Foon → Ludum Dare Explorer → Users → RoryD
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 32 | An Unconventional Weapon | Crossy Hell | jam | 418 | 3.34 | 3.30 | 3.14 | 3.20 | 4.14 | 3.65 | 3.35 | 79 |
Wow, this is a really hard game. For judging purposes you probably should have tuned it down a bit. I got past the first level by just focusing on keeping 3 countries in the red. Blackmail everyone at the start to gain money, then keep three countries in red and just let the other two go blue. This is risky because there's no indicator exactly where the red to grey crossover threshold is. If any country goes grey then you lose.
I liked that it made me think about strategy quite a bit. I tried to use the cheats, but they don't work on the web version.
Amusing indeed. Good little story. The only real 'time travel' was at the end. The rest of the time I just saw tab as 'set trap', and q as 'release trap'. I think you could do quite a bit more with this idea!
Interesting game. I was very confused about the combat at first. It was fun, but it started to wear a bit once I realised the best strategy for combat. I stopped playing because I had almost no health and couldn't face trudging back to the healer.
This shows quite a bit of promise though!
Same as Bashabookoos, it didn't start. It could be due to your compilation environment (it looks like you used vs2010) perhaps?
It was fun, until the text would get too small and I couldn't read it. I would have enjoyed playing it more otherwise. The web version had the problem more, but it also happened on the direct d/l.
Right-click to open the doors was pretty difficult to use in the web player, and there were some rendering sorting bugs. I managed to get to the end, but like others said, the shouting attack didn't seem to do too much.
I think it's a novel idea, and the art was interesting though.
Friendly note: You should probably zip it up yourself so that there's just one file to download. I had to hunt around to discover that there is a button to download the folder as a zip file. If I hadn't found it, I wouldn't have downloaded the 9 individual files.
But I did find it! Ok... I was thinking, "who puts the pause button on tab?" before I started the game. Ran around a bit, couldn't kill the first guy. Looked in the pause menus for hints, but didn't find any. Ran around a bit more, looked for more hints, then finally I figured it out! Very creative!
I think this will be too subtle for many players, but good job!
Uuuuuuhhh what's happening. Seriously trippy game! This is really hard to control, but I think I'm saying that in a good way. It's definitely got a QWOP like feel to it, but I like the football take on it. It felt floaty at first, but I think that you're supposed to use q/e to dodge more. I lost every time...
This is pretty tough to play by yourself. It's well presented, and I like the audio.
I like that you can actually finish this game. I didn't see the unconventional part of the weapon.
Really fun. There's a great trade off between risk and reward. Control felt a bit floaty to me, but then again it was super useful when I needed to get out of there.
Like Victor RENE, I can't play this game on Chrome due to the keys not responding.
I'm going to look beyond the terrible frame rate and bugs and say that this could be a pretty fun game. The game kept showing me the respawn text even though I was still alive. I realised pretty quickly that there's no incentive to do anything but hold the shoot button down.
It's definitely very hectic and confusing when you get thrown in. I didn't know what was going on for a while.
What a fun, interesting game! I thought that the close zoom was to encourage a 'fog of war' type situation where you had to pan around to maintain situational awareness. Then I realised that you can zoom out and it made things much easier.
The audio was nice.
I found this really tough to play since, like others, I wasn't quite sure how to effectively use the words. It's an interesting topic, and and interesting take on the theme.
Interesting idea. I wish that at least for judging purposes it would let me start back at the level I failed on rather than at the beginning.
You can basically only play this game using trial and error, so it's pretty difficult to get significantly better at it. It was a little rough remembering which colors do what.
It's certainly unique and enjoyable as a puzzle game.
I really enjoyed this game and can see its potential. My notes as I played were:
- Took me far too long to realise that I needed to buy new beds to be able to hire more workers. I thought that 'quarters' was referring to a quarter of a year and that I had to wait.
- Since there's no way to tell how many workers can work in a lab, or how utilized that lab is, I just had to guess and buy a bunch of labs just in case.
- I'm not sure if there actually is an end goal, since there was no number specified, but I definitely got to the point that my numbers were skyrocketing.
- The one thing this game is missing to me is conflict. There's nothing to drive you to the goal other than the goal itself. It would be nice if there were some kind of measure of progress against an AI or something. This could be faked of course, but it would add some tension and it could be a race to get off the planet first.
- I liked seeing the uranium barrels fill up. Nice touch.
Very zen! I liked it for how different it is. Get rid of the mouse cursor and add a small reticule dot so that throwing the seeds and watering them isn't so hit and miss.
The spooky question I keep asking myself is, who comes into my room at night and takes the watering can and puts it back onto the table?
Cool concept. The execution is a little off (e.g. the jump feels a bit weird when running, and the encounters need balancing a bit to make it easier), but the idea is really solid. I guess they're supposed to be fungal spores or something that you're firing? I wish you could fire them forwards without having to run and then stop. I think for the sake of rating the game, you should have allowed the player to be hit more. I ran through it three times and got killed by the small guy after falling through the gap each time.
Once I worked out what to do, it wasn't too much of a challenge. It would have been good to have multiple customers at the same time and they will leave unless you deliver their food on time.
It's definitely an unusual game, I'll give you that.
Wow, tough game! I survived 21.934 seconds and killed 52 zombies. The weapon looked like that needle weapon from Guardians of the Galaxy. It was tough due to the spawning of the zombies and the move speed. I think it might have been a bit more fun if the enemies ramped up a little more slowly. I basically just focused on keeping my character out of danger and swirled around the weapon in hope of killing zombies. I played with a controller since playing with the keyboard didn't feel right.
I love the idea, but the details of the implementation are off. It's too easy to get into a situation where the level is no longer solvable. Beyond that, the level of influence you have over the characters isn't enough. You end up waiting for them to happen upon a trap so that you can fire it off.
My comment probably sounds pretty negative, but I want to stress that I think this could be a fun game with some more work.
Wow, was all the art and audio done since Friday? That's impressive if so. It's not the kind of game I would normally play. I wish there were a bit more interactivity. Most of the time is spent clicking to get to the next part of the story.
Slo mo on the cube hits and death was cool. The controls felt a little off. I expected it to have a bit more momentum, and it pitched more than it looked like it was moving. It was fun once I got going, dodging through the obstacles.
Fun game! I got 129. It was quite difficult to get the ants out in the open due to the distortion on the magnifying glass, but I assume that was intentional. I realised quickly that the best strategy was to let the ants come to the sugar and then destroy them at the last minute. Multiple sugar piles would invalidate this strategy.
Do you really, really hate me or something??? That game is outrageously difficult!
I love the backstory you provide to explain the idea of the game. I'm not sure what the weapon is the the character has, but it might as well be harsh words for all the good it did me.
I couldn't get this to run. I changed the path to point to java on my machine (I don't have it in the path), but still got an exception:
Exception in thread "main" java.lang.UnsupportedClassVersionError: ld32/ug/main/Underground : Unsupported major.minor ve
rsion 52.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.launcher.LauncherHelper.checkAndLoadMain(Unknown Source)
I like the interesting look of the game, and the walk animation is pretty humorous. The controls don't really work in the web player since the mouse is nowhere near sensitive enough.
The world is so barren. I walked outside and then walked around for quite a while but I didn't find anything. Eventually I came back to the house and found a bunch of stuff behind it. I think the game could be a little more focused.
Weird. Fun. Weapon 2 is the best. Not sure what weapon 3 was doing exactly. You set the tone really well with weapon 1. Good job!
I got stuck by the spawn point in one of the rooms. I think the tower and I both spawned very nearby, so I could no longer move (or shoot it).
Since the towers don't move, my strategy ended up being to go to the opposite side of the room and then just shoot in one direction and strafe. I think that adding moving enemies would help this quite a lot.
It reminds me a bit of Smash TV - a good thing. There's some potential here.
I like the mechanic, and the execution is good. The fact that the camera sometimes pans means you can lose your sense of motion. I wonder if it would be more intuitive if the camera were on fixed screens? I definitely started the double-tap space peek. Good job!
Very surreal. I feel like it would be a bit easier with the camera pulled back a bit so that you can see the guys coming. Also, air control would be nice. I liked the setting.
Awesome game! I really enjoyed it. There was some good strategy involved in maximising your score while minimising your risk of losing. Also the choice of how to use your weapons made it quite interesting. I got 1450.
Very unique. I made $120 but then no more tourists spawned. I liked the art style very much. I felt that I was penalized for hitting notes a fraction early, but not for hitting them very late. It would have felt better to me if there was an even window around the beat since that would have allowed me to use my ears to hit the buttons too. As it was I almost had to block out the music since I had to aim to hit the buttons a bit late to make sure I got the music going.
Is it top down? Is it side on? I can't tell! It was pretty fun. I liked the weird light guy, but as someone else mentioned, the dodge didn't work on the web player (well it did after I accidentally went full screen). It got difficult really quickly!
For a team of beginners you did a great job. You've got more than enough levels and a good variety of characters. The execution is a bit off (physics bugs, missing hit indicators, you can run through the entire level without damage), but that's to be expected if you're just starting out.
Keep it up!
Even after reading your instructions it took a while to work out how to play. I like your take on the theme.
I got a java exception trying to run the game. I'm probably doing something wrong since I don't use java very often.
Error: Could not find or load main class food.jar
The tutorial is very confusing since it tells you the wrong controls (or I have something weird set up). The tutorial tells me to select using RMB, and move using LMB, but the game works the opposite way. Also, it's confusing if you leave the spawn button selected since you can't select another drone.
Despite that, I can see a fun game here. It's a funny take on the classic physics repellor mechanic.
Good job finishing your first game jam! It's mine too, but I've made games for many years so I have a big advantage. I'm betting that you learned a lot from this, since I did too.
There were a few issues with the controls feeling a bit sticky for me. I liked your take on the theme though. My son just asked me "why are you shooting babies???", to which I replied, "I'm not, I'm giving them lollipops!". A normal conversation... Though a lollipop is probably almost as deadly to a baby.
Anyway, I hope you keep it up! I'm not sure why you didn't make your game eligible for the overall category.
This is definitely a very different idea. The controls require a lot of coordination and mental effort on my part. It's especially hard to remember which side is which (despite the different colors).
Funny game!
Fun game! I broke it when I fell off one of the moving platforms though. It would be interesting to see what other puzzles could be done with this mechanic. I didn't feel the need to block ever (though, I didn't get to the boss)
Cool idea. I can see that with a more time this would come over quite a bit better. I like physics games, so it was fun to control the lander, but the camera was a nightmare! Half the time the lander blocked my line of sight, or it was off screen. I would have liked to be able to finesse it down onto the rescue point, but I couldn't keep it in view. I guess I got close enough since I noticed the distance no longer changing, so I left the surface.
In summary: Good idea, good back story, needs a bit more loving!
Jumping was semi-broken for me. I like the idea of turning enemies against each other, though it's a bit tough when there's only one on screen. I think it would have been much easier to play if q, w, and e just immediately shook the ingredient rather then having to load it first and then fire with r.
I liked this, but it took me about 10 swings of the club to realise that you have to drag in the opposite direction to the way you want to hit. As others said, the controls for the guy were frustrating, but I enjoyed the humour. It was difficult to play the game and enjoy the story though.
Good humor, mellow soundtrack. It took me a while to figure out that I needed to throw the attractor and then press action to move the crates.
The levels are well set up to force you to learn each mechanic. The jumping felt a little off to me, and I got stuck inside the crates quite a few times. I can see that with some polish, this could be a really fun game.
It's pretty difficult, even on easy! I managed to herd all of the enemies into the size of one enemy, and then tried to attack them all simultaneously. I got a few, but then I died. :(
It's a pretty difficult game, but enjoyable. I like that you made the sun rotate around to keep things interesting. You put some nice effects in there too.
It's like static asteroids, but with multiple shooters. It was more challenging than I thought it would be due to having to divide my attention between each of the turrets as they spawned and got destroyed.
I had the same problem screen-shotting my game. I ended up temporarily dropping in a Time.timeScale = 0.1 on an appropriate event in my dev build and then it was easy. I believe you can still update your screen shots.
Good job for your first game! It's like an interactive story. It was very amusing!
Fun game! I wish laser pointer would fade out away from the cat to remind me that it can't see it. The pesky squirrels were fast. Good job.
This has a fatal flaw! You can just spam space and left mouse button, then just concentrate on moving the cursor over the good apples. I was effectively invulnerable when doing this, and killed all of the enemies without them taking any money.
Good art, nice audio, nice idea. There was quite a bit of trial and error on my part to get the heart to bounce to the exact location of some of the switches. Not sure, but this might get a bit tiresome after some time.
I got a little lost near the beginning, but in general the level design was well thought out to show what you can do.
One thing that might have been interesting would be for the 'follow heart' button to only follow the heart once it starts going off screen. Then you could just mainly use this button.
Anyway, good job. That's a lot of work!
Fun story with intersting possibilities. I did not stoke the bellows, so I have no idea what everyone else is talking about.
The rooms were enormous!
A simple game, much like a music game. It would have been nice to hear a note or something when you successfully block a pizza.
I think there's a good idea in here, but it's so confusing at the moment. It definitely requires a familiarity with individual lines of literature which I don't have. It's pretty hard once you jump into a scene to work out who is who, and what they should be saying.
Still I think it's a really interesting idea.
Interesting, but at the robots really supposed to be lightning-quick? At the point where you bring one close to the other, there was absolutely no chance of my doing that since the robots move at least 10x as quickly as me.
I think the idea shows some potential, but it's hard to really experience it right now.
Ok, I love physics games so I really enjoyed this game. I felt like I should be able to rotate in place though. Did you consider this but not do it for gameplay reasons?
The grapple mechanic is fun, but I was a little unclear as to the rules of the length of the grapple leash. I think it's probably tied to the distance you grab it at, but not knowing made putting the little blue things into the slots pretty difficult sometimes.
I like the old-school looking ship and asteroids, and I wish the other items in the game had looked in this style too. In particular, the grey walls on the grey background were confusing at first.
I appreciated your very well thought out introduction to each of the mechanics via the level design.
All in all, good job!
Finally, it crashed several times for me:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Mouse Event for Glob Right Released
for object obj_Player:
Unable to find any instance for object index '102262' name '<undefined>'
at gml_Object_obj_Player_Mouse_57
############################################################################################