Foon → Ludum Dare Explorer → Users → rwos
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 26 | Minimalism | ::.::::::. | compo | 60 | 3.89 | 3.45 | 3.71 | 4.06 | 4.13 | 3.26 | 2.40 | 3.97 | 100 | |
| 2012 | 24 | Evolution | Moore's Game | compo | 226 | 3.24 | 2.98 | 3.18 | 3.62 | 3.11 | 1.29 | 2.48 | 2.97 | 91 |
> This thing is real good man, make it open source
Nothing to add, great game! :-)
Good work for 15 hours, though it's a bit too hard for my taste, I didn't come far... FYI: it works in Firefox 10 (Linux), but at an unplayable low framerate, don't know why. It worked fine in Chrome/Chromium.
Got stuck in the 16-bit level, but I really liked the game. Very nice idea. The first level looked awesome, it sort-of declined a bit from there but the graphics are still okay.
The music was cool, evolving in parallel to the graphics.
Well done!
The general feeling (enemy behaviour, the guided bullets/missiles) is pretty cool. It could use some sprites and/or game-play, though... :-)
It plays very nicely, controls and fighting are well done. It's a bit low on content, though.
Final score 63050 - I guess, I'm not very good...
The game is great, really well done. Sounds are awesome, especially the in-menu music. It looks and feels really polished!
I'm going to play again later on, to figure that immunity thing out...
This is hard - I can't seem to survive longer than a minute or so... Too hard for me.
The explosion/shooting sound is okay, but I don't like the walking sound too much.
I can't really comment on the game-play because I keep dying much too soon... :/ Maybe release an easy version later on?
Couldn't shoot or mine on Firefox 10 (Linux). I do have chrome, but there it said it couldn't initialize WebGL... I'll try again later on another machine!
That it doesn't work in Chrome for me is not your fault, seems like there is no WebGL-Support switched on or something. In FF WebGL does work and I can move around and use the upgrade menu and stuff but I can't use the mouse buttons. When I click somewhere, the debug output on the console is always like that:
TextMode_debug: mouseup: {undefined,undefined:-1 gs: NaN,NaN}
log.js (line 17)
TextMode_debug: mousedown: {undefined,undefined:0 gs: NaN,NaN}
log.js (line 17)
TextMode_debug: mouseup: {undefined,undefined:-1 gs: NaN,NaN}
log.js (line 17)
TextMode_debug: mousedown: {undefined,undefined:0 gs: NaN,NaN}
log.js (line 17)
TextMode_debug: mouseup: {undefined,undefined:-1 gs: NaN,NaN}
I'll see if I can get Chrome to support WebGL on my machine (again, not your fault/bug) and try again.
@Fritzendugan: Thanks for your comments - pretty much spot-on. Just to add one thing: in breakout, you can give a x-direction drift to the ball if you move the paddle while the ball hits it.
@gamblore: The Wolfenstein level should be beatable, but the map is really, really large. Even I didn't find the green blocks again - and I wrote the game...
For when the red blocks won't die - sometimes it helps to look away or go around a corner and come back.
That's a known bug, but 48 hours weren't enough time for me to fix it...
the ENIAC-tic-tac-toe-line-printer level bug you guys are reporting is curious, however - it works on my machine[TM]
Nice little game, impressive work for 48 hours! Most LD games seem to be action-based, so it's quite refreshing to find an RTS here. Enemies would be nice, obviously - I hope you keep working on it! :-)
Ah, got to the end. :-)
Great work! I also tried to do that game-evolution stuff, but you did it much better than me, incorporating it into the game-play. Really clever, and well done and all. My favourite so far!
Got it to compile on my machine (Linux, I also don't have a Windows machine, sorry).
It plays a bit like a stripped-down version of "Uplink". The first few hacks and "evolutions" are nice - but it gets a bit boring afterwards. It could use a bit more variety or more features! :-)
I believe you are allowed to update the Makefile - this doesn't add any features and bugfixes/ports are allowed. (I didn't read your comments first and installed all the un-needed dependencies, too...).
It's quite - colorful, if you will. My eyes hurt now. :-P
I also couldn't figure out the game-play. Is there any or this this just a visual demo? I could click and move the mouse and stuff happened, but I didn't know what to do...
It's very well done - sound and graphics both are simple, but in a good way. I also like the general idea a lot - it's like tower defense, except that it isn't :-) Always nice to see some new ideas implemented!
My biggest problem is that winning seems to depend too much on pure luck (that, or I'm just *very* bad). I'd like to have more interactivity in it. Maybe being able to move the cannons on the towers would already be enough.
I didn't really know what to do - conquer all planets before they reach the black hole? Is there a win condition?
Other than that - the animation is nicely done. The whole movement looks pretty cool.
Nice animations! The controls don't work in Firefox 10 (on Linux) for me - but Chrome worked. Audio is minimal but I found it fitting to the graphical style.
Sadly, I got stuck in level 5 or so, after my creature obtained legs. Are the computers supposed to do something or are they just decoration?
The idea is very cool, I just wished there was a little bit more action, game-play wise. I would like to shoot those moths, not just drop balls on them! :-)
So, as a simulation it's pretty cool, it's just a bit lacking in the fun department. Especially so, since there is no way to actually lose a level.
The source code was a surprise (I had to re-compile for my 64-bit Linux machine) - it's written in Standard ML! That's cool!
Pretty hard, but funny! Audio is superb! :-)
I liked that game a lot! The idea is nice - it's simple, but simple things are sometimes the most fun. The graphics are really well done, everything looks very polished. Controls work fine - except that it's not the most ergonomical key choice for those of us on a QWERTZ keyboard... :-) Sounds are minimal, but that works well for the retro-style.
Over all this is a really good game in it's own right, even outside of Ludum Dare! I'm quite impressed!
Oh, and FYI: works fine in Firefox 10 on Linux.
Technically correct - the best kind of correct. It's not the most fun, though...
The controls were a bit unintuitive, but I like the game itself. The graphics style is great, it looks different/unusual (in a good way). Very unique and well-made game!
When I first played it, I hit a bug (like, a coding bug ;-)) where I would instaniously evolve to the max level. Can't reproduce that, though. Second play was fine.
It would've been nice if there was some "eating" animation or so. The music's not really my cup of tea - but the fact that it is connected to the gameplay is cool.
The sound-based gameplay is very cool. Sadly, it died on me in the fourth level. Here's the traceback:
Traceback (most recent call last):
File "game.py", line 424, in <module>
pyglet.app.run()
File "/usr/lib/pymodules/python2.7/pyglet/app/__init__.py", line 264, in run
EventLoop().run()
File "/usr/lib/pymodules/python2.7/pyglet/app/xlib.py", line 82, in run
window.dispatch_platform_event(e)
File "/usr/lib/pymodules/python2.7/pyglet/window/xlib/__init__.py", line 1169, in dispatch_platform_event
event_handler(e)
File "/usr/lib/pymodules/python2.7/pyglet/window/xlib/__init__.py", line 1326, in _event_key
text, symbol = self._event_text_symbol(ev)
File "/usr/lib/pymodules/python2.7/pyglet/window/xlib/__init__.py", line 1262, in _event_text_symbol
symbol = ord(unichr(symbol).lower())
ValueError: unichr() arg not in range(0x110000) (wide Python build)
AL lib: ReleaseALC: 1 device not closed
Still - well made! The visual style is simple, but fits perfectly to the game. No performance issues on my old Thinkpad (Linux, with on-board Intel graphics).
The evolution thing is cool, too bad it only happens once. I also liked the background music.
Gravity is way too low - or this the moon? ;-) Also, the main character's walking animation would look better if it was faster.
So, over all it's obviously incomplete but it's not badly done. With a higher gravity and more content this would be quite nice game, I think.
It stops when I reach a certain size (very helpful stderr output: "An error has occured, the game has been stopped.").
It was fun though, nice little game!
Reminds me of SimAnts - including the "what the hell do I have to do" factor. :-)
Some help texts would have been cool. The ants seem to move the hearts around, sometimes - but I can't figure out under what conditions.
It's not a game, as there's no game-play to speak of - but as a simulation it's quite nice. It could use some speed-up button or so - interessting stuff happens only fairly rarely and it does take quite a long time to get to observe any long-term trends.
Still, well done - I would absolutely play a completed post-compo version of this. The planned features sound really interessting!
I like the art style, somehow - it's so stupid, it's good again! :-) The game itself is a bit boring after a while - maybe a winning or losing condition would have spiced things up a bit. It also could use some sound effects. But not bad over all.
I really like the style - not only does it look a bit like a CGA game, it also feels like running an old CGA game on a 386 - that is, it runs a bit too fast. That probably wasn't intentional, but it brought back good memories. :-)
Exploring the world was interesting, but a bit frustrating - mainly due to the very weak jump.
It's a weird game, but in a very nice way! Good work! :-)
So it's minecraft in 2D, basically? The gravity is a bit too low, which makes it pretty slow to play. Other than that I like it actually - it's simple, but has reasonable replay value.
I couldn't place any blocks, however (Debian 64-bit, OpenJDK, java version "1.6.0_27"). Picking blocks up worked fine.
No idea what I'm supposed to do but I enjoyed it. :-)
Got it to run on Linux - The problem is that your code assumes a case-insensitive file system. People with case-sensitive file systems (i.e. on Linux) just have to do the following:
in res/sprites (after unzipping, of course):
cp ProcessorForeGround_2x4.png ProcessorForeground_2x4.png
cp ProcessorForeGround_4x4.png ProcessorForeground_4x4.png
cp RouterForeGround.png RouterForeground.png
(yes, copy, not move - the game needs both capitalizations)
There might be more, I haven't played it through, yet. I just figured I write this first so that others can get it to run, too. :-)
Linux users: ignore the manual renaming, I proposed above, you'll never get done with that. Just go to res/sprites and do
for f in *Foreground*; do cp "$f" `echo "$f" | sed 's/ground/Ground'/`; done;
for f in *ForeGround*; do cp "$f" `echo "$f" | sed 's/Ground/ground'/`; done;
That gets you at least to level 4. :-)
As for the game: Nice work, I really do enjoy it! It's nothing terribly innovative and it doesn't really have anything to do with the theme, but it is quite fun. Oh, and thanks for auto-saving the levels! :-)
Very nice gameplay idea! There's still some potential in the visualization - some kind of graphical effects or animations would have been nice. Also, there are quite a bit too many swastika levels for my taste (yes, yes, it's an old symbol and the Nazis used a mirrored version, yada-yada - still, I book that as "provocation"). The game itself is surprisingly fun to play, however!
Great idea and super nice visuals! It's a bit hard to play, though. It would be better if one could move the pieces after a failed attempt instead of always starting from zero again. I'm confused - does it have audio? Because nothing's playing here (Chromium 26 on Debian), but the second Commenter mentioned "great sound".
I liked the art style and the music, everything fits together really well. And it's fun to play, too - well done!
Hm, can't get it to run on Linux (dies on start up) - I don't know if that's the reason but it seems to be a 32-bit executable. I'll try it on a 32-bit system later - but maybe there's also the option to export for 64-bit Linux?
A little weird, but well made and surprisingly fun to play. Sometimes I didn't know what I did wrong, though - I DID add sugar! :) Also, the loading times seemed awfully long.
@gabehollombe: the colored cubes hurt you if they come near. So you shoot them. :) Also, shooting them places colored pixels on the canvas/level-selection thing.
@Simon: it's basically 2D, yes. It's a Raycaster - the same kind of renderer Wolfenstein 3D used, for example. Except that mine is quite a bit simpler/dumber than Wolfenstein's (mine can't display textures).
@jcvsmc: nice, thanks for the upload :-)
here's my last-speed-run-before-submission map: http://imgur.com/khghwdY
@mildmojo: Thanks for the bug report! I do preventDefault(), but only for the keys that do stuff in vanilla browsers (cursor keys and space). I completely forgot that people like to customize their browsers... :)
Nice, pretty much as simple as it can get. I think the audio fits pretty well to the visuals - the line one jumps around on looks a bit like what an oscilloscope could paint, when given these kinds of beep-sounds. However, the "music" isn't really synchronized to the level (or is it?). Overall, it's a fun little game, fits well with the theme!
Fantastic visuals, this is really something different! Took me a while to find out that one can switch to the other side of the line. Also, on my qwertz keyboard, the controls are a bit awkward to reach. But other than that this is pretty much perfect - great work!
A duck with a rocket launcher? Now, that's an interesting idea! :-)
I liked the unusual controls/movement, especially the fact that one can bounce against the walls. Though, as the other commenters have said, a little stronger influence of the mouse position would have been great. I also find the connection to the theme rather weak. But other than that, good work!
Well, the game itself is a bit unfinished - but I don't mind, the sound is so great I could run around and press "talk" all day! :-) I also like the art style a lot. With a bit more gameplay, this could really be a great game!
Wow, the art and audio are just phantastic! Gameplay - well, pretty minimalistic. :) At first I didn't realize that it's turn-based (I admit that I didn't read the instructions...). Overall I like it, though - not so much as a game, but more as a piece of art.
Well this doesn't have anything to do with minimalism, does it? (But then again, this is a really stupid theme, every game here is "minimalistic", so... I don't count that against you) I like the game - it's simple, yet still surprisingly fun to play. Audio is nice, graphics are nice - good work!
Wow, this is cool - the most surprising thing is how well the control scheme works! Fantastic work, great fun to play!
Now that's what I call a simple game. It's fun, but not for very long... :) Also, there's something funny going on with the collision detection - one can jump into the terrain, sometimes. I do like the art style, though! The audio fits the game pretty well, too.
nice little game - minimalistic, simple, fun. A little background music would have been nice, but other than that it's really well done!
In case anyone wonders: the .jar works well on 64-bit Linux with OpenJDK.
The art is just fantastic - if you can step up the gameplay a bit next time, then we have a winner! :-)
Very nice - especially the destructible walls (and the fact that the enemies also destroy the walls)! The graphics are also attractive (the connection to the theme has been noted :)), audio is fine - great work, feels very solid! I only wished the player character would rotate a bit faster.
What a nice little game! The background flashes a bit much for my taste (that can also be because of my slow machine) - but the mechanics are interesting and the art style is just great. It's like a shoot-em-up but with exploration stuff mixed in. Great fun to play!
Just a quick note on the game engine you used:
Funnily enough, the HTML5 version works better for me than the 64-bit Linux version. The Linux version of your game is a 73 megabyte binary, which is just absurd - this is far far faaaaaar bigger than anything else on my system. It seems that this Construct thing bundles your game with a complete version of Chrome (i.e. the Linux download is actually a complete Chrome browser that only runs your game) - but they mess it up somehow, since my own Chrome runs the game much faster than the one in the bundle. It's probably the same story for the windows binaries.
What I'm trying to say is: I don't think you have to bother with the binary exports in the future - it's just a huge useless download, because we already have browsers. :-)
I liked the artwork of the robots and the player (though the walk cycle animation is a bit too slow). The, well, unusual physics made it quite challenging to finish this game. :-) I kept missing jumps all the time. But the robots don't actually harm the player, do they? That would have made it a bit more interesting. Audio was minimalistic, but yeah - that's the theme, right?
Btw, the .jar worked fine on my 64-bit Linux machine (Debian, openJDK).
Your code assumes that "Data/Images" is the same as "Data/images", which is not true on Linux. Linux users can run this game by unzipping it into a directory and then doing:
cp -R Data/Images/ Data/images
java -Djava.library.path=`pwd` -jar ville.jar
(I haven't played it through, yet - but at least it runs :-))
Fun little game! Reminds me a bit of the Settlers series. It runs a bit slow at the end, though. The graphics are very nice, I like the building progress, and the fact that they build what seems like stone streets, and so on. Maybe a bit more player influence on the course of the game would have been good - a research tree, or some kind of enemy or something. But overall, this is nicely done!
Nice minimalistic art style. I also like that standing still and doing nothing is part of the game mechanics. Sound would have been cool. But overall it's a really nice game to play! Great job!
What a great idea! There are a lot of games looking like Mondrian's paintings here, but yours is the only one I've seen so far where that is a gameplay mechanic, and not just "hm, I need to get the theme in here, somehow". Also, you have the coolest level selector so far! :-) Fantastic game, really enjoyed that one!
This was great fun, the color stuff is really nice! Some sound effects would make it even better (I played the HTML5 version, maybe the windows version has sound?). Nevertheless, this is really good work!
Nice game! That took quite a while until I found out what triggers the sensors. Now I feel stupid...
I think the main problem with the "slow" feeling of the controls is the lag between hitting the jump key and jumping. That should be instantaneous, but it seems like it waits until the sound is played. However, that was still good fun to play! Good job!
Wow! From the screenshots I thought that this would be overly simple, but it's actually really well-made and cool and a lot of fun! The character animations are great, as is the level design. And I also like the sound effects, they fit very well to the rest of the game. Great job! This was a lot of fun to play!
Well, *only* a number guessing game is a bit too minimalistic for my taste. There's just nothing creative in here.
Wow, how cool is that? What a fantastic idea! I also like the contrast of order/minimalism on the player's side and these strange heads on the enemy's side - which is especially visible when one of the player's dots get eaten. It seems so simple (and slightly boring) from the screenshot, but it's really great! Nice, nice, very very very nice! :-)
That's a Unity Web Player in the "Web" link, right? Because I only see a black page (Chrome, Linux).
Fantastic concept!
Just a quick note: it doesn't start on Debian 7, since libbulletjme64.so is linked against glibc 2.14 (and Debian 7 is on 2.13). Will try on a Ubuntu system later on.
That was fun, and surprisingly difficult! When I first started it, Level 2 wouldn't finish, even though there were no cubes to be seen (maybe something to do with the randomized cube placement?). After that it always worked fine, though. I really liked it, it's a fun little game. And well-made, too.
btw, the JAR worked fine on my Linux machine (64-bit Debian)
Simple, but surprisingly good fun. It could run a bit more fluid on the lower speed settings, though.
Wow, this is fantastic! Not that it matters, but I think you got the first-person perspective slightly wrong. What you have is the first person view in a two-dimensional world (dimension one is left <-> right, dimension two is into-screen <-> out-of-screen). The particle in this game would have a single pixel as its first-person view (i.e. the only axis goes "into" the screen). Then, when you team up with other particles, the first person view would get wider.
Nonetheless, this is one of my absolute favorites so far. Nice visuals, nice backstory, well-fitting sound effects - great work!
I'm not sure I understand what this is about - I just flipped all switches and then pressed the button. Am I missing something?
Badly needs the track editor! And where can I select the car? I want the Lancia! ;-)
I kid, I kid - Your game is great fun! I think you have captured the essence of stunts. I also liked the visuals, you've even managed model the Lamborghini LM002 pretty accurately! ;) The bloom filter is a nice touch (though my poor little intel-graphics machine can't quite keep up with bloom switched on). Props for the settings menu, and also for making the game re-scale to the size of the browser window. A little engine sounds would have been nice. But other than that - great work! That was fun!
Great work! I did something quite similar for the 24th LD (theme "evolution"), but your game is quite a bit more polished. I liked the narrative a lot, and the general style of the whole thing. It feels a bit like an interactive documentary about video games. Short, but I really enjoyed it!
Nice little game. The "bugs" actually make it more interesting to play (especially the weird shooting controls). :-)
Couldn't get the audio to play here. I'm pretty sure that when you try to load the sound files the way you do (by setting src on the Audio object), you'll have to call load() on it afterwards. But you can also just put the src into the Audio constructor (i.e. var foo = new Audio("foo.wav")) . That's the way I did it and that seemed to work fine.
Fantastic visuals, the lines in the sand look impressive!
Multiplayer is always nice! :-) A preventDefault on the space key would have been good, so that it doesn't scroll around for those of us who can't fit the whole game onto the screen (like me). But other than that I like it, actually - pretty much as minimalistic as you can get for a capture-the-flag type game.
Great gameplay, though the blue dots could have been introduced a little earlier on. Also, an indicator of how many waypoints one has left would have been nice. But other than that it's really fun and tricky and interesting. (and then I accidentally hit reload and everything was lost, so I didn't finish it, sorry). It also has a nice mood to it - audio fits very good. Overall: Excellent!
Just to clarify - I hit the browser's reload button (because I'm stupid like that), not the one in the game. The one in the game works fine.