments. Its difficult to see the effect of my actions. The idea of micro managing a space ship hanger is very intriguing, sim hanger :) Lots of operational and technical problems. Crew shifts, part ordering, base expansion, hull repairs ... strikes :-P Thanks!
Hi. The game reminds me of xonix! I seem to not be able to get more than +-7800, the red ball is vicious :) I like the near miss slowdown, sometimes it felt it would trigger but did not, it will probably be annoying if it happened too often. The level art colors are very retro but the ball colors for me don't mix with it well. You hint at a global high score on mgsa but there doesn't seem to be one? Nice game thanks!
Loved how you did the fire. The sheep movement is believable. The art look good. I tried several times to kill the last sheep but I just couldn't. There is an issue with clicking on a sheep sometimes and it seems not to be the trees that are in the way. If I had to change the control scheme I would make you eat a sheep on collision, that might take away some of the feeling of "the hunt", perhaps have a dedicated pounce button. Might just be because I'm playing on a track pad. Are the sheep different ? I swear the last one is slower to move out and quicker to go back. The game of patience :)
Well done, you have movements, collision, animation and what look like particle effects. The city destroying made me think of this video: https://www.youtube.com/watch?v=JQJA5YjvHDU
Could be fun. I don't see a reason to hold in the mouse button. Have a look at Screen.lockCursor
Great game. The only thing that I would suggest is making the "containers" lighter so that we can see them more clearly, I kept trying to understand why my tongue gets stuck top right on level 5. Mmmm guacamole human babies ... Glad all the monster babies got to have a happy life :P
Excellent. One of them most polished games I'v played so far. Loved the art and the paralax scrolling. The story and art changes made me play the simple mechanic to the end. I agree with simon, twitter is for hipsters :P
Excellent, your block characters will be redefining my art direction for ludum dares to come ;-) I believe the reason it is more difficult than it should be is because there is not a warning to tell us that the enemies will start shooting, eg a blinking head, which may or may not be necessary ...
Well done on the mood. Its almost the same type of game as sheep hunter. Have a look at how they did their fire: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=12401. You'll get to kill some innocent people in my game too :) Here is a relevant video on scary stuff: https://www.youtube.com/watch?v=vSKtTBjSBg0
I don't typically play tower defency / resource type games, so I might not be your target audience. I liked the music, the art makes sense. Its a bit difficult to see the swordmen on the background. I'm having trouble building more swordmen, I built a new barracks because I thought that might be the issue, but did not resolve the problem. I think you probably have all the needed elements. Pacing is unfortunately very slow. Have a look at this video: https://www.youtube.com/watch?v=5LScL4CWe5E
Nice. Only issue I had was that it was too dark to find the second door at first.
I loved all the animation, it really makes the world feel alive. The voice acting was very fitting :) I had difficulty understanding the numbers at first. Nutrition should stay > 0 while aggression should be < 4 while improving strength. This video may or not be relevant to you: https://www.youtube.com/watch?v=QCSXEKHL6fc
I loved all the animation, it really makes the world feel alive. The voice acting was very fitting :) I had difficulty understanding the numbers at first. Nutrition should stay > 0 while aggression should be < 4 while improving strength. This video may or not be relevant to you: https://www.youtube.com/watch?v=QCSXEKHL6fc
I found the other 'player'. Do I win ? :) Its a definite start to something. Hope you had fun!
Excellent
I like your trees. The camera movement in the intro is a nice touch. The audio fits the graphic style. Like the other reviewer said I'm not always sure which button will turn which way.
Finally, a game I can finish :) Loved the somber fitting music
Excellent :) Makes me think of limbo. Maybe he is just dead ? :P
Is this a new genre ? The infinite faller ? :) I believe your tutorial and infinite options are the same. Score didn't seem to work. I would have added to the score each time a platform was stepped on or crossed. The wall side felt good.
Hi. I was trying to play this with a macbook pro track pad, it was impossible to kill all of them in 2 minutes :) Have a look at this video: [https://www.youtube.com/watch?v=TlBR1z-ue-I] not that my game is a good example, but it feels like your game needs some differences somewhere. Nice menu, wish I actually spent time making one. Thanks.
Feels a bit too fast here. Might be that you are moving your objects X pixels per frame instead of per second ? I like the idea, I'm sure there are ways to make this more puzzely.
Some great art. Its not immediately apparent which card won, event though it should be obvious I think it should be shown. I think if you match the other player's defense it should count as 'no one wins'. Not sure what happens when you win, do we get that card added to our deck ? I think this video is relevant to card games: [https://www.youtube.com/watch?v=TRHdIScOMWQ]
Sorry I couldn't figure out how to select my weapon. Is it the calk on the table ?
Loved the art. It immediately made me think of strife (1996).
Very well done. Besides mine this is the only game that I found that you are a monster because of something you'v done.
I really tried figuring out how to shoot the cannons.
Clicking on the cannon/crate doesn't give any feedback as to if the cannon has been selected. I'm not sure how to select a cheese weapon, is it by selecting the boxes at the top ? After selecting one of the boxes at the top I press space and then nothing happens. Have a look at this video: https://www.youtube.com/watch?v=QCSXEKHL6fc This is by far the weirdest game I'v played. Well done :P
Nice. I concur what dalbinblue says about level design. Could be a great action puzzler. Thanks!
Very very well done. I can see this on a 90s nintendo console. The only thing I didnt like was that I moved when I punched, then again it makes it more difficult... which is probably good. I got to the 2nd or so mage, where the moonlight got a lot less. I agree put the controls on this page. Thanks!
I liked it, played to the end. Made me think of "Monaco". I agree the controls should not be relative to your direction.
Nice going. Like others say it gets impossible after 1000m.
It seems difficult to ramp up ... difficulty with the few mechanics going on. Some stuff one could add: Shields you can use. Obstacles. Homing spears that might loop around and come back. Have some of the villagers run towards you, which you need to dodge or somehow attack. After adding some extra mechanics, watch this video: https://www.youtube.com/watch?v=5LScL4CWe5E
Yes there is never enough time :)
Nicely done. I tried to built a little emotional roller coaster myself. Liked the passing out effect.
I'v tried it on a galaxy note 4, for some reason it feels like my swiping doesn't do anything, did you make assumptions on screen resolution? The graphics and animation is great!
Seems like the data folder is still missing in the windows version
Welcome :) Looking at your code the next thing you want to learn is data structures. If you like interactive fiction have a look at http://twinery.org/
I liked how you made some spheres look creepy.
Remarkably similar to Desert/Jungle strike. Had to watch a youtube video to see how its shooting worked. You'v had some great comments, I'll leave it at that.
The music, sfx and art brought across the feeling of anime ninja, well done. Took a while to get use to what beats what, I think if the sprites were more specific it would have been easier to get into, eg. If the silver that beats green was an axe and the green looked more like a tree or something.
Great idea. Like the other comment says it took a while to realize what was going on. I think it might have made more sense to be a top down game, that way you can see what shape the pillar you shot made.
Very nice. I initially waited for overhead obstacles, but realized I'm suppose to flatten to take multiple orbs. Well done on your first 3D entry!
@varuns Unfortunatelly webgl doesn't like my materials :( I'll keep that in mind next time. I tried to keep text as minimal as possible, figuring out the keys makes the game last 10 seconds longer, which it needed ;-P Thanks!
@FanieG - Thanks, sorry about the audio, wasn't aware that the audio could be too high, I'll keep that in mind.
@pogo - Yeah, when I sat and saw people playing the game some of them were confused as to if the player is moving or the obstacles. I could have made it more obvious somehow.
@teamross - I agree, after watching people play the game I realized they did not understand that taking a shape meant that you could now become it, some sort of HUD could have communicated that.
Thanks!
Well done on your first ludum dare! :) btw, delete the PDB files! They are massive, 125mb+
I like the idea, but I don't think there is enough complexity. I believe you equally randomize between the available shapes, meaning my build strategy should simply be to add equal amount of shape boxes. Loved the graphics though!
Ja nee toe ek stokkie lees toe kon dit net een ding beteken :) I like the subdivide mechanic. Though I liked the camera movement it would have helped to have had a button to show the entire screen. The game made me think of "Where is my water", but where you control the water instead of the soil. A congratulations or something would have been nice at the end of the 12 levels. Most of the 12 levels were interesting. Music and sound was good and fit the game. Well done on your first ludum dare :)
Nice idea, for interest sake how do you move the ship around ? I assume its a rigid body ? There is quite a delay before the ship starts moving.
Excellent, I can see this on a nintendo ds
You guys also did a shape matcher, nice :) Thanks for the comment
Very nice. Would have been nice if the screen moved automatically. Finished all 6 levels.
Nice. I ran into a couple of situations where I dragged an object too far to be able to reach it when I needed it. Well done on the art.
I like the transformation mechanic. I would have made the crabs be in front of the coral so that it feels more like I'm avoiding it. I couldn't catch any of the fish on purpose, it always had to be on accident, if I was more agile I think it would have been more fun. Music would have played a big role in how long people stuck with the game. I liked text, story like, explanations. There just needed to be some higher goal (was there?), maybe the next shape was a land creature which meant you could escape the pond and win. Well done on your first ludum dare :)
Very nice mechanic and a surprising amount of content. I got stuck on an unforgiving 'line' segment. Well Done!
I agree with the other comments on difficulty. I obviously missed the flappy bird craze or something :) Unfortunately it felt like 3 different games, I think it would have fit the theme more if you somehow kept the player on screen while the shape shifting happened. Music was a bit repetitive, I liked your models. Weird, for some reason your authors page says 'not found'.
I'm with everyone else, I loved the break apart effect :) Thanks for the comment.
I'm trying to figure out what determines the boomerang movement. It looks like it is being attracted by the players. Is it attracted to one shape and not the other?Well done on your first ludum dare, it only gets better from here :)
Very nice, I finished it in 16:32. At one point I thought I might run out of rocks :P I would place the tool very close to the player at the start, looking for it isn't really the core game. Music was good. I had a couple of times where I don't 'lock on' to a rock easily enough. I don't have a problem with the time things take to break or the map size. I was confused at first, I thought I needed to transform to something else to break the wood and concrete. Well done.
Nice idea, somehow makes me think of bomber man. Music would have made a difference. I agree on some of the frustration points of the first comment.
Your mechanics work, the game has a beginning and end, it is a bit short though :) Well done
Nicely done, made me think of rick dangerous :)
Thanks, that was fun. I think if you made the ship flash before it switched it could prevent some of the frustrating deaths. Movement was especially nicely done.
I liked the story aspect. Made me think of castle of doctor brain. I dislike the installer, it felt dodgy. Some funny moments :) Thanks
It feels more and more like ludum dare should be about giving people a 1 minute experience. I liked the animation, something none of my games have had. Short and Sweet.
Very nice atmosphere. Loved the blocky graphics and animation. Seeing this makes me want to understand shaders and lighting better. Primitive cave man is understandably selfish about his fire :) Sorta makes me think of 'missile attack', only there is only one base. Could work as a 'how many seconds I can survive' game, with a leaderboard and such.
Nice. Made me think of contra and some old alien game which I cannot find now. How many levels are there ? I keep dying a bit into level 2. Feels like you could have used more of the screen vertically. Music works well with the pace. Well done on the graphics if you did that yourself.