Robo Juicestice by BNeutral 2013-12-17T03:13:00
Loved the art! Felt like there was a definite gap after the first wave of enemies...props on the final boss art, totally badass
Foon → Ludum Dare Explorer → Users → rscar
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 38 | A Small World | Planetary Defense System Omega | compo | 4.00 | 4.50 | 3.75 | 4.00 | 4.75 | 3.00 | 3.00 | 4.00 | |||
| 2016 | 37 | One room | The Nights | compo | 54 | 3.94 | 3.81 | 3.25 | 4.00 | 4.19 | 3.56 | 26 | |||
| 2016 | 35 | Shapeshift | Bortman | compo | 34 | 3.99 | 3.92 | 3.08 | 3.85 | 4.17 | 2.79 | 2.98 | 3.42 | 87 | |
| 2015 | 34 | Two Button Controls / Growing | Bargain Bonsai | compo | 144 | 3.72 | 3.20 | 3.93 | 3.90 | 4.00 | 3.11 | 3.26 | 3.22 | 57 | |
| 2015 | 33 | You are the Monster | Final Circle | compo | 165 | 3.59 | 3.47 | 3.29 | 3.59 | 3.29 | 2.56 | 3.06 | 32 | ||
| 2015 | 32 | An Unconventional Weapon | Arthur and the Staff of Arbitrary Arrangement | compo | 144 | 3.68 | 3.23 | 3.71 | 3.71 | 4.06 | 2.29 | 3.60 | 52 | ||
| 2013 | 28 | You Only Get One | Monogon | compo | 127 | 3.58 | 3.53 | 3.58 | 3.75 | 3.96 | 2.28 | 1.75 | 3.17 | 96 |
Loved the art! Felt like there was a definite gap after the first wave of enemies...props on the final boss art, totally badass
Simple and fun! Only complaint would be when the background changes to white or a really light color. One might argue that this is a super challenging gameplay mechanic haha. Good work!
Super fun! Most important part of game design haha, well done!
Hey I thought the one square sprite really worked for you :P I really loved the graphical style. Really fun gameplay too. The only hang-ups I had were that my cursor would sometimes be somewhat unresponsive (not to worry, no stars detracted haha) and that some of my games reached a bit of a stale-mate, though this could definitely be improved on with the power-ups. I feel like this control-scheme would fit perfectly on a touchscreen device.
Thank you all for the positive feedback!
@aeveis It is challenging but I promise it's doable haha. I originally wanted to implement some more elements to be able to make it more of a puzzler rather than just a tech-skill game, but time was running short during level design so I had to make it challenging somehow!
This game was awesome! Super innovative, I loved it. Well done with the audio and overall design.
Dang this was heavy
Loved the visuals!
Big sharp teeth
Enjoyed the frantic combat, and the effects were really well done, specifically the fog and spider(spider-thing?)-web. Great work, enjoyed the play!
Ahhh I love it so much!!
Very much liked the graphic style, felt retro, and the attack animation was on point. In agreement, I would have liked a little more direction, I'm all for the "figure it out dealio," but I personally feel better with a tangible goal or direction.
I want more levels! Really enjoyed it. I also experienced the same bug where the camera flew off, though I could solve it by teleporting/dying/restarting the level.
Way to go man!! Hope you had a good time, can't wait to see more games from you!
I loved it! Felt very juiced :)
@Team Klappermann Thank you for playing! Yeah, I didn't get to optimize quite as much as I would have liked, sorry to hear it wasn't perfect for you! The hands-tied bug is definitely a problem, which *can* be solved by dragging yourself against a wall (since they're physics objects), but obviously a player shouldn't be expected to do that haha. Shadow effect is just standard Unity lighting! Each object has either a cube or cylinder attached to it with the "only shadows" mode turned on, and the game is technically running in full 3d, so really not much custom lighting going on :)
Enjoyed the graphics and the concept! Experienced a number of bugs while playing though. Was challenging to learn correct movements and found myself mashing x and y, which causes the fabrics to spread further and further out, and then crashed on level complete.
@Dooskington Thank you! Windows standalone should now be functional
So challenging but I love it
Oh god I feel so uncomfortable. I love it. This is so weird and I'm still listening to the crying while typing this and feel like I'm going crazy. Like a very unpleasant ASMR recording. You should do ASMR recordings for the deranged.
I liked it! And watching you make it! I felt like I didn't really have a reference point for what's a "good" score as I was playing, so I wasn't entirely sure what I was working towards. But I can appreciate the fact that this makes it very replayable. And the execution of your concept was spectacular, feels very polished.
Really great stuff! Fantastic color palette and art, and as others have been saying, the overall polish feels wonderful
Seriously amazing! Really into the music and art, but I think the level design is my favorite, really necessary with your mechanic, and you killed it. 5/5
Super fun but also super challenging! I love it. Well done.
Plays well, I liked the concept. From a design perspective I feel like the bar should only fill up when the game is waiting on player input, having to wait for some period of time while the responses are typed induces the wrong type of player stress in my opinion.
UGHHHH missed the last one, score of 1. Solid entry, simple but very enjoyable, difficulty scale felt right.
I really enjoyed this! The puzzle mechanic was really fun and felt good
I enjoyed it! I'm a fan of the simplicity. I found the "wall ride" thing where you could ride up the left side of blocks, not sure if this was intentional or not. Good detailing with the camera shake.
Thank you all for the feedback! @Headmade the levels loop, 1-3 over and over, though it does get harder with each iteration (more enemies, harder to kill). The sign at the beginning will actually read "Act 4" instead of "Act 1" after defeating the boss the first time :)
Sound effects were lovely! So much screen shake!! I liked the strategy element with plant placement
Unfortunately the "a square is a rectangle" argument wasn't enough to get through the gate with the wrong shape. Overall enjoyable entry! The music and sound transitions were great
Excellent work syncing the music to the movement! Loved it.
I really enjoyed it! I thought it was fun and played well. Took me a minute to get used to the move acceleration/deceleration. If I can be super particular, there's something weird going on with the shapeshift input logic, when you hold LMB+RMB, and then release left
Sorry, didn't finish my comment: "...and then release left, the box shifts to the default form instead of stretching horizontally, this got me killed a few times"
Lovely art, and thank you for leaving the shapes on screen at all times, I feel like a lot of games have shapes assigned to certain controls but can never seem to remember what the mappings are when things get frantic
I liked the super hexagony feel to it, the music/vibe were very enjoyable. I agree with others in that the shapeshift should be a bit faster, and I think the game could use some more feedback. Would have liked to see some more effects when a shape was correctly matched, and when lives are lost. Overall solid entry though! Felt well put together
Really cute! Just would like to have seen more of it haha
I really loved the art! And it felt very polished for the most part, character customization was a nice touch, and I liked how the character direction followed the cursor on that screen, its the little things haha.
I tried out both versions (win 64), and unfortunately I hit bugs in both of them. Got stuck on the final floor in the compo version (which I believe you know about), and in the post compo version I wasn't able to kill anything. Encountered a single guy and ran around shooting him for a while, though maybe I misunderstood something and this is user error.
I agree with your comments about guaranteeing a powerup, and I do like the potential that your shapeshift mechanic holds, but I feel like some design changes might be needed to make it more useful - I had a tendency to clear a floor and then find the powerup which negated its usefulness.
Overall good entry, and again I thought the art styling was awesome!
I liked the mechanic! Though at some points I did feel like some of the obstacles were out of my control, namely when I would cross two simultaneously. Also, whenever I shapeshifted, I noticed there was a pause in motion. Not sure if this was intentional, but I feel like there's potential for this to be abused
I really liked it! Loved the art and music, and it felt like a very purist platformer which I'm a fan of
Took me a few minutes to really grasp the controls, but I am pleased to report a score of 224. Really difficult, really enjoyed it!
Not sure if I just missed the upgrades, but if the game had upgrades I couldn't find them...I want upgrades! (for full cookie clicker goodness) I LOVED the art, the cats were amazing, and the music/polish were top notch as well, I just wish there was more of a game underneath haha
Just finished playing through, that last boss was super tough! All-in-all really excellent work though, the mechanic was really fun, and the enemy/bullet types were all great, definitely had that Gungeon feel, which is a positive (though possibly a little aggravating, thought I was done with the bouncing pillar things...they haunt me)
In my opinion, I feel like the bullets could have been slowed down a bit and have done more damage, the game felt very frantic at times and less dodge-based bullet-hellish because of the amount of things on the screen. I think one of the most important parts of a game like this is when a player dies, they know it's their fault. That part of the game feedback cycle wasn't really there for me. But again, all just balance opinions.
Game felt very polished overall, and despite the intro being a little long-winded as you mentioned, it was a really great touch. I like games with balance and trade-offs, and the mobility vs damage vs positioning trade-offs coming from the primary mechanic were wonderful.
It gives me headaches thinking about the shader work that went into making this. Well done though! Wonderful graphics and I thought the sound suited it very well, and overall just very fun!
I liked the mechanic, though I personally would have liked the ability to control the shapeshift, or some timer letting me know how long I have. Also, the game ran very fast for me, probably faster than intended, I believe you might be using Unity's Update() function instead of FixedUpdate(), which I think could be the cause of this. Also, I agree with Conor when he says that the contrast could be better between the floors and walls. Visually, lighter colors tend to "pop" out more, so I might recommend making the floor darker. Shadows might also be helpful.
Reminiscent of Mario Party games, I enjoyed it! The music/sound effects were really great, and added a lot to the feel
Really enjoyed it, excellent first LD entry, congratulations! :D I get the feeling that you're a Vlambeer fan, and that's definitely not a bad thing
Well done finishing and submitting, looking forward to seeing what you come up with in the future! :)
I enjoyed the game! And Kenney's stuff is always a pleasure to look at. I might recommend not halting the players horizontal movement when jumping though, and on the second level I fell and got stuck. Good otherwise though!
Super fun! Took a minute to get used to to the controls, but wow I really enjoyed it! 43s was my best time, started getting hit with the bidirectional lasers and couldn't handle it haha
I like it! I thought the mechanic was very creative and a good use of the theme. I'm a fan of the levels that are more puzzle based as opposed to mechanics, but overall solid entry!
I won! Somewhat challenging at the start, definitely had to learn how to play as all my spiders kept dying (very obvious now). If anything, I would have liked some more mechanics as it did feel kinda "sit and wait"y, but I realize it was a lot to be done with the AI, pathfinding, and other game logic.
I liked it! I agree with your need for more speed, and maybe a button to fast-forward the intro instructions would be nice. The art though! So great, I thought it was very well done, and look at those shadows.
@batmanasb Thank you so much for your time investment in the game - I never meant to ruin any lives haha. Regarding my malice towards players with a lack of useful pieces - blame the RNG, each level is randomly generated (another theme in my games) within a set of parameters. Day 21 is so impressive though, I've never made it past 13 lol, so well done. If I were to make this game in a non-jam scenario, I'd definitely have hand built levels so I could control the difficulty a bit better. Things do get a bit out of hand if the RNG isn't in your favor... I really enjoyed reading your saga though, and appreciate your investment/input regarding my games :)
This is seriously so cool. The interactivity is amazing and the gameplay itself is super fun - each character is so creative and interesting. I appreciate your attention to detail.
Really great, really loved the visual contrast between levels. I'm a big fan of this style of game, and thought you did a great job implementing it. Effects were also lovely, which I know is no small task assuming you're still using your custom engine. Great game.
Wow! Amazing job, and it's super cool to see the variance in your games (I liked Entropy a lot as well). Took me a while to figure things out, but I really enjoyed the challenge! Seems complicated at first but I like that the gameplay isn't crazy complex, but some of the solutions are. The crossed paths is definitely the driving element of the level design, and while I might agree with @Bumblepie in wanting to see more, I'm not sure how much could be achieved in the design without adding a bunch of new pieces, which would make the game much less approachable. Solid entry overall, had a great time with it!
I really enjoyed it! It reminded me of a similar game I used to play on my TI84 calculator, forget what it was called. I think this is a well executed simple concept, which is to me what LD is all about. At first I thought it was somewhat easy to predict and plan ahead, but then I realized the enemies could collide at weird angles and throw off my perfect plan - I think that interaction between them adds a lot to the game, as well as the ability to backtrack lines - both features that were not in the TI84 version of the game I played. One quality of life change that I might have liked... I died a few times because I accidentally created a line right next to one I meant to be "riding," maybe if there was a more forgiving snap to the lines you've already created? Would also make navigation around the room a bit easier. Overall really fun entry though, would play again. Nice work!
@jishenaz Thanks for the input! You actually can build generators to gain resources without the clicking :)
I was having trouble getting the "play" to trigger, would love to play the game though! I would jump underneath it and it started maybe twice...the mute/unmute was working fine. Chrome/Windows 10, sorry!
I really liked this! I wish there was a way to tell what relic countered what, but I suppose experimentation and learning is part of the game. Was going to say that I wanted a recipe book also, but I noticed the planets would tell you how to craft certain things, so I'm going to assume that learning is what you intended the player to do. Great entry!