Robotic Sports by TheGamer1123211 2017-12-04T08:33:40Z
Runs fine on macOS. I couldn't figure out how to shoot at all though - LMB did nothing. RMB put up the shield as expected. Visually great though!
Foon → Ludum Dare Explorer → Users → rsim
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | Aero-Ball | compo | 980 | 2.82 | 2.40 | 3.34 | 2.97 | |||||
| 2019 | 45 | Start with nothing | B.E.A.N.N. | compo | 3.00 | 2.00 | 2.00 | 2.00 | 3.50 | 3.00 | 2.00 | 2.00 | ||
| 2019 | 44 | Your life is currency | Jungle Magic | compo | 419 | 2.91 | 2.97 | 2.50 | 2.79 | 3.12 | 2.89 | 2.60 | 2.67 | |
| 2018 | 43 | Sacrifices must be made | Tracks of Valhalla | compo | 492 | 2.45 | 2.26 | 2.31 | 3.09 | 2.95 | 2.33 | 2.19 | 2.00 | |
| 2018 | 42 | Running out of space | Polyhedra Stackerama | compo | 2.60 | 2.00 | 3.30 | 3.00 | 2.29 | 3.00 | 2.83 | |||
| 2017 | 40 | The more you have, the worse it is | Puzzle Trubbles | compo | 446 | 3.16 | 3.02 | 3.08 | 3.30 | 2.69 | 2.95 | 2.63 | 2.79 |
Runs fine on macOS. I couldn't figure out how to shoot at all though - LMB did nothing. RMB put up the shield as expected. Visually great though!
Thanks everyone for giving my game a go! I've uploaded a new version with a bug fix for the cannon not firing sometimes - hopefully that resolves some misunderstandings of when the cannon overheats and some of the 'missed' shot issues too.
I've also put the entire project (rather than just the source zip) up on GitHub, as I'll be improving it a bit in the next few weeks. I was looking forward to spending the LD Sunday working on just art and audio, but my time had to be spent on gameplay instead - which was rather disappointing as the main reason I participated in LD was to force myself to practice my art skills! :)
MacBook Pro running macOS Sierra 10.12.6 with a Nvidia GeForce GT 750M. Drivers are all from Apple (NV doesn't provide any for macOS). As a datapoint, I haven't had any issues with the ~30 other WebGL games I've played from the compo, but maybe Unity has an auto-fallback for WebGL2 or something?
Nice all-round game - I found it quite enjoyable and loved the humor also. One thing that did trip me up frequently was that the mouse wasn't locked to the window, so I kept clicking outside accidentally and had to switch back to the game.
I really love this for the theme - congrats, out of over 50 games I've rated so far, this is my first 5/5 for the theme category! The music and camera/transitions were great too.
Nice game! Very difficult.
On the games page you say that your friend made the music however - compo entries must be only content you alone created during the 48 hours. Jam entries you can use assets by others, but should opt-out of that category for judging (in this case, audio).
Doesn't seem to go past the initial information screen on macOS?
@jason-kennedy Here's what it looks like on macOS: Screenink_201712041441.png
I'd love to see a WebGL version of this so those of us not on Windows could give it a go! Any chance of exporting one? :)
I often found the input keys unresponsive - made the game unplayable unfortunately. Low frame rate also didn't help the playability when it was responding to input.
It looks like you've entered this in the wrong category - team efforts are meant to be submitted for the Jam, not the Compo (which is individuals-only).
For the game itself, it took some time to figure out what I was supposed to do, and I found the controls very awkward as it uses arrow keys with the mouse not WASD. I wasn't sure what the purpose of using the mouse wheel either to raise-lower the box was? That was incredible awkward also, having to hold the left-mouse down while scrolling the scroll wheel.
I just played the WebGL version and I'm not seeing any way to level up? I had around 4000 points but was still Level 0, and couldn't find any key pressed that made it level up.
Chrome can't run WebGL from a file:// URL, but it worked in FireFox fine.
I'm very impressed with how well the platforming works - nice job! I thought it was a fun concept, though challenging. It took me a few tries to figure out the gameplay, but all-in-all not bad on that front. I was a bit annoyed that I could only have one coin in play at a time and that the coins would disappear after a short time, as it meant I couldn't set 'traps' - and also the coin would just disappear, not get refunded.
Hi everyone - I've added a demo video to the description which will hopefully clarify some things with the gameplay, and also expanded on the explanation a little! Sorry about that!
@jasacken : oh interesting, thanks for the heads up. I've been testing in Chrome and FireFox, which work wonderfully. I did just test Safari too, and you're right it's not working for me either. Boo! This was developed on the latest beta of Unity 2018.3 (b12) with the Lightweight Render Pipeline, so I guess it's an issue that they're yet to resolve.
@pandan : Thanks!! Yes, instructions and a demo were on my task list, but of course they fell off the end when I ended up having to spend way too much time tracking down some bugs. :grin: I'm considering a post-jam version, so we'll see! I loved your game too btw; so well polished and fun!
@derek-wilson : Aye, sorry - it was one of those cases where it seemed clear enough from the perspective of someone who already knew how to play. Let me know if the updated instructions and gameplay video help!
@jdelaay025johnd1788 : Thanks!! I've been wanting to put some more serious effort into art for a LD entry for a while now, so this time I decided to just do it - that tank took way too long as I'm not a fast modeller yet! haha. It was worth the investment though, just for the satisfaction of having made something I'm happy with. I had plans for "pulsing" the tanks and mines at the times you were meant to select them, which I hoped would make the required action clearer - but LD being LD, I ran out of time. Post-jam, post-jam... :)
@benburgh : Awesome - thanks! I just watched the review; it's way more in-depth than I anticipated.. so double-thanks for that! The tanks that were remaining on the battlefield despite being ordered to attack the mine was a bug to do with selecting a different tank before the first one had completed its move. Oops! The reason to sacrifice your tanks vs just letting them crash was because at the "bridge" pinch points (which never had any bridges made), a destroyed tank could block the advancement of the Big Gun tank... which unfortunately didn't serve any gameplay purpose due to time. Oh, and thanks for catching my typo in the description on this page! hah
@slash : Ah good point. In retrospect, I should've called the button Order. My original plan was to have enemy tanks and turrets that you'd have to attack, hence the name of the button. Nice idea about the borders - I obviously hadn't given the level much thought due to time, but I really like that idea... I could see it being sort of like a mini-golf course; would look nice! Thanks for the idea!
@slashee-the-cow : Yeah, the gaps in the land were a terrible idea. :) There were supposed to be bridges there, to create pinch points and require specific mines to be cleared. I placed the mines there, but didn't get up to placing the bridges unfortunately. Post-jam too!
@tanis : The yellow Big Gun tank was supposed to be destroyed by any mines it went over, resulting in game-over, but I didn't make it that far unfortunately. Its slow but constant progression was also meant to add some sense of urgency to the game, but again without consequences that was a bit lost. I personally found the presence of the yellow tank still at least gave that impression though. :) Thanks for the comment about the music! I quite liked how it turned out - it's a bit unfortunate in retrospect that I had the front-end music so different from the in-game music (deliberately contrasted), as after watching the playthrough from @benburgh above, I'm thinking a lot of users may have turned the music volume down so much to have lost the in-game music, just because the front-end music is a little high-pitch and has the volume slider right there... :)
Great job! I really liked the short, simple gameplay - great choice for a LD. The humorous audio really added a lot too.
I don't get this game unfortunately. It says to shoot at 2D elements, but that does nothing? What am I missing here? I tried shooting pretty much everything 2D, and the bullets just pass over and continue on...
That said, I also thought it was very cool how the tutorial and story elements were visible as you walked through the level - and doubly so for the controls/instructions that are at the bottom when you start and revealed again only if you back up rather than go forward. Very well implemented!
Damn, I love those cute little floof's! Great job on their expression and style.
It also took a bit for me to understand that I was meant to shoot a floof, not the spikes, and unfortunately the bug with regards to aiming being off as the platform increases speed made it very hard to play. I could see this working well with a sort of Angry Birds style gameplay where you have to load the floof into a slingshot and aim+fire it at the target, to add some more depth to the sacrificing.
I'm really enjoying this one! I love the art style and amount of polish that has gone into the gameplay and level - incredibly impressive work! Ditto for your game, I'd love to see a post-jam version developed.
Playing with the mouse/keyboard I didn't realize at first that the movement was locked to the camera axis, so found it very hard as I couldn't even pass the first bridge. Once I got that figured out it all went smoothly!
FWIW, playing in Chrome wasn't an issue for me (macOS running the latest Chrome Beta).
I liked the cute gameplay - a fun little clicker. But I too found it too easy as the pathfinding would complete almost all the levels for you with a single click on the partner.
This was an excellent take on the theme - well done! The puzzles were very tricky, but played well to my OCD and the "just one more try!" aspect was stellar, which is super hard to achieve in a LD. Not my type of game, but definitely great for those who do want a brain twister; I'd encourage you to pursue this as a post-jam game!
Yeah, other than the restarts being screwy, the game plays well! The slow-rolling after a restart makes it a lot easier too. :)
I liked the size of the maze - not too small and not too big. Just right! Fun game, though more variety in gameplay would've been nice.
Thanks everyone!
@kristinnes @memel06 @aplite: Yeah the maze boundaries was something I was aware of, but it didn't really occur to me to address for some reason. You're meant to be restricted to just the dirt path, but I knew you could walk on the grass with a bit of effort - I found that a convenient thing during development, and it just stuck. :)
@neverix: The controls were simple partially due to LD, but it was also somewhat deliberate given there aren't any walls to block the view - I thought it'd make it too easy if you could just look around!
@tero-pulkkinen: There's only one level unfortunately. :) The code is in there to load successive levels if I had got that far, hence it having a spot in the HUD.
Quite good gameplay, but I found it very hard to use A/D/Space to get around - I think L/R arrows + Space would've been a more intuitive control scheme. I presume the L/R+Jump you mention is for gamepads.
I loved the goblins with their noses sticking out and all the animations. Great job on them!
I love the graphics and animations - very well done! They often get stuck and unable to move, which makes it hard to progress, but even with just a few making it to the destination it's kinda fun to play with. It's a pity you ran out of time to make any puzzles, but what you did achieve was great!
Great game! The platform mechanics were surprisingly good - to the point that I wasn't expecting jumping to work so well (including off-block time for jumps) that it actually made the game impossible until I found that out. Well done!
Nice solid gameplay, and the environmental animations were a nice touch. I found the robots slow enough that I just kept using the pistol the entire time.
I'll just add to the long list of people congratulating you on the audio - great work, far better than I expect from a compo entry! The gameplay was a bit of a let down given how strong the audio was - it'd have been nice to have more of a real level, different enemy types, etc - but it was still enjoyable.
I found this game reeeeally chugged down quite quickly. Not sure what was going on, but it made it hard to draw veins since it was stuttering too much to make a continuous line unless I moved the mouse very slowly. Interesting take on the theme though.
I liked the graphics and core gameplay. In later levels I found the only way to survive was to push one little guy into a corner and protect them until the end of the level. :)
Nice and simple game - very playable! Great move on going with a 2D game; I've played a similar game for this LD in 3D and it didn't work nearly as well unfortunately, due to complications of adding physics.
Nice graphics and audio! I did find that after a restart that there was no bacon in the level anymore. :(
I loved that you included a secret area! Great game - well done! Not being able to attack while jumping was annoying for a few of the enemies that were on platforms, but by far the most annoying thing was the controls for the WebGL version - it's a baaaad thing to use Ctrl with the WASD keys, as that means every time you attack while moving you're activating the browsers shortcut keys (close tab, add bookmark, save, select all...).
Great game - I won! I really liked the platforming mechanics, and the level mechanics. The shooting was pretty annoying with having to hold shift for no apparent reason?
Thanks for playing the game everyone! I agree with all of the criticisms - if only there was more time. ;) I fought with physics a fair lot on this one, and the slow flipper speed is a direct result of that. If the speed was increased any further, the ball would be launched at an insane velocity. Dampening the ball enough so that didn't happen then made it fall like it was in syrup and not rebound nearly enough.
The corners are my biggest annoyance with the gameplay. I knew they were an issue, but I spent about as much of my mental cycles as I could spare on trying to come up with a level design that addressed it while not destroying the visibility/camera angles. In the end I just left it, and in hind sight I think the solution is to have the flippers in the corners, not in the middle of the walls.
@thomas-bringer: Thanks for the heads up on the fullscreen issue - I'll have a look at addressing it in a post-jam update. You're right about the ball bouncing a bit randomly; I added a bit of randomness to the bounces to avoid situations where the ball was stuck infinitely bouncing between the same places where the player couldn't interact with it to stop the process. I think if I could address the above mentioned physics issues, I could disable the randomness - it was definitely a hack.
@jesterseraph: > Half the time the ball would just spawn into an untouchable space, and it took a while to figure out when swinging the paddle.
It sounds like you might've missed that you can move the orange paddle with WASD/gamepad? The ball will always spawn in the center of the play area, mostly out of the reach of the flippers. The idea is to use the orange paddle at the bottom to bump the ball towards a flipper to the side.
Great game! The 1-bit art worked well.
Not really playable unfortunately - the middle mouse drag to supposedly move the camera just scrolls the web page, and left the game screen completely black.
Nope, almost the same result in fullscreen mode unfortunately - doesn't scroll the webpage at least, but does immediately make the screen completely black. This is on Windows/Firefox.
Nice solid shoot em up mechanics! Well done on getting so many of the traditional elements done. Waves, multiple enemy types, turrets, bosses, etc. I'm not sold on how the theme was incorporated as it felt kinda tacked on, but that's OK.
@jesterseraph: > You can keep your ship safe but end up killing the egg, or you can purposefully fly back quickly to take a bullet for it, keeping it alive but making your ship more vulnerable. The death of your ship isn’t the loss of a life, but the opportunity for your egg to be hit unguarded & stationary.
ahh - this is what I didn't get while playing, especially the last point. Thanks for the clarification. Went back through and played again and updated my rating to match! That's actually a very, very good use of the theme then! Well done.
wow. Just wow. Great work - the graphics, animations, audio, gameplay - everything is top-notch!
The only issue I had was I got the chicken home... and nothing. I was just hanging out at the edge of the map for a while, then thought I'd try herding it through the gate directly, as the first time the chicken and farmer walked through the fence as it has no collisions. That worked for completing the game.
I liked the cute style and core mechanic.
Retrying the level was broken for me however; no rope appeared and I couldn't move.
It took me a few tries to get used to the gameplay too. Being able to move in the title screen with the Start button in the lower-right corner also made me very confused initially as I thought I was already in the game. But overall a very solid entry! Good graphics, and I loved the visceral feel of the robot stomping along!
I found the jumping and platforming almost unplayable unfortunately. It's really, really hard to line up on a small platform as by the time you've turned around to do a run up, you've already fallen.
I really liked this - good strategy concept! Simple to play, hard to master.
@linwenhao Could you upload builds, not just the source/project files? You can add zip files to GitHub Releases, then post the link in your games description.
Not sure how to play? It looks like it could be fun, but after I pick up the egg I can't jump, and if I throw the egg away as soon as it lands the level restarts.
Very good execution for your first LD! Solid gameplay. It definitely got hectic!
I'm not entirely sure what to do - I killed some monsters and picked up what I presume were power that they dropped, but still ran out of power quickly?
No controls seem to work? Tried the keyboard, mouse, and gamepad. Nice graphics though.