eukaryotic. by pinkmonkeyhead 2012-08-29T03:47:00
Nifty game. I had fun building my cellular fortress. I got too cocky and got destroyed.
Foon → Ludum Dare Explorer → Users → rhysvdw
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Moth extraction | compo | 276 | 3.66 | 3.66 | 3.91 | 3.98 | 4.03 | 3.52 | 4.30 | 3.63 | ||
| 2013 | 26 | Minimalism | Kall Me Krieg | jam | |||||||||||
| 2012 | 24 | Evolution | Volver | compo | 554 | 2.65 | 2.30 | 2.11 | 2.26 | 3.32 | 2.33 | 41 |
Nifty game. I had fun building my cellular fortress. I got too cocky and got destroyed.
Hey, that was great. The audio and screen shake really made your actions feel epic. The retro art style worked really nicely too. There is room for improvement in the game play however, I just felt like I was going around aimlessly smashing everything. When you get shot it's not a big deal and there aren't many different strategies you can use. Great work.
Hi everyone, thanks for playing.
@AdventureIslands unfortunately I only tested this in Chrome over the weekend. It seems it doesn't work very well in other browsers.
@hirsh No, every bullet does the same damage. In retrospect I should have made the damage change with the size.
@Andrew Your weapon just becomes "more like" the weapon you pick up. So if you have a fast weapon and pick up a slow one your weapon will slow down.
@Accidental Rebel
At first I thought that was a strange comment, but I guess it is not clear enough. I will consider how to communicate more information through the behavior and appearance of the pickup when I work on this again. At the moment you have to look at the weapon of the enemy before you kill them to gauge how its powerup will mutate your weapon.
If you put their speed on zero it just turns into a big incestuous orgy.
Very attractive and well executed game. I had the same problem with the controls, but got the hang of it after a bit. Nice work.
I'm impressed by your writing and how polished this project is. However the dialogue went on for too long without any control from the player... There were many times where I'd have liked my character to have behaved differently. It felt a bit like a linear story with a few token options tacked on. Nonetheless, good work.
That was great. the pixel art was fantastic, and I loved the rogue and text adventure references. However, it was very frustrating that very few commands were recognized in the text adventure mode. I didn't manage to escape, I spoke to the first two ghosts but couldn't work out how to say the password or get to the third ghost.
Sweet graphics. I loved the bloody face. The gameplay was a bit lacking though, every level felt the same. Powerups and more interesting enemy behaviours could help.
@Sergev this is not a roguelike!
Cute. It's a tad frustrating but the graphics are nice.
I felt like I was really there!
Cool, that was fun. I couldn't change weapon on account of not having a mouse wheel on my laptop though.
Fails on Ubuntu:
Exception in thread "main" java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:58)
Caused by: java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path
at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1860)
at java.lang.Runtime.loadLibrary0(Runtime.java:845)
at java.lang.System.loadLibrary(System.java:1084)
at org.lwjgl.Sys$1.run(Sys.java:73)
at java.security.AccessController.doPrivileged(Native Method)
at org.lwjgl.Sys.doLoadLibrary(Sys.java:66)
at org.lwjgl.Sys.loadLibrary(Sys.java:95)
at org.lwjgl.Sys.<clinit>(Sys.java:112)
at org.lwjgl.opengl.Display.<clinit>(Display.java:132)
at org.newdawn.slick.AppGameContainer$1.run(AppGameContainer.java:39)
at java.security.AccessController.doPrivileged(Native Method)
at org.newdawn.slick.AppGameContainer.<clinit>(AppGameContainer.java:36)
at LD24Evolution.main(LD24Evolution.java:32)
... 5 more
An impressive amount of content for 48 hours. I liked the environment, and the game is very polished overall.
I do have a couple of criticisms, however; The bullets can be very hard to see against the backdrop. Also, there always seems to be only one very obvious way to progress through the level, which involves standing still deflecting bullets.
Sorry guys... It was in the form but didn't appear on the page. Strange... Link is here now.
I'm having trouble figuring it out. I'm pressing and holding z. Sometimes I get a snare type sound. "Bright lines" comes on and off. Are there more controls?
Oh this is really great. Tight scope, easy to understand, nice mechanics (esp. the ground wobble). Well done. That's a lotta stars from me.
Mind blowing work. Elegant and creepy as hell. It's also very intuitive and you tutorialized it beautifully. Must have been a long weekend. I'll be keeping on eye on your socials.
I hit a bug where, after entering a map, my revolver appeared to be full (when I expected to have to reload it) and then when I went to fire it was click, click, death.
Also mouse wheel was an odd choice to open a menu... Would be especially confusing for anyone rocking a touchpad.
I'm not cut out of this, went insane on the first map. Apology for frustration accepted. That said, great presentation and it's an idea that makes sense. Would be nice if there were more possible solutions for (or less shuffling of) the earlier levels!
Wow, great game. The driving and drilling feel great. The sprite animation, level and track marks are spot on. It's a crying shame that you didn't get around to audio or a proper win state. I think an interesting extension to this would be to allow the player to speed up so that they can balance their risk/reward. Reminded me a little of some of the maps in Grip.
Wow this is a really nice and polish title. Piloting the ship feels great, and I love the drilling mechanic. Minor quibble that "esc" during the space station menu doesn't close the menu, it exits the game entirely. (I do this in my jam game too, but it's worse when there's UI on screen and so much time investment.)
I will probably play this one some more after I try some more titles.
A bit of confusion around controls and UI but in the end I got the kick back with a martini (with a bit of help from the developer in Discord). It's a lot of moving parts for a small jam, so no shame it not nailing everything.
lol this is very similar to my entry. Nice one, love the voice acting... so satisfying.
Nice sprite work. Feels like there could have been a game there with some more thought and mechanics, but right now it just seems to be about finding a straight line to travel down so that you don't randomly die on each map.
Also I kept going to the middle of the screen to get the red gem that "appears there", and I have no idea how the boulders work.
Strong concept with great visuals. I actually think this is a great entry (and I've rated it as such) despite the list of complaints that I'm about to drop:
The gameplay felt a bit clunky... I think it would have been greatly improved if mouse-down turned on slow motion while drawing the bowstring, and mouse up fired the arrow. Also having "fire" double as the fly-to-enemy was often surprising when I was trying to line up a second target and would suddenly get pulled away. I tried playing without slow motion the first time which was basically impossible--the enemies are move way too fast for the arrows (which are unaffected by slow mo). Mouse speed was also way too high, although this mattered less using slow-mo as I had all the time in the world to line up my shots. A longer music loop would be nice too (but i get it, we're not necessarily musicians haha).
I think with a bit more time you could have developed this into a really fun game, but for now I am left imagining what could have been.
Art carries it though. Love that red/green combo.
Absolute banger. Big indie energy. You got so much mileage out of the range of tiles and the music. I think it's hard to nail the "deep introspection" theme without getting the aesthetic perfect, which you've done. Probably my highest rated game so far. Just earned yourself a twitter follow too. :-)
Okay wow this rules. Super polished and fun game. I was surprised when I realized how it works and how _well_ it works. Music and visuals are super tight, truly an impressive entry.
Had a poke through the repo and noticed that your history goes back a couple of weeks, but I guess this is all non-game-specific engine work? Is it your own engine?
Hey there, decent little entry. I definitely had to read the "how to" as the mechanics are quite obscure. Tried to go in cold a few times before I realized there was a guide. I think the timer counts down waaaaay too fast and there's not enough feedback when it's low or you get a strike. My eyes are concentrating on the maze and then suddenly I've got three strikes and I'm dead. Still, it works and it's a game w/ music, audio, graphics and working mechanics, so good work.
Hey there @romich430, your itch link is dead so I can't play your game!
Hey this is a solid entry. Kind of felt like very a simplified minigolf. It was a bit too easy to just blast through the whole game quickly, and I had expected to be able to stab things (given that I was a sword), but all in all I think it's a well rounded and decently polish experience for a jam entry.
Hey, super novel concept and pretty well executed. I was intrigued, but tbh I didn't really understand what the goal was (despite it being explained at the start). Still gotta commend you for execution of a very abstract idea. Great mechanic exploration for a jam game.
(Oh also you should disallow fullscreen with alt+enter, I did that at first and then went back to windowed when I saw the message about window position.)
This is a really nicely polished and complete entry. Nice music, the wagon movement looks nice, and I love that you added confetti when you pass the finish line. It's quite an achievement for 48 hours. I think it would be a good game for a young child, but doesn't offer much mechanical depth for someone like me. It's very obvious what the best strategy is and requires almost no effort to complete. I didn't once miss a wagon buffer, for example. The only thing I couldn't work out was how to get coins when they're lined up on adjacent rails. Solid jam entry nonetheless.
P.S. I don't think you should be distributing your game in a RAR file, it requires software that people don't necessarily have on their computer. Generally should try to make it as easy for people to play as possible.
You've got a new error now... 'Failed to load mono'. Maybe try testing your build before you upload it?
Wow, such an ambitious game. The graphics are truly gorgeous: Title screen, ships, characters, all of it. Love the sci-fi/bronze age theme. Also the modular ship system is interesting. I love that the damage in the ship combat layer is reflected in the platformer layer.
In-ship combat is really weird (just tapping shield as you approach the archer). Both the platformer and ship controls are really slow and hard to use. Also on my second run I ended up dying because I couldn't identify which ship was mine in a cluttered battlefield.
You should really upload this game to Itch.io or share some social media links here or something so that I can follow you to see what you do next.
Very cute! I also found that I was able to make $$$ from putting many animals in the same room. They didn't mind at all!
Well, this is a strong entry for sure. It looks and sounds gorgeous. I found it very frustrating to get the timing right though so I gave up after stepping on them repeatedly. Nonetheless it's a high rating from me!
Thanks @tim77, I'm glad you enjoyed wangling your noodle. The moth code can be found [here](https://github.com/rhys-vdw/ldjam-48-moth-extraction/blob/ce291bb335f491fef337db17d67f49fbe8d83518/Assets/_Game/Scripts/Moth.cs#L42-L67). It's all fairly simple and modeled in Unity's 2D physics engine. The moth is constructed from 2D capsule colliders connected with motorized hinge joints.
moth2.png
The wing speed is determined by a sine function to give a flapping effect, as is the wiggling of the body. The "flight" of the moth (once freed) is entirely emergent from the counteractive force of its limb movement and tail wiggling, there is no gravity to overcome.
@lawrence haha, sh. Don't tell anyone about the self-ejecting moth. 😉 I'm relying on the player to push it in!
I agree about the moth behavior but it took me so long to actually beat it the first time during the jam that I was terrified of changing anything after I'd proven that it worked.
I don't think this is a game that needs to be revisited but given more time/less laziness I would have liked to have made it less predictable. Thanks for the feedback.
@nyanpierre https://youtu.be/N8RwzE0_XmU
@quite-good Do you mean it hurt your ears or you liked it? Volume's probably a bit extreme in retrospect (just played it and nearly blew my own head off).
Thanks for the stream @kuviman. <3
@silkypantsdan thanks for the feedback. https://github.com/rhys-vdw/ldjam-48-moth-extraction/issues/1
@felo07 only once, not much to it!
@badpiggy yeah, it is meant to be annoying. Nothing fun about a moth in the ear. Thanks for playing.