Tiny Explorer by rijnswand 2017-08-01T18:30:23Z
It's the opposite of Need for Speed. Nice.
Foon → Ludum Dare Explorer → Users → Richard Bunn
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 39 | Running out of Power | 👥 | Last Train Out | jam | 128 | 3.84 | 3.27 | 3.40 | 4.22 | 4.40 | 3.87 | 2.74 | 3.61 |
It's the opposite of Need for Speed. Nice.
Juicy as f*%k! Nicely designed, good interconnection of the various systems.
I feel strange, and powerless. Was that your plan...?
Big puzzle/platformer fan, so I was so excited to play this after seeing some gifs on Twitter. Love the idea and the cable effect but overall I found the game confusing. The audio was ear-grating, and put me off wanting to experiment with the game. It's still incredible you make a game this well polished for the jam though.
Lovely presentation. Nicely done.
Would love to see this as a full game. I would happily play it. The telepod mechanic is one of the coolest 2D navigation ideas I've seen in a long time and very nicely executed. The theme of the jam is nicely handled with the mining to keep exploring. As mentioned by other players, the game needs something other than the crystals to explore for. If there were a layer of story, quests and some other systems to this game could be great. One of the nicest I've seen in the jam yet.
Fast twitchy shooter. I expected the light to do more - drain the battery faster, but also shield me from ghosts perhaps. Fun to play, though didn't make it to round 15. Wonder what happens...
I love this theme, very inventive. If you made a full version of this I'm sure Apple would feature it :)
Epic effort. Only complaints are that the camera controls (camera rotation to mouse position) make the character movement a little confusing. I didn't know what the CTRL ALT DEL stuff did. They seemed to stick to the enemies without doing anything.
Fun 10 minutes. Will look out for this one becoming a full game in the future!
Neat idea and well put together. I suggest changing the keyboard layout - it's a little unpleasant. Nice rotation controls, but not helped by your character not having a clear front. Starting in the dark didn't help - I didn't know where I was! You should start in the light, and make it obvious that leaving the light is the dangerous thing to do. Could certainly be expanded into an atmospheric puzzle game.
Probably my favourite game of LD39 so far. Not the most inventive use of the "running out of power" theme for sure, but certainly the tightest, most polished, non-Unity game I've played. Extremely well done guys. I would play a full version of this if you ever make it.
Wonderful.
AWARD FOR MOST CHEERFUL GAME EVER MADE! Lovely music and sound effects, but unfortunately not much of a challenge. Similar timing mechanics to Ouendan or Elite Beat Agents on the NDS. Would have liked to see some more challenge in that direction. Wa-hooooooo! <3
Yeah very nice feel to the shooting. Nice twist that running out of power makes you stronger - live on the edge!
Thanks for the feedback guys - keep it coming! We can't believe we made this in 3 days either!
@stoffe 12227 is a great score. No one on the dev team made it past 13k so far. There were a lot of ideas that we had to cut such as events (incoming attacks, weather, radiation storms, etc) and other features of the train that would unbalance the systems and add some progression to the gameplay and reduce monotony.
We're going to have beers next week and decide if we want to make this a full game for a few $ on Steam. Maybe you guys can help us decide :)
Nice idea to make a shooter using some gravity physics. Would be more enjoyable if the resources didn't drain quite. Pretty simple use of the theme, might be nice to get a recharge from being in a planets orbit - like there's a base that recharges you, but be careful not to crash. God stuff!
Making us do logical reasoning puzzles after we all just jammed for 72 hours straight!!? You cruel, cruel bastard! :D
Nice charge/shoot idea and a brilliant little concept. The enemies spawning at a constant rate makes it a little predictable and harder than it needs to be from the start. Would love to see this idea expanded into a more considered puzzle-action platformer. Great potential.
Not bad