Foon → Ludum Dare Explorer → Users → Rudy
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| đŸ¥‰ | 2011 | 22 | Alone | Braille | jam | Mood | 3.88 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2011 | 22 | Alone | Braille | jam | 9 | 3.67 | 2.88 | 3.39 | 3.88 | 4.22 | 3.31 | 1.63 | 3.88 | 2.85 | 52 | |
| 2011 | 21 | Escape | Soul Hellscape | compo | 172 | 3.11 | 2.79 | 3.42 | 3.37 | 3.21 | 1.89 | 1.67 | 2.91 | 51 |
Interesting idea, the game is a bit too hard though. A little pause/slow-mo when switching games could help.
Pretty cool. Not a fan of pixel platformers, but controls are pretty well done here. Challenging at times, but not frustrating thanks to "safety ledges". Does get increasingly more annoying to maneuverer pixel-size ledges. Would love a little variety from black though (nicely contrasting lava notwithstanding; couldn't resist taking a swim :)). Would also have loved some light effects. Layout is a little weird, I got a "am I supposed to be skipping these ledges here" feeling at times.
Nice and simple, if graphically too simple. Gets a little repetitive gameplay-wise and too hard with one hit kills. Some variety would help. Some art could make this a nice casual game if some pick-ups or terrain variety are added.
Gets repetitive quick. The red one is a bit over-powered. There is also no way to kill the colors off, you just end up with them all dragging after you. I sort of like the clicking mechanic as opposed to just following the mouse.
Very nice, well implemented. One thing is ledge jumping could trigger for longer, I kept jumping too late.
A good start, but turns into pixel platformer very soon. It's not too frustrating though once you get the hang of it, but it's pretty hard on long levels. Graphics are cute, but not very complex or varied. Music is nice. levels getting weirder is a nice concept. Some indication which way a bullet is going would be nice.
Very interesting idea, I like it. I cheated by jumping on a monster to get to exit :) Music is too cheerful though.
Oh wow, Pascal! Love the concept. Simple, and even graphics are cute. Not sure how exactly upgrade works and why I even get money for flying close to planets/stars. Also lol @ "There's no sound in space... :)"
Very nice graphics and solid controls. Love all the graphics effects and smooth animation/many frames. Good gameplay and nice mechanics/AI even at simplest. Feels very polished. Not really central to the theme though.
An interesting and fun concept, not as easy as it looks. The physics are very buggy though, distracting from gameplay.
Pretty creative beginning. Sound gets repetitive and annoying later on. Nice touch with minigame. It's a bit hard though since you often can't get form one side to the other in time. Gameplay is solid, but has too much air-control.
Very well done, innovative. Controls need polishing, sometimes jump doesn't register. Music is great.
I really like how the idea is implemented. You don't "mindlessly" control enemies, you actually read their thoughts. Love the messages. This is definitely something that places the game above average. Controls are also well done. Art is minimalistic, but animations are nice.
Gets a little repetitive; more variety and a minimap would have been awesome.
I like the simplicity of the concept. The music is great. Later levels get a little repetitive in that precise timing gameplay become more luck based. At least it escaped, yay! Would love to see more gameplay concepts other than spinny death lines.
Moving only forward is very clunky at first until you realize that's all you really need :P It's a bit hard though at first, I'm not even sure why I lost at first (out of ammo). Some in-game explanation would help. I thought since they are escaping, they are trying to reach bottom of the screen. Though once you get past start, it turns into a fun mass-murder simulation. This is like a zombie game, except everyone's alive and are not trying to kill you. And minigun is just lol. 1M is a bit too much tough, I didn't see past 350K.
Good work! The shadows are a too steap though, often by the time you see it, you've already (crashed horribly) landed. I also wish I could rotate the view with my XBox360 controller :)
Nice, simple, and decently done. Get very repetitive quick and the graphics are not very appealing at pure shades of gray (without any artsy make-up).
Nice rescue game idea, but lacks gameplay and depth. Also, parallax background would have helped immensely to make this feel actually in space. Some physics (inertia, acceleration, deceleration) to make the ship feel like an object would help.
Very nice concept and could serve as basis for a game. Unsure how distracting giving command would be without playing it. There is no theme here though.
A great atmosphere setup, but fell flat soon without any actual action/progress. I like the idea though, the photos are a bit too dark though.
Great idea and good take on the theme, but gameplay is too random and unbalanced. I end up smashing keys with no real effect on one fish and then roll out on my own on other. Art is cool music is cool (if a little non-underwatery)
Good implementation. Graphics are pretty cool. Needs some innovation though to differentiate from all the other "floaty ship maze" games.
Nicely done. It could have a be a bit bigger/scaled size. Some clever level design as well. Art is cute, though some background would be nice.
Good implementation, could be fun with polished graphics. Unsure how this is central to theme though.
Nice little game, like the blow-up mechanic. Controls are good, only friction is too low, causing occasional slide-off-platform. The game is slightly on the hard side, but not frustrating, and quite finishable. Art is a bit minimalistic, but it works. Decent music, but may be not "panicky" enough for the scenario.
Definitely interesting. The controls are very hard and the background is distractingly fast-scrolling.
Good implementation. Levels are big and you get lost quickly. Like the mazes are way too big. No real gameplay reward, except rocket part. Like the variety though. Stone pathways look like walls though. Timer ticking is a little annoying. It's supposed to create the sense of urgency, but I'm not that attached to the character to mourn him too much. :) Had two parts, but I still escaped?
Very nice take on pinball and original theme interpretation. Easy but addictive. Sounds get old quick though. I think it may have needed more features or at least levels. Should have had an ending (and closure) than same level loop.
Interesting tech-demo, but not really a game, as it lacks significant gameplay. Didn't make much progress I'm afraid with such difficulty for a 48h game. Controls should certainly be made easier. Realistic join system is fun as a concept, but not really fun to control. After all, we walk without thinking about every muscle :)
Very cool idea and story fits great with the theme. Controls are too responsive. Nice geometry/collision/slicing, but the triangle tends to "stick" and slide on walls. Also tiny hits cause insta-slicing. I can see potential. Not sure I'm into the whole "social" thing.
Crash on startup. Win7 x64.
Works now, but there is something really weird with some sprites, like they're trying to resize to some weird size, use wrong depth sorting, or use wrong portion of the texture. Crashed after a while.
Low-end version - crash at start-up. Well, no worries. I rated to my best ability, accounting for the glitch and imagining what it's supposed to be from video/screenshots. I still got a decent gameplay feel.
I like the graphics, somehow very appealing. Of course they get old real soon without variety. Very simple gameplay, needs more depth. King Blob also apparently never makes an appearance, for all I know it was a rockslide :P
A very interesting/creative take on the subject. The music was spot on. Not a lot of game gameplay wise, as it is basically snake with a humorous twist.
Controls aren't very good. Platforms lack contrast to tell them apart. Has come collision issues too, mostly getting semi-stuck on walls. I can see potential for that disc mechanic, which was only there for one level. And JESUS CHRIST the sudden window break sound scared the shit out of me.
Not a bad proof of concept. Completely random terrain isn't very exciting though. Need difficulty ramping and variety.
Very original and nice and fits the theme better than most too.
Nice basic TD game, but lacks depth and more gameplay. The graphics lack contrast and variety. A little guidance at start would also help. Also calling triangles "prisoners" doesn't qualify it as "escape" theme :P TD would have to have a twist to earn innovation/theme at LD.
Decently done, this has a potential for a younger audience game. Very cute if not lacking animation. Not a lot of variety and the walls are too high. Camera may get a little frustrating zooming and jumping by itself.
Very nice art, but not really a lot of gameplay other than "avoid" bullets.
P.S. 6Mb distributables need to be optional downloads.
Like the art style and love the idea, main character is funny. It's a puzzle game though and nor central to the theme. Would really love an undo button.
A pretty good take on the theme. Nice art-style. Controls don't feel quite right, too slippery. Also floating seem sto register only once per jump and only per jump (not dropping off ledge).
Art is nice, if too simple. Animations are lively. Controls are tight. Music is great, but will do N/A. Some background is not immediately obvious it is background and not light-shaded foreground (even though all solid is black, brain wants to believe otherwise). Levels are a little too long, and some interactable objects would set the mood better.
Love the graphics and the message is nice/theme. Would have been awesome with matching music.
Good platformer idea, but too frustratingly hard.
Controls are decent, I guess triple-jump is sorta fun. A little too bleak, even for the atmosphere you were possible going for. Sounds are a little annoying. It does need more variety and is quite easy, most hardship from not being able to tell things apart. I guess I like the idea of being chased by hordes of slimes.
Nice little platformer. Controls feel strange... I guess I expected to jump higher. Exactly the same but shaded tiles for background as foreground is not a very good idea. I like that there's no insta-death, but then again getting more health means less and less danger.
Randomly fails at Mike disconnecting (Win7 FF6 and Chrome13) P.S. Naming myself "Mike" seems to fail it at greeting message by Mike. :) Anyway, can bypass that by doing the exclamation mark thing.
Very nice innovation here.
Pretty hard one as controls are a bit clunky. The art is nice! Physics are cool, if a bit too buggy.
*Ahem*, unique. Now my room is moving in sine waves.
Nice art and music. Lasers mechanic is interesting. Isometry could use polish. Controls are very awkward due to them corresponding to isometric dimensions. This isn't central to theme though being a timed puzzle game.
It becomes hectic very fast with many moving black objects. Destructables are a plus. Then again I might need to stop shooting everything. Sometimes I'm not sure why I died. It's challenging even on easy. Slower gameplay mechanic and object introduction is needed. Bonus points for character customization, although for 48h game that time may have better been spend elsewhere. Graphics have potential to be cute if they get variety, but I also prefer fewer more polished objects than a whole lot of black ones. Liek the "particle" effects though. It can be fun to be hectic, but it needs to be more forgiving. I suggest polishing the core mechanics and keeping back feature-creep. I did end up firing just in front in the end.
Very nice and cute. Graphics/map could use a little variety and music gets quite repetitive. Few polished levels > many levels. A* is fine, but for the 48h on a 8x8 map, a simple breadth first would have done the same to leave time for art, for example. I rant too much, nice game.
Cool concept, but AI is very simple and don't really pose a threat or can escape. There are also collision bugs. The rope is very long :) With variety, this could be taken further.
Lol.
I burst out laughing at the very start with the bars bit :D Very funny, nicely done. Not very long, and gameplay is crude. Music's great though.
Very nicely done, love the high speed driving. Terrain and road could use a little variety. Jumping to the side while holding arrows would also make gameplay easier. I am unsure what I'm escaping and why, and how the game is central to the theme?
Fun concept and nice theme interpretation. Gameplay gets repetitive though. And trippy music would have been great.
Nicely done, great mechanics. Rusty gates was very innovative. Very short though, I really wanted some new cool tricks with water. I guess it sort of fits the theme, but is not central though.
Very cute, nice music. Controls are frustrating, but playable.
Very interesting concept. I fear it might get tedious though. UI is a bit bad with vertical scrollbar and such, it easy to misdrop the 10+ commands and then you need to scroll to get to bottom. lol @ Hitler drawing. I guess this is more of a technical achievement, even though I'm focusing on gameplay.
Certainly innovative, but not sure how fun it is to wait for the right direction. It can get annoying/boring fast, because a game can have so much depth with 1 button unless it is action packed. Levels are basic and lack more variety. I'm afraid I didn't see it to the end (assuming it's not infinite).
Very nicely done. Camera angles are a little too short and narrow at times. The combination of mechanics is innovative, but the basic concept (escape maze, roll ball) isn't. The controls are surprisingly smooth. The atmosphere/visuals is indeed great, even the short story.
Interesting concept with stealth game potential. It's not very fun gameplay-wise though to sit in a corner listening for footsteps. Then again it is miles more realistic this way, and creates unique atmosphere. I have mixed feelings :P The guards are not real enough to feel emotional threat as opposed to just colliding and getting fail game state. LoS implementation is cool, but polish and actual texturing beneath it could make this much more.
Looks great, but gets repetitive quick. I love the high speed driving/flying, but wonky physics and short sight range somewhat spoil that.
Decently done, but controls take ages to get used to for isometric viewpoint. Levels get repetitive quick, lacks more mechanics/variety. Power pills also always happen to be right on the way to the exit and not a challenge to get. Besides score, not much motivation to get all the pills. I like the "heads" as characters. Music for a "zombie" game could have been a little heavier, but it's still good.
Controls feel weird and register strangely on the screen "joystick". There is not much gameplay, so not much to say. Works fine on Galaxy S, characters are very tiny though. It also doesn't explain the relevance to the theme.
P.S. Why is it marked "Windows" if it's Android?
Well done, but looks like a tech-demo with some collision bugs and obviously not a finished game. The art is pretty good, only very 3D look of character mismatches with very 2D look of the map. Otherwise, art is pretty good. I guess it fits the theme in a way. Would want to see more in a polished version. P.S. need a loading screen or it starts in a buggy partially sprite-less world.
Nice little escape shmup. Can be a little unforgiving when guards start shooting right after you notice them. Collisions are a bit wonky. Crashed when I tried moving inventory.
Yay, I sacrificed myself for science! The screen scrolls a little too late and the bot turns a little too slow for the screen:bot size ratio. And I'm not sure how it fits with the theme? I like how it leaves tracks. A minimap would have been awesome. Gets a little repetitive, some terrain/item variety would have helped.
Umm numpad? That's an interesting choice. There is not a lot of gameplay, and jumps are too gravity-deprived. Some enemy actions would go a long way.
Definitely funny, but there isn't much gameplay (and this is game compo after all). I guess the "theme" is relevant... :) Good effort on photos. Nice touch on controller support.
It's less of a game and more of an interactive story with 1 option. I'm afraid I can't fully appreciate the work that went into this, as I don't think I can commit to reading so much, sorry :) I see some nice images and coloring, would love more of that.
Nice entry, like the mechanic. Great atmosphere, love music and feel, really creepy. I like controls and mechanics, but needs polish. Jumping forward when just jumping is awkward. Also phasing while jumping or pulling a ledge with jump instead of jumping backwards might be more natural. Movement speed fits the mood, even though they're a little slow compared to the other caffeinated games. Post-phase reappearance could be a little more forgiving. It is a bit hard for a 48h game, so a few more checkpoints could help. Overall, pretty awesome.
Very nicely done, like the idea. Controls/sliding is well done, but can be randomly punishing on an impossible spike/jump combo. I suppose it sort of fits the theme by combining escape key pun with escaping giant laser thing. Good music/sound. Love the death animation.
Not a bad idea, but presentation could be better. Not sure how this is central to the theme though. Also for a 48h compo, I may not have enough patience to read and solve them all. Also not sure what wally2069 means, because first riddle answer is also the right door...
Interesting idea and nice mood. I know from gameplay perspective I choose the best location for fire, but setting fire AND rescuing doesn't really make sense. Audio is great, but gets repetitive very quick. Needs a lot more variety. It would be great with characters models that you can empathize with, but that's just impossible for a 48h game.
Aren't you supposed to make music yourself for 48h compo?
Really cool but really laggy. Nice theme interpretation. Not a lot of gameplay and variety though.
I thought I was looting boxes... until I lost all my gold. Nice simple gameplay, but lacks gameplay, depth and better art. It could have been faster with more action. Boomerang sword is fun and nice mechanic.
Nice looking and nice sounding, but the map is a little uneventful and too mazey.
Good, if not overused idea, but controls are a little too tedious. This is not central to the theme though. I like the map variety/lighting, though at times there's too much contrast. There shouldn't be same-colored figures, especially if they are touching without a clear indication that they are separate.
The graphics start out cute, but get a little messy/bland in factory (contrast, colors, variety). Some objects looks like they're platforms/foreground. Space for jump could use higher jump and less delay before high jump. Otherwise controls are pretty decent. Needs more checkpoints, I sometimes fell to death because I had no idea what's below. Sound makes a nice atmosphere.
Nice game, good luck with your endeavor! Soundtrack is hilarious. Collisions need work and boss battle is a bit hard. Certainly polish needed, and preferably in the art department.
Very nicely done, the soundtrack is surprisingly good. Graphics are cute, but trees do get in the way, though moving around trees is nicely done.
I must join the "impatient" club on this one. Got two potions and killed a hyperactive slime before giving up. This has potential for a dungeon crawler. I suppose technical achievement is what counts here, albeit there's no category for that :`(
Not a bad idea. lol @ mid-space message "stars *arror*" Gravity is too messy and accelerated the ship too much. It is also impossible to tell where the target is, an arrow could have helped. Graphics are too minimalistic and those don't really look like stars. Some parallax would help. (p.s. compo version)
Thank you for comments, everyone; the feedback is appreciated!
Very nice. Graphics make nice atmosphere. Grenade sound is a bit bad though. Idea is also cool and I guess it fits the theme nicely. May be more story about TVs and their crappy influence would have helped.
Escaped on insane, it's really just luck based. I see potential for a dungeon-crawler type game.
It's very buggy and laggy though, like a bullet spazzing out in place or not colliding with the ship. Gameplay- and theme-wise, there is not much innovation. But, hey, at least you submitted yours! The background is too empty, some stars or such could have helped. Afraid, I did not see the end of 20 waves, so tell me if I missed a boss or something :P
The art/graphics are very well done. A lot of work went into some of the detail. Unfortunately, the gameplay is a bit too simple. There is not much challenge except randomly waiting for guys to move away from the coffee mug or catching occasional spawned one. Unsure how this is central to the theme though.
P.S. Redistributables in archive should be optional.
Fun. Fish mode is the most fun, nyan mode is lol and impossible to type consecutively, standard mode needs better original text presentation. Not sure how this is central to the theme though.
Oh my god, that was awesome... At first I was like "nooo, why they chase the little bunny" and then I was like o_O "omnomnomnomnom". Graphics are also lovely. This is now my theme+atmosphere favorite.
Crashes at intro. Win7 x64, I should have usual redistributables.
I am not sure what you mean by "plugged in". Windows has to detect a plugged in audio input at some specific place? I'm with headphones "plugged in". Also I think you can update the file with game-crashing bugs like this post-compo. I tried misc device combinations to no avail.
You can update to fix game-crashing bug, not control issues though. Anyway, the new version crashes the same with "Song playback failed. Please verify that the song is not DRM protected. DRM protected songs are not supported for creator games.". I seem to need to fix this on my end as this has happened on several games now. Some stupid Microsoft DRM shit and XNA/WMP incompatibility.
P.S. is that weird installer really necessary? I'm sure XNA can run fine without all that.
I definitely like the idea, and could be taken much further. Not sure I'm a fan of the implementation though, and the maze is very tedious. I know it's intentionally annoying, but "intentionally annoying is still annoying" (Yahtzee). The contrast is great, but I would prefer it to be a contrast in atmosphere, not controls/tedium.
Very nice, like the humor. It's a little addictive. Doesn't involve a lot of strategy though. I would prefer less upgrade options, but bigger impact. Also lol at creeper.
Like the idea and theme interpretation. It begs for more variety and cleverer ways to keep boredom away. Controls could be a little better. I forgot which items do what the instant I started playing, so those could be differentiated better (I'd love like a greyish monotone vs cartoony colorful look). Like the music.
Well executed, but uneventful. As gameplay, it is basically a timed maze-game. Not really innovative within the theme. Not sure if 3 more levels are worth the ending screen, which is supposed to be great, unless it means automatically filling in the maze again.
@rubzo: "Song playback failed. Please verify that the song is not DRM protected. DRM protected songs are not supported for creator games." at Microsoft.Xna.Framework.Media.MediaQueue.Play(Song song)
at Microsoft.Xna.Framework.Media.MediaPlayer.Play(Song song)
at JamGame.SoundManager.PlayMusic(String name)
at JamGame.LabouredGame.LoadContent()
at Microsoft.Xna.Framework.Game.Initialize()
at JamGame.LabouredGame.Initialize()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at JamGame.Program.Main(String[] args)
I realize now it's an XNA and DRM and Media Player thing with someone doing DRM and someone else not running and someone else deciding to forbid the song. Apparently I need to install Media Player and some bloatwary things I'm not using that may cause existing things to get mangled. I played other XNA games with the same thing by recompiling with Song playing disabled. I'll read on this more later and see if there's an easy fix.
Like the idea. Obsid... i mean Uberstone is quite indistinguishable against background. Not sure I get the level layout, I started going in circles and soon the urgency of monster behind died. Could use better level design, more interesting levels. I see potential. Would be epic if the monster chewed all the bricks in front of it.
Cool mechanic, like it. It needs polish, but overall pretty cool. Graphics are a bit minimalistic.
The controls are very sensitive and lack strafe-shifting. Inertia is too high too. Otherwise, nice little shmup.
Nice little escape runner. Not too innovative, but has a few good mechanics. Graphic are very simple, but most effects look nice.
Nice platformer, the art is good as it gets the contrast right. A little chaotic map design and lacks variety though. The controls/movement is a bit too fast (for me). Every move a double jump could have been short/long press and single jump.
Nice work, great atmosphere! There's something very satisfying about ripping and breaking things. The ending is is very appropriate. The de-planking part may have taken a bit too long though. A HL2-style crowbar would have worked better.
Well implemented and quite polished, but not really original. Not central to the theme either.
Brilliant idea! Gives the "uuuh" moment at the end. :)
Graphics are very simple and the gun doesn't seem to do any damage. Guards also seem to see and follow me through walls.
Quite expected pun, not too originally done though. Some pre-"escape" gameplay would be nice. I know explaining controls might spoil it, but the problem with not explaining them is that this game features a different control scheme than anticipated. This does not look like platformer/FPS/RTS or something you would immediately recognize and use controls intuitively.
P.S. Would work better if you couldn't exit with close button and this was full-screen.
Voice-over is nice, "owie" is just lol. I usually complain about "too hard", but this time - too easy.
I wish bullets would kill tanks for extra awesome points :)
This might have potential for a simple clickidy game, but there isn't much gameplay here. I like the variety, and some of the ideas. It's a little too random though, this may be a good thing though.
Not sure why, but it runs much too fast. I lose in some 5 sec, and prisoners/warden move at light speed. Source has some non-included dependencies, so cannot recompile. Compatibility options don't help. Win7 x64.
Crash on "press enter" Win7 x64. "Song playback failed. Please verify that the song is not DRM protected. DRM protected songs are not supported for creator games." on MediaPlayer.Play(maintheme); Stupid DRM. Anyway, recompiled with music commented. Interesting take on the mirror image gameplay.
LOL @ ending >_> I guess the music earns this Humor points? It's a bit impossible without the spoiler though.
"Windows - Reach (bugged)" works for me, then again I have all the XNA stuff. Nice concept platformer. Turrets are a bit overpowered, and takes trial-error rather than skill to pass most. Bullets that follow you are too hard to avoid in narrow places. Then again those two might be the point of the game. Nice touch on the tutorial screen.
Good game. Could use a little variety in temples. The arrows are a bit unforgiving. Every game like this brings me a little closer to a new keyboard purchase >_<
Controls don't seem to work. Space only drives me forward/right real fast and bumps into the first step. Both .exe and .love.
Awwwwwwwwwwwwwwwwww it's a kitty! Nice atmosphere, nice art, nice music/sound. A little tedious, but it's a "text adventure", so I shouldn't complain.
Very nicely done. Controls are pretty good, graphics are very nice, smoke effect/sparkles are epic. Collisions could be better, such as, brushing against someone doesn't cause damage as much damage as crushing into them. I would have liked it to be faster with less cars though, sometimes you get all nearby lanes blocked and no way around.
Redistributables in .rar were probably unnecessary, my poor dial-up.. :) But the game is well-done, if simple and a bit hardish.
Nice little game, cute music and sounds. Lacks variety though. Controls rely on system keyboard delay (and repeat?) rate, so it's clunky. AI can be manipulated nicely, but it can be too fast at times. A little short, and some new mechanics would be nice. Not really central to theme though.
Start simple, but challenging. Then becomes a little overwhelming.
Interesting concept. Captcha was a nice touch. :)
Very well done, lots of depth. Perhaps a little oversaturated with objects when you first get into it. Combat is a bit clunky and collisions are "weird". I escaped the easy way :)
Very nice, but a little too hard without checkpoints.
Love the concept. Although this is more of a "build your own level" theme. Nice graphics, dig the style.
Very creative, but extra hard to play alone. Takes a while to get used to, and the map is rather unforgiving. "Music" made me lol.
The mechanic might have something to it, but without a limit, there's no reason not to use only arrow keys.
Very simple gameplay. A tutorial/intro would have helped.
Good concept and physics seem nice, but obviously unfinished, so not much gameplay. Perhaps you should have prioritized gameplay mechanics over assets. I'd love to have an epic cop chase.
Very dynamic and controls are tight. But gameplay lacks depth, gets repetitive quick. Graphics are simple, and not sure anything more is needed really.
Grapghics are great, and music is nice, but I don't seem to have encountered anything between start and end. Mouse controls are a nice touch, but the plane rotates instantly. Needs more action.
Heh, nice! Works fine, Samsung Galaxy S here.
Nice tech-demo, but lacks gameplay. I'm not sure "maze" qualifies as central to the "escape" theme. Music was nice, and graphics seem decent if lacking variety. The transition between rooms break the flow though.
Very nice atmosphere and presentation. Visuals are great, though I did not quite like the character design. Apple puzzle was a bit not too straight-froward because no feedback was given when I tried dropping just one apple near him. Too short though.
I love this implementation, one of the best "escape x approaching" games so far. The idea is not new, but the constant upwards struggle matches the theme well, because it actually feels like struggle. The mood is very good, and with a little polish and better graphics this would be a great game. Audio also helps a lot. Camera may shake a little tooo fast, and sides need walls. Collision gets a little buggy, and red blocks come down too fast.
Very nice and originalish. The puzzles seem well-designed and actually not that easy. I gave up though, since there is no back/rewind and one wrong move equals restart. This is not really central to theme though.
What is this now? Now I have to play 602 games... Sorta fun though :)
I just wish it was longer. Great work! Love the "story", as short as it is.
40 Mb! This is gonna be one long dial-up bill :P The art is... special. Music didn't work, but I listened the MP3s separately. To be honest, one polished piece vs. three average would have been better.
Solid concept and fun game. Nice art; snowflakes are a bit distracting though. The wall-jump mechanic may need a little work.
Uncompiled code and not even a link to prerequisite library is a very bad community support. Hoping to see an executable before the end of this.
Fun. The hide box detection is a bit buggy.
Very atmospheric. May want to reduce the bump mapping specularity to make it more realistic. Love the thing behind, but it appears too often and once you pay attention is a very simple sprite. Music have been awesome, sounds are a bit quiet. No sense of direction though and what to do. Overall nicely done.
Very nice idea and done in the right way. But the utter randomness at the later levels is very frustrating. I'll need a new keyboard after this LD. With a little polish, this could be a pretty awesome game.
x64 version crashes on x64 Win7; x32 says SDL.dll is missing. Assuming it's Simple DirectMedia Layer, I put that, but it crashes. Putting the SDL.dll from x64 install crashes it too. Gave up :(
LOL @ epic intro. Although I'd prefer more gameplay to the "cutscene". Those saws looked so promising.
Great work, love the graphical style. The difficulty is a bit on the hard side with a sprinkle of luck. The green walls are introduced in massive amounts and make the first encounter with them frustrating. Great work on contrast. The timer bar could be more obvious though, I didn't even notice it until level 3. Controls are decent, but the ball follows the difference from centre and its impossible to tell where it is. It also moves even if i try to centre and stop it. An indicator of which way the mouse is exerting force on the ball would help somewhat.
Quite well done, wrapping mechanic is nice. Graphics seem a little.. square. Big elements are mixed with little ones (mushroom thing head vs their spikes), which looks odd. Sliding platforms are working solid. Music gets repetitive and needs to not restart at death. Collisions do have minor glitches.
Quite funny actually, not just the same escape pun. It's not really a game though, more of an animation.
Good take on the theme. The game is quite hard. I learned to "avoid" cannoballs, but rocks seem to have a very big collision box. Took me a while to figure out which route I was supposed to take. At least I made it.. bare-ass naked on tiny boat :) Like the graphics and voiceover is cool. Though perhaps that effort could have been spent on more gameplay/polish.
Simple. It;s not quite finished, so no real feedback. I like the idea where killing main bad guy means killing its legs (threads).
Decently done, but needs polish. Got stuck in a box. The game is not really central to the theme.
Intro is funny at first, but drags out and is unskippable. Gameplay is a little too hectic and very simple (not a bad thing though). Text messages during playing are a little annoying. Gets repetitive quick.
Interesting concept that could be taken much further. Needs more gameplay description in-game. There is very little control of what you can do with few dots so levels are very repetitive and trial-erorrish. But, hey, you finished it!
Innovative, but a bit too frustrating.
Nice idea, but it takes tooo long for spike hit animation and would be better with a knockback, so the player can keep playing. Escape room is the highlight of this and make a nice twist on theme. It's kind of short without resolution though, unless there is something to do in the black room. Graphics are very simple, perhaps too simple.
Liked the graphics, but they soon (well, level 2) got too repetitive. Tutorial is very nice. Enter as Up in menu is confusing. Very short though, and not truly central to theme. But polished, if simple.
Interesting idea, I can see potential.
Solid platformer. The controls are too responsive at times. I like the art, but the background tiles shouldn't be the same as foreground only shaded, although parallax helps greatly. I like the no insta-death aspect, but often I have no idea where I am falling and it become trial-error. Checkpoints needed. Audio is solid.
Very nice idea. There is no way to tell how far the sword will go though. The body also feels a bit "heavy". I would prefer a health meter and blood stains than immediate death from a prickle to the hand.
Not bad, but art is a little too minimalistic. Contrast is nice though. Enemies shouldn't spawn right on the character though. Shooting sound and screen blink gets annoying fast. Gameplay is simple and a few more mechanics would be nice. Would love to shoot out more things than just lights. Would also like a better story connection with the character.
69Mb, voa! Very nice game, I see quite a lot of work went into this. Love the intro with check-in bags! Collision detection is very buggy. Nice sound effects. Boss fight was sort of creative, but a bit unguided without the hint.
Not a bad idea, but mechanics need some work. It's easy to make a staircase in blocks, but you just drop down if you jump in water, then relatively easily ascend from the bottom.
Nicely done. Cure art, though in need of variety or polish. Camera shifting is cool, but when moving about many corners, it becomes too shakey.
A good proof of concept, but does not really bring any new mechanics. It works, which is a lot for an FPS, but it feels very unpolished. Perhaps it would have been better to start out simpler. It's not really central to the theme though. Sorry this felt more like a rant; technical achievement doesn't get a category :(
Indeed reminded me of Uplink. But that also points out one of the downsides of command-line tedium. Very well implemented for 48h game. "neighbors" is a bit of a pain to type though :P
Good entry! I like the attention to detail and various animations, like ship no longer on fire on day 2+. Although you say no tutorial is a part of it, I don't quite buy that approach. I have no idea what some of the stuff does or is, so a simple tooltip may have gone a long way. The soundtrack is nice and very appropriate to islandy Robinson Crusoe setting. Artwork isn't of the highest quality, but it works especially with little touches like light or waves. I had trouble identifying some UI/items though without trial/error. Mood is good, but I wouldn't say I felt terribly immersed in the world. The idea is not new, so I have to pass on high innovation. And I'm afraid I didn't get the blue sphere thing as seen on your screenshots. But I'm nitpicking. Overall, nicely implemented with decent polish. P.S. intro needs a skip button :)
Good platformer. Left/right controls are too responsive. Love the following NPCs, though that kind of breaks the "alone" part. Pixel art and scanlines work nice, but a little variety might have helped. Kitten easter egg is a nice touch, though easy to find. Score fits nicely, but some SFX may have helped. Didn't have any audio/lag issues (Win7x64SP1,FF).
It's pretty hard but sort of fun. Certainly not a new concept. It does get repetitive quick as getting to the goal is a lot grinding without any immediate gratification. Instant death is a bit punishing. I like that the projectiles light up the immediate area though. I think lighting effects could have been taken further for nicer visuals/polish. Especially if there was some simple raycasting lighting. But it still has it's mood. Cartoony sound and abstract graphics take me out of the "alone" mood. But they are there, distinct, and accomplish what they are there for in terms of gameplay. I like the projectile trailing particles. I think this (rather fast-paced) game would be suitable with an actiony soundtrack. But since the theme was "alone", perhaps a less abstract and "slower" gameplay may have worked better. The AI isn't terribly smart, but it's fine. I think with such high relic goal, there should be a minimap with explored areas shown or at least distinct environment features. Hunting for every one might be a big chore and I have to admit I didn't see the end. Good entry, but I'd like to see a more innovative idea behind it. I realize this was just a 5-hour game, but this is a 48h competition and others don't get leeway. 5 stars in community for rating games though!
Good entry. A few bugs here and there. Jumping seems very sluggish and jumps that require exactly a double jump could have used just a single higher jump. It gets a little frustrating. Some platforms are also not very obvious that they really are platforms, so a differentiation between foreground/background may have helped. At least there are no deaths :) Music and more realistic sfx may have helped with mood better. I like the premise and the story concept. So good exposition.
Nice simple look, but this has nothing to do with the theme. The puzzle idea/concept is cool and with animation and polish could work very nicely. In-game tutorial/control description and better object distinction would help to get into this faster.
Also, is this your own music? You link to Mod Archive profile but it doesn't look like yours. Per competition rules, you cannot use external music and you must make it during the compo.
Same issue here, Enter/X/C at level select sends back to level select. I'd say this is a critical error and can be fixed post-submission.
A very nicely done game! It's cutesy and earns some retro art points. Cute sounds effects. The drop/double-jump mechanic is very cool and lends itself to a variety of puzzles. I'd want the platforming to be slightly less sluggish though. And some jumps are very hard, especially where you have to hit jump for like a millisecond to make a low jump. At least money bags don't reset, though I'd like a few more checkpoints. My biggest gripe is that this doesn't fit the theme. It was "alone", not "kittens". And although a kitten may be alone, there is little "alone" atmosphere and cartoony look doesn't make this alone-moody, in fact the opposite - cheery and fun! Don't get me wrong though, I like the artworks :) 5 stars on community for kitty badge :)
An interesting isometric tech demo, though I would prefer to be able to use the mouse. Not much going on gameplay wise and reading the "manual" to understand controls and what to do isn't the best presentation. AI is good I guess. I didn't get very far though so I didn't get to see most of the mechanics, which without reading the manual is unfortunately quite tedious trial and error. I guess you have to be a fan of SRPGs to "get" it. Also being the "lone" character isn't central to the theme and the mood set doesn't convey the sense of alone on either player's or character's part.
A potentially good concept, but not much implemented and lacks a lot of polish. Few bugs, very simple graphics and no sfx/music don't really set the mood even though this fits the casual interpretation of the theme.
I guess this is "so bad it's good entry". The voiceover is a very cool addition that's part the reason this works. Humor is a bit dry but it works. Graphics are.... "special", but they are consistently special so it also works. There are some balance issues and the game is a bit long for an LD entry. UI is not the most user-friendly and, for example, item pickup is a dodgy and you have to be positioned and click just right to get them. I suppose dungeon crawler is semi-related to the theme, but I wouldn't say central to it. Overall, pretty wacky and funnyish, but I didn't get to finish it.
Of course, 5 stars in community for rating tons of game.
Fun entry. The idea is not new, but the concept could be fun nevertheless with some polish. However, art doesn't really justify it and highly contrasting colors, although good at setting apart world elements, are a bit inconsistent. Unfortunately gets repetitive very quick and I would love to see a wider monster variety. I guess you get some humor points too, but the humor does feel a bit forced and not subtle at all. Wacky animations are a plus though and make the graphical style appear almost intentional. Could be great with an actiony soundtrack. A jump button would be really nice (even though you say it's not there intentionally), and I kept thinking you could use doors. Love the "hug me" sfxs. I did not quite see this as fitting the theme or mood well, as you are constantly "not alone" and the "loneliness" bar is just a health bar renamed for theme purposes :) But the hints are there. Overall, good fun first try. Definitively 5 stars on community for rating many games.
I think the idea is bloody brilliant. Unfortunately, the controls aren't very smooth. A tiniest touch of arrows can send you flying while on chair. I would prefer more reliance on momentum and more friction. I would also prefer to have some checkpoints, as not knowing where enemies are coupled with extremely responsive controls can lead to a nasty restart. The concept is great, but I can't help but feel this isn't central to the theme. Overall, a nice entry.
Interesting theme idea, though I would prefer a more surreal presentation of the whole chased by "shadow" concept. It seems too joyful and the cheery music doesn't quite fit I think. The controls are... clunky at best and I did not see the end. Walljumping is a very big pain. The physics are very weird and I had severed heads flying around the level. Overall, nice idea, cute soundtrack, interesting graphics but clunky gameplay and non-cental to the theme.
Also, 43 Mb!!!
Very nice graphics, but not much game in it other than technical achievement. Although visual exposition can carry the story, there isn't much going on. The mood is good I guess. Well, let's see what you can do with it.
Interesting concept, cute graphics. Planet indicators should show the distance somehow or it's too easy to overshoot. Also spamming T let's you teleport regardless at high speed. I like the small attraction planets have, Not a lot of content in space or on planets though. Nice soundtrack.