FoonLudum Dare ExplorerUsers → rxi

rxi

Overall Medals

YearLDThemeGameDivisionOverall
🥉 2016 37 One room Tangent compo 4.43

Category Medals

YearLDThemeGameDivisionCategoryScore
🥉 2017 38 A Small World tinyarena compo Fun 4.42
🥉 2016 35 Shapeshift Cyan compo Graphics 4.68
🥇 2015 33 You are the Monster Separated compo Mood 4.70
🥉 2015 33 You are the Monster Separated compo Audio 4.47
🥉 2015 32 An Unconventional Weapon Lucid compo Graphics 4.72
🥇 2013 28 You Only Get One Doubt compo Graphics 4.65
🥈 2013 28 You Only Get One Doubt compo Audio 4.41
🥉 2013 28 You Only Get One Doubt compo Mood 4.52
🥈 2013 27 10 Seconds Solitude compo Mood 4.41

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201738A Small Worldtinyarenacompo104.254.422.532.674.323.212.183.30
201637One roomTangentcompo34.434.214.023.984.554.302.934.1626
201635ShapeshiftCyancompo304.023.913.133.894.684.132.723.7117
201534Two Button Controls / GrowingHarvestcompo354.073.673.493.854.283.942.514.1433
201533You are the MonsterSeparatedcompo513.892.593.264.444.564.472.064.7035
201532An Unconventional WeaponLucidcompo104.203.842.923.304.724.392.344.4830
201431Entire Game on One ScreenSerenitycompo234.043.593.202.294.654.192.394.4633
201429Beneath the SurfaceFragmentcompo10462.661.942.622.352.793.791.814.3130
201328You Only Get OneDoubtcompo603.772.802.942.784.654.412.454.5250
20132710 SecondsSolitudecompo94.153.413.293.814.524.152.424.4160
201326MinimalismKipplecompo2513.493.242.983.494.073.333.423.7056
201225You are the VillainHappinesscompo2883.132.293.633.424.332.912.203.3246
201224EvolutionMy Pet Monsterjam843.323.072.302.563.752.502.862.9557

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by rxi

LD24 — Evolution

Peanuts! by deejorg 2012-09-02T15:50:00

I really liked the concept, will you be continuing with the game post-jam? The small amount there felt solid, and it looks like you made a ton of additional assets you never got to use!

Tiny Evolution Adventure by AdventureIslands 2012-09-02T20:08:00

Excellent game which stuck close to the theme of evolution. The platforming felt flawless and the art looked great, the elevator music was enjoyable and it all had a decent ending and felt complete.

The parallax on the background was a bit dodgy, with the higher background layer moving faster than the foreground tilemap layer on the vertical axis, but a small complaint in an otherwise decent game!


On the second level when you go to the end before you're ready to evolve, you can jump up onto the top of the level and run off the edge, I linked to an image showing the part I mean below:

http://i.imgur.com/KRQdQ.png

Evolution Heroes by Rubel 2012-09-02T18:52:00

As others have said the graphics were excellent. It was nice to see some familiar characters in a lower resolution form, especially with how well they were done. I enjoyed the music, too, and how it managed to link in to each character.

They Are Coming! by Gryxitl 2012-08-28T20:08:00

Couldn't find the option to invert the mouse, did I miss it somewhere?

My Pet Monster by rxi 2012-08-29T17:35:00

@Volute

Could you tell me any information of what you were running it on? The game should be incredibly light on resources (I get <1% CPU usage on my Pentium D, and it runs smoothly on my netbook), so it's most probably a bug somewhere if it's not running well. :(

In regard to the controls screen. I wanted to make sure everyone saw it, since sometimes they're very easy to accidentally skip past. Though if it was running slow for you it may have been displayed even longer than usual.

My Pet Monster by rxi 2012-08-31T16:28:00

@dector

I don't really know much about linux so I don't know why you're getting the error. That being said I have been working on the game a little post-jam and have ditched the soil library and am just loading the bitmap data raw. If I get a chance to recompile on linux I'll stick that up here which should hopefully fix the problem assuming SDL is in check and nothing else goes wrong.


@Kayelgee

> I got he apple at the high tower and on my way back I died and the apple was lost forever, the chest stayed empty

The apples return to a "random" chest when you die. Another measure I took to make the game difficult (which in rare cases can make it easier, for example the high tower/high desert apple getting put in one of the first two chests). I don't think I realised how good I got at the game from all the time I played it to check for bugs, and in turn made it a bit too hard!

My Pet Monster by rxi 2012-09-02T12:47:00

@dector

I'm glad you finally got it working (and it's reassuring to hear it runs in wine), also, sorry you had to go to so much effort to get it to work!

In regards to the controls, I would have added custom control mapping as an option in the menu, but unfortunately I didn't even have enough time to finish all of the game's content, and custom key mapping was a lower priority. I did *try* to make everyone happy though, by providing two mappings for most the controls.

Evolution Gem by Oceanspud 2012-09-02T18:01:00

Absolutely dig that you wrote it in Qbasic. Did you use Qbasic as the IDE or did you write it in another editor and just use qbasic for "compiling" it? I'm amazed if you pulled off using the editor, it would have driven me mad!

I like the little "tips" and "facts" that pop up at the bottom, though they're incredibly distracting! Over all the game has a really nice feel to it, and gives me nostalgia for the old Qbasic games I used to play.

Temple of Evolution by Codexus 2012-08-30T09:13:00

As others have mentioned the game looked great, but unfortunately the lack of option to invert the mouse made it incredibly awkward for me to play, and by the time I got to the third level it ended up annoying enough to give up.

Not providing an option to invert the mouse seems to be an on going theme, I've encountered only one entry which does let you do it. To get an idea of how it feels (assuming you're a naturally uninverted-mouse person), try playing a game with mouse inversion turned on.

The Erebus and the Terror by sfernald 2012-08-29T14:53:00

Really liked this game at the beginning. It set a solid atmosphere and the mystery of what was going on encouraged me to continue playing. I unfortunately ended up getting frustrated after wandering around for a while and despite trying a few things to progress I concluded that what I was thinking wasn't the "correct" way of moving forward in the story or I just wasn't phrasing what I wanted to do properly. Having no more ideas of what I could possibly do given the items I had, I decided to give up.

I may return and try the game later on, since it does pose a good mystery. I also quite liked what I felt it was foreshadowing and did find it enjoyable up to the point where I got completely stuck.

The Erebus and the Terror by sfernald 2012-08-29T17:29:00

*** POSSIBLE MILD SPOILERS BELOW ***

@sfernald

From memory of a few hours ago, so I may be recalling some things wrong:

I'd slept and gotten the grenade. Raul told me to get popcorn and watch a movie, I found the room with Raul in and got the combinator, I tried to sit on the couch and used the remote but I couldn't find the popcorn anywhere. I tried to use the grenade on a bunch of things by taping it and using it, which it didn't seem to understand. I hadn't got through the blast doors at the south, I hadn't got into the pantry, If there was a kitchen I couldn't find it, I couldn't go into any of the "up" exits.

But I will most likely give it all another shot later on, as I'm sure I missed something obvious!

The Erebus and the Terror by sfernald 2012-08-30T16:56:00

@sfernald

Aha, "Attach" I think is the word I was missing out on (since I did try "putting" and "taping" it to a number of things). I'll give it another blast, thanks for the tip!

The Erebus and the Terror by sfernald 2012-08-30T19:11:00

I think I got to the end (the part that says *** The End *** at least..). Quite enjoyed it, a good couple of bits made me chuckle. Some parts did feel like you were expecting the player to be a bit psychic though (the "where do we sometimes lose stuff in real life" bit). Nice work @sfernald.

The Erebus and the Terror by sfernald 2012-08-30T19:38:00

@sfernald

In that case, I think I'll be playing it through a third time.. I'll probably leave it a few days though, and give some other games a chance ;)

Targeted Evolution by johnfn 2012-08-31T23:01:00

Digging this one. Liking the sharp and colourful 1:1 pixel art, I haven't seen any other entries with a similar look as of yet. The amount of detail put into the graphics with a complete lack of effort to add any animations adds to the games humour. The movement feels a little hyperactive, but isn't dodgy in a way which makes the game irritating.

The dialogue was quirky and felt like a personification of the internet, it made me laugh in places. I especially liked the little poker face on the idiot protagonist's dialogue avatar:

http://i.imgur.com/QU7W0.png


There were a few minor bugs in a couple of places but nothing that really spoilt the game. I did find the card selection menu incredibly annoying, and found myself flicking through it confused to what was selected or not, but it made a bit more sense once I had 3 cards. The walkthrough came in useful when I got distracted at one point and ended up confused to what I was supposed to be doing.

Nice one @johnfn.

Advancer by Knighty 2012-08-31T20:48:00

When I opened the game I thought something had went wrong, until I flicked back to this page and realised that's what the game looks like when it starts! You probably would have been better having some sort of menu at the start if I wasn't the only one who made that mistake!

I quite liked your graphics and the idea for the game (I recall seeing this concept somewhere else before, but a bit more played out). I notice you used the NES palette for the NES era, but (for future reference on making nes-esque graphics) you display too many colours from the palette in too small of an area for it to be realistic.

I felt the levels were nicely laid out through out, though I found the music to be annoyingly repetitive. The game felt relatively fleshed out for a 48hours, with a nice range of tiles making up the levels. I liked that it actually had an ending and a boss battle!

Complexitivity by Accidental Rebel 2012-08-29T12:42:00

You're the first fps entry I've tried that lets me invert the mouse controls. Thanks for realising that people who prefer inverted exist!

How evolution really works? by keenblaze 2012-08-30T21:22:00

Both fun AND educational.

Monkey Bowling by olav_st 2012-08-31T21:37:00

I found your game excellent. The world felt large and the levels seemed clever, the monkey sprites were cute and the platforming felt solid (I'm amazed how many other entries have got this so devastatingly wrong). I got an almost "Jill of The Jungle" (Epic Games, 1992) vibe from the game, mainly, I think, from the level design.

I liked the fact that irreversibly messing up a level was implemented into the gameplay. The restart key becoming an essential component of the game, as opposed to a fail safe. I felt it gave the game an extra layer of depth, almost as if you were using it to transverse back through time with a gained asset: The knowledge of a tangent future.

The game felt as if it ended sooner than it should have, and the three evolutions happening so rapidly in succession gave a feeling of rushed incompleteness in the game. Saying this, I appreciate this was a 48 hour game, and the difficulties that brings with it. If you continued to develop this game any further I'd no doubt play the "extended edition".

I liked the commentary implied by the forth evolutionary stage. When I first saw the pins I certainly wasn't expecting to be knocking them down like that.


On a side note, I think I may have found a bug where you can fall off the side of the world on the right edge of this screen:

http://i.imgur.com/cCWxh.png

Influenza by Miltage 2012-08-31T20:01:00

Really enjoyed this one, it felt like quite an interesting and novel idea. As if I was some kind of ethereal being, influencing the tiniest aspects of the world to eventually make the right person ill, I would have been altering their fate and putting into motion a chain of events that would eventually lead to my desired outcome-- whatever that may have been. Was I playing as a malicious being or putting into place the stepping stones to better fortune for these office workers? Only time could tell...

Unfortunately I didn't manage to make it all the way through, quitting on level four. Though I did like the laid back and patient approach to the game, I found the slow slow camera control frustrating, as well as the fact that the entire office building wasn't in a single view despite the pixels being as big as my face.

I quite liked the graphics, the walking animation on the legs seemed quite exaggerated and comical. Overall, nice work @Miltage

LD25 — You are the Villain

Picker Pocketer by Entity2D 2012-12-18T21:14:00

The best pick-pocket game I've played this Ludum Dare. Pip pip.

Vanillian by TheSheep 2012-12-17T23:30:00

When I started the game the window (titled "Untitled") windows didn't repaint and after a few seconds windows said it wasn't responding. I began writing this reply and after about a minute I heard music and the game had finally started!

Upon pressing space on the title screen I encountered the non-repainting window once again, looking as if it had seemly crashed until finally the moment of fate:

The gameplay music began and the... window disappeared... the music continued to play, in fact, it is playing as I write this comment.

Pretty bummed out I didn't get to play this since both from the screenshots above and the screenshots you posted during the 48 hours, it, at the least, looks visually fantastic. I hope you get this fixed at some point so I can try it out! No doubt I'll be checking back later.

Vanillian by TheSheep 2012-12-18T14:29:00

Ohmigosh. It looks like the new windows build works!


The game was microsized in play time and some of the collision was a bit dodgey! I did really enjoy the graphics, though, and for the most part, think it was one of the nicest art styles in all the entries I've seen, it'd be interesting to see a more fleshed out game made with a similar look to it.

I also encountered a funny crash on my first play through which felt like you were breaking the fourth wall:

http://imgur.com/saJa3

Dark Dream by eShredder 2012-12-17T23:10:00

I'd seen a couple of your posts during the 48 hours and was actually quite looking forward to playing your entry. Fortunately I don't feel let down at all! The graphics were lovely and the game had a solid feel to it. I liked the jelly-fish movements of the enemies and despite the gameplay mechanics being simplistic I was still met with a few "how on earth do I get up there?" moments.

I also liked the story put forth by the lighting and coloring. Our protagonist is black and, we presume, evil. He collects nightmares which are black, touching anything white hurts him. Two things I noticed were, firstly, the protagonist's life force is represented by the light he's emitting, and secondly, the entire world in which he roams is black. I couldn't help but wonder what was implied by this and what it could mean. Is the world hes surrounded by evil? Or perhaps black wasn't evil at all, perhaps black represented the neutral in the world. Maybe our protagonist wasn't evil, simply a normal guy. Black being evil, of course, is just an assumption made by the player, this is never explicitly mentioned anywhere, black nightmares in the context of a black world could mean normality, maybe they were simply a part of his every day life, much like the grass on the ground.

The almost ever present glow represented the goodness inside of the protagonist, his commendable attributes which had evolved as he had progressed through his life, yet, still he clung to the black, the mundane. Why was it that touching anything light would slowly damage him? The lights it seemed, shining brighter than the brightest stars, represented the most positive things he'd ever come across in his life. For some reason they would seemingly have a profoundly negative effect on him. They wouldn't just hurt him, they'd relentlessly and irreversibly remove his own goodness. Was this all the result of too much of a good thing? The rules of the world were that the light would hurt the protagonist, and that he should stick to the mundane black world which had always been so familiar to him. I think this spoke lengths about the kind of person the protagonist was, at least at this point in his life, and how some days, I imagine, his existence could have felt much like a dark dream.

Destroy All Heroes by Vennril 2012-12-18T19:57:00

Really nice work. The visuals and lighting were great and the controls felt solid, everything moved smoothly. The game play was simple but it was an overall enjoyable experience. Loved the little speech bubbles too, really added a little character to it all.

Happiness by rxi 2012-12-17T16:52:00

@TheCze

> a bigger window would be nice.

You can get a bigger game window by hitting F3, which will scale by 3x instead of 2x. If you meant being able to see more of the game area, that's understandable, but it's one of them things I consider and would have usually decided on from play testing, unfortunately no play testing took place.


@Edocentrique

> lack of reaction from little budies, maybe in a future version you could had some tiny icon to make us think "oh so you wanted some coffee ? TOO BAD !"

I was going to have little icons to indicate when they're talking or drinking water or crying or thinking about doing something, but I'd ran out of time and it was one of the features I ended up leaving out. Don't worry though, you can still gain pleasure from depriving them from using a vending machine while their hunger bar increases.

Lucky Luddite by lucky.luddite 2012-12-17T22:18:00

Loved the ridiculous set up story and graphics on this one, the little smirk on the Luddite's face as he makes yet another futile attempt to kick out a fire was priceless.

Heroes are so Annoying! by Knighty 2012-12-18T12:18:00

Nice work! I found it one of the most overall enjoyable games in the competition so far. I wasn't able to get past the last level, though. Not sure if it's because I'm an idiot or because it's impossible...

Critter Criminal by JaJ 2012-12-19T00:43:00

I really enjoyed this entry. I felt in tune with a lot of the humor in the dialogue and chuckled at quite a few parts. Nice work!

Rhythm Apocalypse by RHY3756547 2012-12-18T13:00:00

One of the nicest looking entries I've seen so far!

Evil Lair Construction Kit by sanojian 2012-12-20T00:30:00

I unfortunately got the following error after clicking the web link:



Over Quota

This application is temporarily over its serving quota. Please try again later.

Park to Park by Frozen Fractal 2012-12-18T19:46:00

Really like the graphics.

Small Theft Auto by ncannasse 2012-12-18T16:05:00

Nice work, a surprising amount of content. The music ended up driving me a bit nuts though, and I couldn't find a way to turn it off!

LD26 — Minimalism

A fish called Revenge by Tiago Ling Alexandre 2013-04-29T14:20:00

Unfortunately took quite a while for it to load, but after leaving it in a background tab for a bit and coming back to it I found it eventually had.

Really liked the satirical introduction, very intense. The game felt over all simple, the sprite drawings were basic and as others have mentioned I think could have benefited from some animation. Due to the flixel (or whatever the haxe port of flixel is called) "nokia" font, I was under the impression that the game would have a 2:1 pixel ratio on all the graphics accordingly and was quite surprised once the game play started. I really liked the squid sprites.

The movement felt very responsive, though I'm not sure a real fish would control so well, it did feel smooth and rather fun to control which is obviously more favorable than realistic fish-physics.

I also found on some parts of the level I was able to swim off of the edge, at this point I was no longer on screen as the camera locked to the edge of the level, so I just swam back, but I thought i'd mention it in case you hadn't caught the bug.

The combat against the squids felt good. You could easily avoid running into them if you focused, but in haste while being followed by the red fellow it was often easy to ram right into the squids while trying to get close enough to attack them.

I was unfortunately unable to beat the game. Even after a few goes I got no where near close to taking out the red fish, this fact, combined with the treasure-hunt to find him each time lead me to giving up on completing it.

Eraseregg by OddballDave 2013-04-29T14:36:00

This felt like an incredibly innovative idea, in fact, I don't believe I've ever seen anything similar in concept before.

I found the platforming was a bit frustrating as the protagonist's movement was uncomfortably fast. That being said I still enjoyed the overall experience of the game due to it's originality. It'd be very interesting to see the game's concept explored further in more of a full and polished game.

Coin Collector by anbreizh 2013-04-29T16:25:00

This one ended up surprising me quite a bit. I quite disliked the way it looked and I found the music quite annoying to the point where I decided to mute the audio while I played.

Once I actually got to grips with how to play the game I found it was incredibly fun. Timing jumps, scanning the platforms, planning ahead, it felt like the same sort of thought process as playing something like Puyo Puyo, Lumines or Tetris. The selection of powerups and powerdowns really added to the game and furthered its strategy. The concept itself felt fairly innovative as well, and it was very easy to pick up and get into right way.

Overall I found the game an incredibly enjoyable experience, and feel that if a more polished version of the same concept was remade as a new game, it could end up fetching a decent audience. Good work.

Fading by Blizzil 2013-04-30T15:00:00

I found it a bit strange that you didn't embed the game on a page somewhere, rather than making the user download it -- I imagine the swf would also play on OSX and Linux, so some people may be missing out on the game assuming they require windows to play it.

Really liked the stealth aspect of the game, someone made something quite similar last ludum dare (though without robots), but your attempt is much better. The level design felt solid too.

The graphics were minimalist and stylized and I felt fitted well with the theme of minimalism without just being a way out of making nice graphics.

The sounds fitted very well with the content. I've never heard a robot suddenly become suspicious, but I imagine if I ever did encounter this in real life it would sound exactly as you portrayed it.

It's a shame you had to scrap an entire game mechanic, but I think it's something everyone who's entered this competition has had to deal with more than once, so it's very understandable!

The ending was very depressing.

ASCII 219 by Richard Rice 2013-04-30T16:23:00

Came back to this one and it looks like you fixed it, as it works now!

Interesting use of the theme. I found it a fun little exploration game with obviously minimal controls and graphics to boot. I did find some parts incredibly frustrating (almost to the point of giving up), when it wouldn't register my jump and at other times would register me hitting a wall when I was simply cruising along the ground!

I did end up giving up, though I think I was near the end at this point:

http://i.imgur.com/scFZLDk.png

My guy just kept going back. and forth. and back. and forth. and there was little I could do about it while the same plink sound kept playing over. and over. and over. I couldn't even leave it unattended for too long, since if it DID manage to escape the gap it would have ran back into it. I do try and play every game through to the end and give it as much of a chance as I hope people do to mine, but I unfortunately wasn't willing to either restart the game or wait for my escape!

Up to the part where I got stuck the game was good and overall I enjoyed the experience. I appreciate that me getting stuck may have been me "losing", but the frustrations with the bugs put me off playing the game from the beginning again.

Minimalistic PotatoPeople by goerp 2013-04-30T14:34:00

Looks like you didn't end up going for the C64 game I was looking forward to, such a shame. I am glad about the C64 music though, yes, very glad.

I liked your little satirical intro, there have been a few really good intros to games this ludum dare. The game itself it seems is represented by what might be the most unminimalist interface I've ever been presented with outside of audio production software.

The game itself is a fairly interesting and unique concept (I.. think I understood it.. sort of..) which I appreciate a lot in games, being original is hard.

Good work.

MiniCave by aare 2013-05-01T14:33:00

Really interesting concept, and though there wasn't much of it I did enjoy it. This is something I'd really like to see explored further into a full game. Nice work.

Zombie Blocks Attack by hgouveia 2013-04-30T11:25:00

The controls felt good and the game play was fairly enjoyable. The graphics definitely felt minimalist ;). The music combination of music and graphics gave the game an almost tron feel.

Huoheian by folmerkelly 2013-04-29T15:12:00

Great work! I really love the visual style of this game, the pixel art and visual tweening is really lovely, as is the colors palette!

The gameplay was challenging and enjoyable and the sound effects and music fit well with the game.

The game concept itself felt like a lot of fun. It was simple, but well executed. I also liked the concept of trying to protect yourself you're also harming yourself in another way. That to even to exist you have to make some kind of compromise, and that regardless of your efforts, you will always eventually die.

Mono Caves by Jools64 2013-04-30T21:39:00

Really digged the 1bit graphics, the animations were nice and the music and sound worked well. I was doubly impressed since you say you completed it in half the 48 hours. The controls felt smooth, and the game play felt very fun.

I liked the fact that you could only shoot side ways yet move in any direction, I also liked the fact that you could only shoot in the direction you were running. Both these elements added a sort of extra challenge. The shooting side ways gave it a feeling of a side-scrolling space shooter.

The levels felt well made, there were plenty of them yet the game didn't feel as if it dragged on, the variety of enemies kept the game interesting. After dying on a level you often learnt something, like knowing a better place to flee in that particular area, so when you encountered it again you were able to beat it without frustration and without many failed attempts.

Overall I'm fairly impressed with this entry and had fun playing it! Though deceptively simple it was very enjoyable.

Zzaxxaddriill by ming_tea 2013-04-30T18:11:00

As other haves said, I think this would have been much better if there was a single key for each color (like having to press 1 for green, 2 for red etc.). As it is I think it's far too difficult to choose the correct color!

That being said I think you explored a fairly innovative concept tagged onto a genre of game I think we're all familiar with. The visuals and sound were fitting and worked well.

Potato Dungeon by _Rilem 2013-04-30T20:38:00

Looks and sounds great as everyone has said. It plays fairly well, though I found it dragged on a little bit, and by the end I'd went a bit mad from wiggling my mouse around for the combat. I constantly kept wanting to click to attack, it felt much like I was just putting my sword in the right place and waiting for the enemy to run into it!

You guys did a great job.

TOOM by PoV 2013-04-30T16:00:00

Absolutely loved the artwork and visuals. I was intrigued by the images you posted during the competition, and, looking forward to playing it, sought it out after the competition. It turns out I wasn't at all disappointed.

The game felt fairly complete and all the components (the music, sound, visuals) worked well together to set a distinct tone. I loved the abstractness and the discoveries you would make as you played, surprising and shocking little things that would jump out at you. As required for any point & click adventure, some parts were frustrating, and the movement speed felt a tad too slow.

Overall good work!

silly squares by lightsoda 2013-04-30T17:24:00

Good use of the theme. Really enjoyed the fast paced game play, though it was very frustrating in some places. The music was very fitting and the visuals I think went with the theme very well. I also appreciated the creative level design, and the use of text in the levels.

Overall really nice work!

grow. by hughsk 2013-04-29T14:54:00

Was really lovely aesthetically, definitely keeping to the minimalist theme. It all reminded me quite a bit of the game "flOw". The color channel offset when you got hit was a really nice effect.

I liked the lack of written instructions (besides the one instruction: "grow"), and the fact that you were guided by more visual things in the world rather than being explicitly told "do this, get that". It took me a little bit of time to work out what was going on, but once I understood (I think I understood..) I found it enjoyable. I'll have to come back and give this one another go later.

I think some ambient music wouldn't have gone a miss, but overall it felt rather enjoyable and very in line with the theme. Nice work!

theseus.f by belickim 2013-04-29T17:43:00

C and SDL, Represent.

I loved the visuals, the colors, fonts and shapes. Definitely felt very minimalist, stylized but incredibly tasteful.

The game as a whole, though short, I felt quite enjoyable. The game play was simple, challenging in places and felt innovative, everything seemed consistent and the levels were fairly fun. like the visuals, the gameplay stuck closely to the theme of minimalism.

Excellent work.

Mondrianalism by TrahDivad 2013-04-29T21:56:00

I found this really clever, in fact, it's one of many really interesting entries this ludum dare. There have been a lot of good ones.

I did encounter what I believe to be a few bugs, but since you mention you were unable to get rid of all the bugs I'll assume you're aware they exist already and shan't go into detail.

This obviously fits the theme perfectly. The idea in itself feels very unique, and the game play is challenging and interesting through out. Such a simple puzzle, yet still a puzzle, much like a rubik's cube.

Nice work.

Ballisto by nemec 2013-04-30T14:47:00

I encountered an interesting glitch after the first two levels, but didn't realize it was a glitch: Everything but the entities in the level disappeared (no background and no level itself), I assumed this was a play on minimalism and cheerfully went along with it until I got stuck on the fourth level. I went back to the comments to check if anyone else struggled on it and then realized it might have actually been unintended. After refreshing the page I could see the levels again. Interesting that a bug would add some extra hidden depth to the game..

I liked the sound and music, very relaxing and fitting with the rest of the game.

Darkness by LrdKzrth 2013-04-29T13:58:00

> the sound effects were obtained legally through a sound effects library online

You may have some issue here, as this is unfortunately against the compo rules:

"All game code and content must be created within the 48 hours. [...] Content is your non-code assets like art, sound, maps or music."

Towers of Rage by robotality 2013-04-30T11:12:00

Loved the hyper realistic blood and violence. This reminded me of them 3 pixel drawings of The Simpsons characters. It's quite amazing what you can portray with such little information.

MiniQix by Wiering 2013-04-30T13:36:00

Simple game play and very minimal, though a game concept that I think everyone is familiar with.

I would have really liked it if the game encouraged you to block off the world in such a way (for example, if the movement speed were quicker) as to make the player end up drawing a Piet Mondrian-esque piece by the end of the level. As it is it feels like it's almost there, and I think it would have added an entire extra dimension to the game.

Rex Galaxy and the SpaceSkull by Ret44 2013-04-30T13:43:00

Loved the box art, I recall seeing it during the 48hours in one of your posts.

Very nostalgic feel to it. I think some of the collision detection was a little off (when the boss is firing at you for example) though this feels like it added to ghetto feeling of playing old Atari 2600 games.

Nimin: A minimal sidescroll shooter by Haversack 2013-04-30T17:29:00

Short but fun!

Minimalism Textual Adventure by Skywilly 2013-04-30T16:45:00

Perhaps the most fast paced text adventure I've ever played.

Moondar by leafo 2013-04-29T16:38:00

An interesting concept with really nice visuals. I like the mix of 2d and 3d, and the lack of textures make it look like something from an old arcade cabinet game. I enjoyed the music too, very fitting of the style and plot.

I unfortunately found the game itself incredibly difficult and was unable to survive for very long. I just tended to get swarmed by enemies.

Though a small gripe, I also found it a bit annoying that despite the controls being WASD + Mouse, I had to press Enter to restart / continue, it would have been nice if it was something closer to the WASD keys on the keyboard.

Please Ignore The Dancing Llama by Zed 2013-04-30T16:41:00

Good lord.

That was fairly amazing. The game play was simple and solid, I didn't even get a chance to work out whether I was enjoying it or not, let alone get bored. Certainly makes a nice break from many of the slower paced entries this ludum dare. The visuals and music were as hyper as the game play, which was no doubt a good thing.

Nice work.

LD27 — 10 Seconds

My Tenth Adventure by DiscoFish 2013-08-30T14:08:00

I.. think I won?

Absolutely loved the art work and the sound. The entire look and movement and personality was just brilliant, it had a wonderful amount of style to it. It felt futuristic and clean in a "The Designers Republic" kind of way, it was as enjoyable as it was abstract.

This art style, I think, has "clicked" with me more than any other entry. It's encouraged me to check out some of your other work.

Really excellent. Really well done.

Legend of Troll by Christina Antoinette Neofotistou 2013-09-03T14:23:00

Unfortunately it didn't run when I first tried, so I ended up watching the walk through video since the art looked so nice from the screenshot. Revisited the page and it decides to work this time, but I'd spoiled it for myself by watching the video!

As others have already mentioned the graphics are lovely, the animations are great. The game play mechanic felt interesting and tied into the theme well and I liked the personality the dialogue gave to the little characters. It's a shame it's so short but I assume the post compo version will be extended? Overall nice work.

On a side note, I checked out your past submissions when you mentioned one of my old LD entries and was surprised to see it was you who made Kumiho for LD#23 -- I hadn't taken part in Ludum Dare at that point but I had tried that entry a few months ago when looking at random old entries and absolutely loved the graphical style for it.

The Ones You Love by zatyka 2013-08-29T22:31:00

> This game relies on WebGL to render correctly,

My setup doesn't support WebGL (I went and double checked after playing the game) but the game looked the same as the screenshots when I played it and seemed to run perfectly fine. Perhaps you were mistaken?

The game concept felt very interesting. Really good use of the theme. I enjoyed how it let the player essentially travel through time and space to these very specific moments, a unique mechanic and interesting to see all these tangent snapshots and how the effects of some events would influence others, I think this was executed incredibly well.

I also liked the important message you were pushing throughout the game: ice cream solves everything.

Overall an enjoyable experience, really nice work!

The Ones You Love by zatyka 2013-08-30T14:25:00

@zatyka

I'm running Chrome, specifically this version:

Version 29.0.1547.57 Built on Debian 7.0, running on Debian 7.1 (217859)


Uploaded a screenshot of how the title screen looks in the browser:

http://i.imgur.com/dI6ay6B.png


And a screenshot of what Chrome has to say about my lack of hardware acceleration:

http://i.imgur.com/KIFvhv6.png

Poppy vs. the Night by SecondDimension 2013-08-27T20:13:00

I loved the contrast between the intro and the rest of the game. How we jump from "Hey.. you're... dreaming.." to a strobe light of action.

Nice one.

Solitude by rxi 2013-09-10T18:26:00

@Antidote

Thanks for doing the video! It was great seeing how you got along with the game, and really gave me some insight into how other people might be playing it.


@Jupiter_Hadley

Cheers for including me in your compilation video -- it's a bit of a shame you didn't get a chance to see where the theme came more in to play, but I appreciate the fact that you're trying to get through all 2213 games!



In regard to all the other comments, I agree with most the criticism, a means of speeding/skipping the dialogue is something I'll make a priority in any future games I create. A lot of the points mentioned were things I noticed the day after submitting, but due to time constraints and lack of sleep I didn't pick up on at the time.

For everyone that played the game, thanks for playing and leaving feedback! I'm glad to see how many people enjoyed it.

Every 10 Seconds a Window Washer Falls to his Death by dom2d 2013-08-27T23:23:00

Just wonderful. Couldn't stop laughing at the terrible screaming sounds they'd make when they fell in contrast to the cheery music and visuals!

Total Spaghettification by unusualcadence 2013-08-27T20:51:00

The music really went well with the game, and I especially loved the little guy's goofy walk cycle animation. It added to the humor given the pace of the game that the guy looked like he'd never ran before and wasn't sure how to do it.

I think the controls would have worked better if you held the jump button to wall slide, or if wall slide were automatic and you could just tap jump quickly to cancel it, rather than holding the slide button. Apart from this minor frustration it felt good overall and I enjoyed playing it!

Ten Down by Sebastian 2013-09-06T09:04:00

Loved the a capella sound effects. The controls felt a little awkward to start with, but I appreciate the restrictions in turn speed combined with the lack of strafing was a clear design decision, and it felt like an interesting choice to go with.

Nice work on the graphics, really liked the cell shaded minimalist look to it all.

hurry! by hughsk 2013-08-27T09:55:00

Really liked the minimalist look. Also liked that you were able to fly by holding jump, shooting down and "jumping" off your projectiles! Sort of like a rudimentary rocket jump.

The Aliens Came (10 seconds to choose) by porglezomp 2013-08-29T12:13:00

Nice work. There was a surprising amount of art work, I found the style of it consistent and really well done.

The use of the theme via the count down timer didn't end up effecting me much, since I tended to read the text, look at the image and make a decision before the timer got in the red.

Found it an enjoyable experience overall, good job.

Potato Lagoon by rezoner 2013-08-27T20:25:00

The music, the visuals, the game play, the cucumber... Good lord.

Cyanocide by nicotuason 2013-08-27T10:15:00

Unfortunately didn't run for me initially. I ended up having to download the page and the swf file, and modify a line in the page's javascript so that it would run. I believe this is because linux's flash player doesn't go up to version 11.7, but the javascript specified a required version of 11.7 -- though the applet itself seems to run fine on the older player.

I suggest you set the following line in the HTML file:

var swfVersionStr = "11.7.0";

to:

var swfVersionStr = "0.0.0";

This will assure anyone encountering my issue will be able to play the game.


Visuals are great (as others have mentioned!). A very stark and unique style which is very appealing. Simple game play, but it felt as if the controls gave it depth, they took some getting used to, but that wasn't at all a bad thing. It's a shame some of that electro music you mention couldn't have been implemented into the game!

PROBE TEAM by Andrew Shouldice 2013-08-29T22:05:00

Just wanted to comment to show some more interest in a linux build if it's possible! The game looks great from the screenshots, and it's a shame some of us can't try it out.

PROBE TEAM by Andrew Shouldice 2013-08-29T23:34:00

Firstly, thanks for going out of your way to make the linux build, and thanks for letting me know about it! It looks like it works just fine.

Really lovely visuals, great use of the theme, really solid and unique game mechanic. I loved the little sounds the probes would make and their little "facial" expressions were just adorable, it gave the game a ton of personality.

An all round brilliant entry. Nice work.

Lanterna Cyclum by Brian Stegmann 2013-08-27T19:12:00

Nice one. I really liked how the 10-second theme coincided with the day/night cycle. I also absolutely loved how the audio coincided with what was occurring in the game, it added a whole level of immersion and though every part of the game felt somewhat minimal it worked together seamlessly.

ShuffleLand by rincewind_cz 2013-08-27T13:36:00

Felt like a really interesting concept and good use of the theme. The audio, music and visuals all worked together to created a unified style.

The gameplay was quite fresh and original, it felt like it would be something that would hold up well on a touch device.

I think the lead guitar on the main music went out of time with the rhythm guitar a bit, which, ended up bugging me a little once I noticed, but this was my one irk with the otherwise really nicely done audio.

Overall, nice work!

Deathwish Dan by JHollands 2013-08-29T10:35:00

Really nice visuals!

Hurry UP! by Sense 2013-08-28T19:57:00

Really loved the art in this though it unfortunately ran at quite a low frame rate for me (I was using the web version). The music was lovely and really fitting, too.

Captain Robert by koe415 2013-08-31T15:37:00

It looks like you and I went for quite similar takes. In fact, I think nearly your entire description of your game would be applicable to mine! Have a look at my entry (click my name) to see what I mean.

I quite liked your visual style, I loved the variation in the colours of the different parts of the ship. The level felt really well designed and quite claustrophobic in a good way -- proportionally realistic in relation to the size of the player. I liked the variety of music, it was simple, but it really set the mood when it changed at different points.

There was a lot of dialogue but it all flowed well. The story was enjoyable. Overall a really nice job.

10 Second Sculptor by nathanhoffer 2013-08-27T15:16:00

Clever concept, felt a lot like I was being forced to speedrun playing with lego! Ended up giving up on the tree and the lizard, and I think the house didn't like being hollow (but there was no way to know this from it's destination image).

Overall felt very innovative, the little sound effects were nice, the controls felt solid (though enter's functionality being mapped to space I think would have been easier!). It's a bit of a shame that there wasn't any music since I think it could have benefited from some light ambient stuff.

I think you should expand the idea further in a post compo version. I would love to see a level editor and some music. You could probably thrown in some additional elements to keep the game play interesting across a hundred levels, like having bad guys who eat your blocks as you go along or something to that effect.

Thanks for making a linux build (web builds don't run on linux), many people who use unity have neglected to which is unfortunate.

Origami Wings by team_cow 2013-09-05T18:57:00

Looks brilliant from the screenshots -- I'd really appreciate a Linux build if that isn't too much hassle?

Antidote by Antidote 2013-09-04T19:12:00

The linux version unfortunately didn't run for some reason -- this is the first unity build that hasn't worked for me! I run the game and it prints the usual stuff to the terminal, at the point where the unity box would usually open the program exits without any messages!

A bit of a shame since I would have liked to try this one.

Castle Escape by naufr4g0 2013-09-08T14:06:00

Oh my, that HTML page looks *very similar* to the one I wrote to house my entry! What a coincidence ;)

The game was a lot of fun. It was crazy difficult and I ended up giving up before completing it, but not without many attempts first. The game worked well in allowing the player to respawn instantly when dying, so it never felt frustrating or tedious. The whole mechanic of the 4 doors for each room and a random entrance / exit door made the game play interesting in that each room became a different challenge depending on which doors were chosen, and the player couldn't be too prepared at the moment before entering a room due to the many different combinations.

The introduction sequence gave the game a nice bit of personality. The use of the theme was well done, the music felt a little overbearing and I found myself having to turn it down, but overall the game was a really good effort and one I may return to in another attempt to beat!

Barricade by AdamHarte 2013-08-27T17:37:00

Love it. Really enjoyed the high speed firing, the clutter of enemies and the particles. The WASD + Arrow keys movement / shooting system is something I hadn't seen done before, but I really liked it.

The graphics felt quirky in a good way, chunky pixels and cute little characters. The sound effects were fun. The use of the theme was really well done, an integral part of the game play and "story line".

It felt like an overall simple game but with a nice selection of levels. It was over before it got boring or gave me RSI which is probably for the best.

Nice work!

The only one by JaJ 2013-08-27T20:04:00

Saw some of your progress through your posts during the competition and loved the art style, so I was excited to try this one out! Was glad there's an HTML5 version (which seemed to run remarkably smoothly) which meant I actually could try it out.

After trying it I didn't feel let down at all.

I found this brilliant. The art was a great style, the music was good and the two songs fit the scenes/sections they were accompanying well. The dialog felt solid and the humor made me chuckle in places. The little world felt fairly dense and fleshed out due, I think, to the dialog and art. You made excellent use of the theme, too. And the story though it may have seemed slightly rushed and short (which I appreciate because of the time constraints) felt relatively smooth.

It's funny seeing that some people got stuck in the graveyard. I immediately walked directly to the key on my first 10 seconds iteration, then walked immediately to the gate on my second!

Overall an enjoyable experience, and one of the best entries I've played so far!

Maximilian Lambda Caster by Jwatt 2013-08-29T23:02:00

Didn't immediately realize the bits of text at the bottom of the menu were buttons, so I was a little confused as I hit random keys on my keyboard for a few seconds!

Once I started the game I was once again confused, read the documentation, tried again and was still confused. I did enjoy the hyperactive audio and visuals, everything seemed to look nice and the sound matched what was going on quite well.

I think I'd have preferred the control layout to be A/S/D rather than A/Z/D, as it is it felt a little unnatural.

I may have to revisit this one another evening in another attempt to grasp what's going on a little better!

TOO MANY BULLETS by mklee 2013-09-01T19:03:00

Lovely. The game felt simple but the controls were responsive and the it was overall enjoyable.

A DEUS by tamat 2013-09-01T19:23:00

After seeing the screenshots of the game I actually went out of my way to try and find a means of enabling webGL on my (apparently black listed) linux setup, surprisingly enough, once I force enabled it the game seemed to run perfectly!

Probably one of the best looking entries I've seen, feeling a little similar in style to the "PROBE TEAM" entry, given that futuristic tech sort of look. I don't have much to add besides what other's have mentioned. Assuming I'm correct in thinking it requires two people hot seating it to play I feel I can't really be a fair judge as I was just trying it out alone!

I can tell it's a really excellent effort though, even if I didn't get to play it "properly".

Space Demolition by Suese by Suese 2013-08-27T11:13:00

Interesting choice to have the GTA-like steering rather than the asteroids-like, though I do wonder how much sense that makes in space, it did make for quite an interesting and unique feel!

Once you I used to the controls and worked out what I was supposed to be doing it was quite enjoyable, the damage (taken and given) felt really well balanced which isn't always easy to get right!

Nice work

No Time: 10 Lost Seconds by JAH2488 2013-08-27T10:19:00

Got the following error when I tried to run the linux version:

There is no data folder

LD28 — You Only Get One

The Visitor by Jezzamon 2014-01-06T22:53:00

Really liked the art style, the graphics felt minimal but seemed to have a lot character to them and were overall appealing. The audio was excellent, the quirky and optimistic music felt like something which would not sound out of place humming out of an old CRT television's speaker as bright eyed children sat excitedly in front, clasping firmly the Sega Master System controller.

The dialogue felt fun which was echoed in the game overall. I quite enjoyed the little story and the characters all had a bit of personality to them. I especially liked the fact that the game had a distinct beginning and ending, leading it to feel like a complete little package.

A really excellent effort for 48 hours!

Deep Life by 01010111 2013-12-18T11:20:00

Interesting game.

Firstly: I appreciate that you put the warning about it being dialogue heavy at the start! From the screenshots I was expecting an action heavy game, but the warning got me into the right frame of mind so I could enjoy the story rather than wait for the action to happen!

Though the whole thing felt rather condensed I did enjoy the little story, the choice and morals based around the rights of sentient AI is always interesting, especially as it's something we may have to deal with in our own life times. You made good use of the theme, the graphics were lovely (per usual) and the music fitted well to help build the atmosphere.

Nice work, it was an overall enjoyable experience!

Infinite Fame by bitslap 2013-12-16T21:18:00

Love it.

The whole thing oozed with niceness: The way the beams looked, the screen shake and particle effects, the 8bit sounds, the epileptic messages and the fast difficult gameplay. The game definitely had some personality. Despite dying over and over I just wanted to keep going.

You managed to pull off the 1bit graphics well. The combined feel of the game and what I think was an excellent utilisation of the theme, made for a lovely overall experience.

Wack Only One by TheSnide 2013-12-18T13:34:00

Nice work for a 1 hour game!

The gameplay was simple to understand and the concept seemed fairly good (given the development time). I unfortunately wasn't very good at it, and after some attempts wasn't able to win!

Matchbox by Sos 2013-12-18T20:09:00

Really lovely artwork and really impressive achievement, You said you coded this in assembly?

I can't seem to find the source code for it, am I missing something?

YOGO PATH by cesisco 2014-01-06T23:12:00

Really nice look, a clever and innovative concept and fun experience. The sound is excellent and the music incredibly fitting. I also adored the absolutely devastating way the little fellows would die, so horrific.

No Way Out by Eniko 2013-12-18T14:46:00

Well, that was bleak!

I managed to get the losing outcome followed by the winning outcome. I really liked the heart beats, as others have already said it helped to add to the intensity and really brought home that I had a finite amount of time to work out a solution and make a decision.

The random thoughts which popped up over the screen not only helped to add to the intensity but also helped to be a distraction from the task at hand, in the same way panicked thoughts would distract you from finding a solution in real life.

Overall really well made, definitely an engaging experience and a good use of the theme. Having a story set in a single room is always an interesting concept, and in this case it felt as if it was well done.

"a sword game" by droqen 2013-12-17T20:23:00

Really liked this one.

The graphics were minimalistic and cute, the chunky pixels worked well to add to the feel and the animations gave a nice bit of personality to the different creatures.

The game concept itself felt really original, once I got the hang of how things worked I realised there was a lot of strategy to playing the game. It was interesting how the sword worked as both your only weapon as well as a massive burden in having to recover it to progress if you dropped it. The idea that something you depend on is also something that makes life a difficult was interesting.

The choice of 3 swords added to the game's strategy even further. Each one acted noticeably different and had to be used in a different way. I found it really clever how you managed to pull this off.

It's a bit of a shame the game lacked sound and music, as I think even some basic sound effects could have really added to it.

Overall a really great effort. I had a lot of fun playing it.

Deckade Dungeon by roaet 2013-12-18T13:49:00

Looks pretty interesting from the screenshots. Would you be able to export a linux build from unity? Unfortunately the web player doesn't exist for linux!

Asphyxia by Rahazan 2013-12-16T19:26:00

Really impressive work given the time constraint!

I really enjoyed the visual style, it felt unique (in a good way) and consistent. The modern-hardware scaled mixed-sized pixel art isn't something I've seen much of, but I think you pulled it off very well. Definitely a nice game to look at.

The sound and music was excellent, I really enjoyed the use of sine waves in both the pads on the music and other places, the audio also tired in incredibly well with what was happening on the screen.

The combination of dialogue and music really set the mood. I knew instantly from the opening dialogue that all wasn't well; the sense of tragedy which I was sure the protagonist was going to experience, combined with the implied child-like innocence of the character set me up for a feeling of unease.

The gameplay mechanics were simple, though in this case it felt like it added to the plot. Mechanics more complicated it seems couldn't have been spawned from a child's imagination, and so would have made little sense in the context of the game. The fact that there were several mini games is nothing short of amazing.

Though I found some of the minigames difficult you provided a skip button on them if the player failed too many times. This was (unfortunately) used, and very much appreciated. The skip button on the dialogue remained unclicked, but it felt like a good choice to provide such an option hidden discretely in the corner of the screen.

Overall: Nice work!

Chocolate Clicker by Yoni 2013-12-18T01:38:00

Excellent use of the theme :)

Agent LD28 by Steve | tacospice 2013-12-16T22:21:00

Really excellent audio. I absolutely loved the music, it felt very fitting and gave me a 1990s PC game vibe.

Liked the graphics and the fact that the game contained entire little cities. The thought of something usually considered so vast being condensed inside a 48hour game is quite an interesting idea and no doubt an impressive achievement.

I enjoyed the humour in the text, and chuckled a couple of times reading it. The stupid little sounds the civilians made when they died were hilarious, it put me in one of them positions where I felt awful for laughing at these little pixelated people being burnt alive and trampled to death, but couldn't help it due to the absurdity.

Overall a really nice job.

Purpose by deepnight 2013-12-20T16:24:00

Lovely, especially considering you managed to pull it off in only 7hours!

I really enjoyed the general aesthetic, the glow and particles looked fantastic and the animation of the tree growing was unexpected and looked amazing.

The gameplay was enjoyable and though a concept I've seen before, it was executed really nicely. The narrative helped to give it some depth and along with the visuals, helped to set a mood.

Though it's a bit of a shame you didn't get a chance to add sound and music, the overall experience was still engaging and enjoyable. Nice work!

One Bullet, One Chance by YellowLime 2013-12-18T14:07:00

Had a bit of trouble at the start with the glitches, but once I came back to the description and read how to avoid them it became a bit easier... though.. still quite glitchy.

The use of theme was excellent, and the aesthetic seemed to work well, though my guy seemed to lose his arms when he walked. I liked the mechanic of the combat, it felt challenging and quite original.

I unfortunately died in the salon and wasn't able to make it past there despite doing the "side quests" before. The penalty for dying in the salon -- having to start from the very beginning -- felt a little too harsh for me to retry more than once, so I unfortunately gave up after dying the second time.

Good effort overall.

BL1ND by Shaun LeBron 2013-12-18T22:44:00

Wow. This concept was really incredible, really unlike anything I've seen before. The minimalistic graphics were just wonderful, the dialogue really helped to make the whole thing feel more human, and the gameplay itself was really interesting.

It seems as if you should expand on this idea further in a post-compo version. I'd really like to see what you come up with if you do.

Public Mischief Performance by Jwatt 2014-01-06T22:04:00

I really love the dithering.

One Take by Sheepolution 2013-12-16T23:08:00

Outstanding. The concept was incredibly original and executed flawlessly. The humour of the director's instructions and comments were excellent throughout.

Having seen some gifs of the game before playing it my expectations were high, luckily I wasn't let down.

Really nice work and a clever use of the theme.

Ballkeeper by cappelnord 2014-01-05T16:11:00

Really fun and simple concept -- the score text and the background did not show for me, but I think I got a good feel for what the game was going for and had a lot of fun playing it.

In a way it may be fortunate that the score was not visible on my computer. If it were I could easily see this game becoming a thief of my time; I imagine I'd sit down for a quick play of it and before I know it realise the room is dark and I've lost an entire evening. The pleasant music and "tap" sound of the ball hitting a block, and the satisfaction of trapping the ball between two rings and trying to keep it under control as it bounced in a crazed fit between them, happily destroying blocks at a furious pace made this a joy to play.

If this game were expanded on with things like powerups and combos, a few different songs, a main menu, and a highscore board, I could see it easily becoming a hit. This is definitely something that should be made into a post competition version if you have the time and the will!

Overall really nice work!

Make it Count by tSwitch 2013-12-17T21:31:00

Enjoyed this a lot.

The graphics worked really well and I can't fault them at all. The gameplay was excellent, it felt a lot like trying to make trick shots in pool. Once I'd fired my shot I was on the edge of my seat waiting for my bullet to shred through the bad guys and tensing up whenever it approached a hostage.

The sound and the music went hand in hand and worked well with the graphics, giving it quite a consistent and polished feel. Though I unfortunately had to give up on the last level after many attempts, I would love to see a post competition version with additional levels.

Overall really nice work and an excellent use of the theme.

TITAN SOULS by Claw 2013-12-21T15:36:00

Incredibly difficult but really excellent work all round. The sound and the music are really polished and the graphics are fresh. Everything feels tight; the use of the theme works well for the game and doesn't at all seem forced or out of place.

Once Charged by pighead10 2013-12-18T00:17:00

Really enjoyed the concept. The idea of preparing the world gave the game a feeling of time manipulation; as if I were pausing time and moving objects around for my benefit, up until time decided to return with all its abrupt harshness to try and destroy me.

The game had a great feel to it, the particles were excellent and all the shots moved at an overly fast speed, with an accompaniment of laser sounds which made it feel nothing short of powerful.

The puzzles were interesting enough and worked well to compliment the fast paced action once the timer had started. I think you're onto something with the combination of thoughtful and reflex gameplay, and it's something you should perhaps consider expanding on in a post compo version.

Unfortunately, due to the game's difficulty, I was only able to make it to level 3. Not being able to instantly timeout the count down timer made the penalty for death a little too harsh, too, but this is a minor criticism which would obviously be easy to fix.

Overall nice work!

LD29 — Beneath the Surface

ScubaBear by _Rilem 2014-04-29T22:45:00

Absolutely oozing with quality. A perfect example of a game.

Digging up Daisy by Cake&Code 2014-04-30T22:30:00

Dear Mr Skeleton,

Through careful investigation I have come to the conclusion that the alleged "Daisy" is, in fact, not a person, nor has she ever been one. My team and I went to great measures in an attempt to confirm her existence, even to the extent of sending down remote controlled drill probes to search for her remains.

I sincerely apologise that you had to find out this way. As an associate and a friend I would suggest seeking some form of professional psychological help.

---

A really lovely game. The art was excellent and the game play felt quite original. I liked the combination of luck and skill (though it seems I lacked the latter); overall everything felt like it fit together rather nicely.

Unfortunately I had to mute my audio as the music ended up grating on me a little, which is a bit unfortunate; besides from this the overall package felt excellent. I especially liked the gallery and variety of treasure that could be dug up, which I think added a nice touch.

Fragment by rxi 2014-04-28T18:29:00

@loxo, @MrMow

Unfortunately, with only about 6 hours remaining, I realised the game I had started had no direction, I couldn't think of what to do with it. It was relatively pretty but unfortunately not much else.

Instead of just giving up I decided to make a small game in the 6 hours. I think it was the right choice because I'm fairly certain if I continued with the first game it wouldn't have offered much more than was shown in the .gifs.

I don't know what I'll do with it, but hopefully it won't just end up rotting away, even if it just becomes learning material for those interest in how it was made. I'll likely write a post about the things I tried in both games and my experience in starting from scratch at such a late point in the competition. I also recorded a timelapse which contains the making of both the games, though I haven't uploaded it yet.

I appreciate that posting the gifs did imply that that game would be released and uploaded once the competition had ended, and I understand how that may have been a bit annoying to anyone looking forward to what the images may have alluded to. I'm sorry if anyone feels let down in that regard.

Leak by ashdnazg 2014-05-03T20:52:00

http://i.imgur.com/uqcPYN1.png

Paranoia by WetDesertRock 2014-04-28T20:12:00

As you know: this is the first game I have played this Ludum Dare, and I think its definitely set a high standard of what to expect.

The music was immediately apparent, it asserted itself and set the mood the moment the game started. Every part of the game seemed to work well together in a wonderful harmony. The story, gameplay and music were evidently made to be with one another.

I was a bit fuzzy on exactly what I was doing, how my actions effected the world, but with such an excellent mood set I was happy to sit and be confused for a while.

I hope you feel proud for making this, I have no doubt that you should.

800bar by rnlf 2014-04-29T21:14:00

Bloop


Bloop


Bloop


A really excellent effort, the sound worked really well with the game, and the movement had a sort of weight to it which really brought home the feeling "submarine" without being annoying. The gameplay was challenging and fun -- I made several failed attempted at beating the game before I unfortunately gave up.

The bubble particles looked fantastic, the lighting added to the underwater atmosphere and I quite liked the turning animations of the submarines -- the whole turning mechanic, as opposed to always facing the direction you were headed, seemed to work really well with the setting. It also allowed me the ability to flip my vessel around as I tried to fly through the level backwards, yelling profanities towards the submarines who's failed attempts at shooting me and lack of ability to chase me left them stranded and impotent.

Nice work!

Basement by Halfbus 2014-04-29T21:47:00

Just wanted to say: I'm unfortunately still getting a 404 on the Linux build, despite your comment on it being fixed.

I'll give it another shot tomorrow instead!

LD31 — Entire Game on One Screen

Cell 09 by 01010111 2014-12-15T22:22:00

As usual the art was an absolute joy to look at! The simple gameplay mixed with the wonderful visuals made the whole thing shine; the audio fit with the rest of the game well. The slot machine at the top really helped to add to the game's character, it all felt like that sort of Futurama future.

Nice work.

Bad Television by bitslap 2014-12-11T20:55:00

A *really* short game (assuming I didn't break it), but really lovely none the less. The music and art was great, as to be expected given the authors.

It was a shame that it felt like it ended much sooner than expec

Only a Test by PoV 2014-12-08T21:24:00

test

Fluidity by WetDesertRock 2014-12-08T19:43:00

Yours is the first game I'm playing from the compo (I think this may have been the case last time I participated, too).

I really liked the string-flinging concept -- it was a single simple mechanic but it worked well to create a game which felt as if it would be right at home as the sort of thing you play to relax at the end of an evening.

The visual style was unique and especially well done. I really admire the shader work, the look was used well but didn't feel over done, and was overall very appealing to the eyes.

The sound caught me off guard a little; it felt more unique even than the visuals and managed to be both interesting and appealing. Unfortunately it seemed slightly harsher than the more relaxing tones of the game's other elements.

Overall excellent work, especially given you made it in less-than-the-48-hours.

Gone by rnlf 2014-12-08T20:55:00

"

birdsong by managore 2014-12-10T20:56:00

A world warped around an all-seeing bird-shaped protagonist; this is easily a wonderful work of art.

Its always a strange feeling to see a game like this, I doubt given an infinite amount of time I ever would have come up with such a concept. At first it may have even seemed like a visual gimmick, a quirky play on the theme but it was only once playing -- tracing my eyes horizontally across the breadth of the world to work out where I should head to next -- that I realized how brilliant the concept was.

Starting the game up in the late evening, accompanied only by a wash of detuned saw wave drones, I began my journey; any hopes of getting an early night were lost when I realized I had been playing for an hour and had only obtained 4 orbs. I found some parts almost frustratingly difficult, but not once felt the desire to stop playing. I'm not sure what it was: the wonderfully unique concept, the lovely pixel art, the subtle effects and juice of it all or simply the inability to save my progress, but I wasn't going to stop playing until I had won.

Its difficult to say much more beyond raw praise, I'm impressed by such a game regardless of the time span it was made, but given that this was made in 48hours I'm left a little lost for words.

Overall incredible work, I enjoyed essentially every moment of the experience.

snowmen ate my rifle by whizzter 2014-12-10T21:25:00

Impressed you managed to do some actual art given you only spent 4 hours on it -- when I wrote a 6hour game it was only a circle and gradients, and that was with a whole two extra hours!

I especially loved the little expression on the guy's face. Definitely looked like someone who should have been enjoying their day off when suddenly the rotating snowmen decided to wreak havoc on an unsuspecting society.

The gameplay became surprising intense after hitting the 100 points mark, especially with all the puddles and snowmen which had to be avoided, it all became a little hectic. I managed to reach a highscore of 241. I doubt I could improve upon that much more.

Nice work, especially given the short time span.

ROCKROCKET by Backterria 2014-12-29T23:11:00

Just lovely

One Act by Sheepolution 2014-12-09T22:46:00

Really loved the idea of a prequel to your earlier entry. The game felt like it matched "One Take" perfectly with its visual style, and the game play felt like an excellent compliment to it.

The idea of taking on the role of what I assume is some kind of ethereal entity, bestowing my muse upon pixelated actors was an interesting concept.

I liked the whole mood of the game, the little expressions of the actors' faces, the quirky little scripts and the humorous reviews at the end of the performances. The timed aspect of attempting to memorize part of the script while picking the correct action and dialogue pieces made for unexpectedly exciting gameplay.

I absolutely loved the little pixelated roses and tomatoes being thrown onto the stage after a performance, I wasn't expecting it the first time and its novelty made me chuckle.

Nice work!

Labyrinth by DDRKirby(ISQ) 2014-12-15T23:39:00

I wasn't expecting too much from the screenshots but after playing I realized how absolutely wrong my expectations were; in fact, the game felt like it was strongest in the places which you can't portray through a screenshot.

The music was excellent and the fact that you managed to write three songs seemed quite impressive, I still have the end-game song looping in my headphones as I write this. The gameplay was also excellent, I really enjoyed how the different game mechanics slowly emerged as the levels progressed. The difficulty felt perfect, the levels felt like an example of good design.

Overall really nice work, I look forward to playing (and hearing) more of your games.

LD32 — An Unconventional Weapon

BED✰HOGG by 01010111 2015-04-22T21:33:00

Stunning all around. Music and art were excellent, controls were tight. A fairly small but fairly lovely game.

Shield Maiden by bitslap 2015-04-20T21:58:00

Really lovely; 100% bitslap style.

Crayon Poke by Raiyumi 2015-04-28T19:16:00

Absolutely wonderful.

Banana Bandit by suppi 2015-04-28T18:51:00

Quite a tiny entry, but a good effort considering it was made with an unfamiliar framework / language! Its also good to hear that making the game managed to fulfil your goal of exploring the framework.

I liked the look of the sprites, they seemed cheap to good comical effect -- the bloodied player death sprite was particularly horrific which added nicely to the humour.

Good use of the theme!

Hair Dryer Nightmare by WetDesertRock 2015-04-22T17:31:00

Firstly: top marks on audio! The music was excellent, as well as all the sounds. The noises the spirits make were especially good, the fact that they were positional combined with their attenuation curve based on their distance was just perfect. I loved how they had to be quite close before you would hear them, but it would grow louder quite quickly. From what I played it felt like much of the game's experience was in its sound, which makes a nice change from games where the focus is mainly on graphics and audio is an after-thought.

Pretty cool to see the art style, it felt like it shined in particular on the spirits, the motion and particles of them really felt fluent and gave it that moving-painting effect. I'd like to see the style expanded upon, integrating movement into all the elements.

The whole concept with the hair dryer and power cord definitely fit the theme well, and added a bit of humour to the game.

I found the puzzle element of the game wildly confusing, even with the hints, and the guide, and the map, I'm still unsure what I was supposed to be doing!

Overall I still enjoyed the game, mainly from the atmosphere which the audio and visual style created.

Cooper 32 vs. Doctor Dynamo by rnlf 2015-04-21T19:33:00

Really liked the walk cycle animation, the art in the game felt quite consistent with the tiles and sprites fitting together nicely.

I unfortunately didn't make it very far, I think the frequent deaths combined with the long pause of unskippable text was the main factor to it becoming more frustrating than fun quite quickly.

I do appreciate the game had a lot more to it than what I saw (I was following your posts during the compo); I'll likely revisit it or try the post-compo version later on.

Eurovision: world domination through the power of song by Tijn 2015-04-22T20:50:00

Easily one of my favourite Eurovision-Song-Contest-simulator games.

TypeFighter by Sheepolution 2015-04-20T19:57:00

This is the first game I've played this Ludum Dare!

As usual another excellent entry -- matching in quality and mood of your previous entries. I really like how you seem to always come up with these interesting little concepts, and love the way you present it. The art is in your usual style, it feels as if it could be mistaken for accidental if it weren't so consistent between your games.

Like your last entry I really enjoyed the prop/set humour -- subtle things in the background I wasn't expecting. Things which it felt like I could have easily missed as I sat there trying to navigate my minds vocabulary, searching for words I haven't used in years and typing them out frantically.

I used 0.0697% of the dictionary -- including my username :)

Nice work.

LD33 — You are the Monster

SLIME TIME by Incredible Ape 2015-09-02T19:43:00

I have no idea what's going on, this is amazing.

Primary objective by Aurel Bílý 2015-08-28T20:11:00

Loved the art and animations, the "high" res and low-color palette gave the whole thing a nice style, though I found the choice of font a little difficult to read, only really a minor gripe.

The music was lighthearted and fun and worked well with the colourful imagery. I played through to all the endings and enjoyed the "win" condition, very "war games".

I got a James Dean vibe from the protagonist, I assume this was intentional?

Overall nice work! I enjoyed playing.

The Monster Files by Literal Games 2015-09-05T15:09:00

Every part of this entry just *worked* together, the pixel art, the low-colour palette, the tweening motion, the beautiful sound effects, the music, the gameplay, the humour, the weird combination of game genres. Every part had its place and worked to make an excellent and enjoyable whole.

A really fresh entry! Nice work.

The Club by Steve | tacospice 2015-08-24T19:28:00

I really digged the little "umphs" and "splats". The quirky music fit everything well, overall I really enjoyed the sound design.

The controls and physics felt a little bit dodgy, I kept falling through slanted floors and on occasion I would checkpoint mid air and would have to immediately jump (off the air) when I respawned. Regardless, the satisfying death sound and "splat" accompanied with the lightning-fast respawning and frequent checkpointing made it quite fun to play, although I did have to call it quits after dying a few too many times in a certain spot.

Visuals were fun and fit well with everything else. Heavy use of tweening which is always good.

I hope to see more games set in the dystopian tacocorp universe. Nice work.

Gelan's Quest by rnlf 2015-08-24T19:24:00

Firstly: its quite a shame you didn't manage to make any gifs because the animation is what makes the visuals in this! Everything seems to have a nice fluid consistent motion to it. The walk cycles, the kid jumping up and down on the bed, it really brought life to the work in places where you could have easily had a static image. The chunky mouse cursors were perfect.

The music was nice and simple, it was minimal but provided a nice atmospheric drone, and fit to the mood well, it went through numerous loop iterations but never felt irritating or intrusive. I really liked the other small details, the text fading-from-black in small chunks was a nice effect and also helped to match the mood in a similar way to the music.

I felt the story was a bit rushed, especially given the message it was trying to deliver; it'd be interesting to see how it would have turned out given more time.

Overall nice work, I enjoyed playing it!

Last Chance For Bernie by Tijn 2015-08-28T19:33:00

Yet another entry from you with a good sense of humor! It felt like a fun take on the theme, the whole thing ended up surprising strategic, trying to predict Marius' jumps based on the block placements and set yourself up in a good position. Once he turned up you couldn't really start making adjustments due to your slow movement speed, but it made a lot of sense, playing merely as a low level mob, presumably at an early point in Marius' journey. Funny to imagine the fictional player controlling Marius, and their frustration at this one damn mob that kept killing them over and over..

Nice work!

Is-O, Ice Monster by dawik 2015-08-28T20:21:00

Small but very related to the theme! The handling on the icebergs lead to an interesting and tricky mechanic.

Sound / music unfortunately didn't play for me under Firefox 40.0.3.

bloody tentacles by zuurr 2015-08-31T21:26:00

Fives stars for both the "Tentacles" and "Loudness" categories!

Loved the look of the tentacles, stringy and wild and a little weird, but it made perfect sense given I was this floating eye.. thing..

Lots of parts of the game simply felt "right", the weight to the movement, the little "dodges" of the helicopter drone things, the tentacles -- all lent itself to an enjoyable experience.

Nice work overall!

LD34 — Two Button Controls / Growing

SAUROPOD vs THEROPOD by Tijn 2015-12-14T19:35:00

Wonderful audio all around -- given that most entries tend to favor most things above audio it's refreshing to hear something so polished with such a focus on music and sound design -- the music was perfect for the game: all the songs worked well for their scenarios in addition to working well with each other; switching from one song to another never felt jarring. The little sound effects were wonderful too, and added a lot of character to the thing.

The audio also worked really well with the visuals, combined with the transitions and animation it felt like one of the same entity, rather than two separate parts.

An enjoyable experience with a good sense of humor, even if simple in terms of gameplay.

33 grams by martincohen 2015-12-15T19:37:00

So much to love about this game. With your usual unique art style, and excellent audio design the whole thing tells a story with the mood it sets.

The music was wonderful, emphasizing the overall calm of it. The sparse sound effects meshed together so well with the music that it was difficult to tell where one ended and the other began. The violence of the sound when one of the moths died was like a splash in an otherwise still lake; combined with watching its little body flail to the ground was enough consequence to make you try as hard as you could to avoid doing it again.

A really unique and simple idea executed perfectly, an overall lovely experience.

UPSQUID by 01010111 2016-01-04T23:33:00

The best squid-based entry I've played so far.

this is the game by Steve | tacospice 2015-12-16T22:46:00

There is a fifth dimension beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man's fears and the summit of his knowledge. This is the dimension of imagination. It is an area which we call the Twilight Zone.

S.E.N.T.I.N.E.L. by rnlf 2015-12-14T19:33:00

Following the old Ludum Dare tradition, the game unfortunately didn't run for me. In fact it manages to bring down LOVE itself with the following being printed to the console on exit:

intel_do_flush_locked failed: Input/output error
AL lib: ReleaseALC: 1 device not closed

Additionally LOVE would continue to quit with this error on *any* project (including the no-project screen -- though only the first line is shown) afterwards until I rebooted -- I ran it again to confirm that it was the game that was causing this. Very strange.

A real shame as the entry looks wonderful! Hopefully I'll find some means of getting to try it out.

Yarnful Days by amras0000 2015-12-14T21:32:00

Just wonderful! All the elements made for an overall relaxing and peaceful game, which though small felt perfect as a whole, with a lovely ending which brought a smile to my face.

The visuals, audio, objective, outcome and even the font choice all worked together to invoke a feeling of calm. An interesting take on the theme.

I'm really glad I played it and really enjoyed it. Nice one.

Omega Llama! by yumaikas 2015-12-14T19:37:00

Nice to see an instructions screen! This always seems to be something that's overlooked.

Strangely when the game was paused the cursor was locked to the window, but it was not locked to the window when the game was unpaused. The ability to fire while the game was paused also allows the player to shoot a bunch of times, making a layered up sort of "super" bullet which cuts through all the enemies it approaches without stopping.

It didn't seem like there was much incentive to keep all your planets alive -- I found that if I camped on the lowest one it allowed enough of a buffer between the enemies that I could stay alive indefinitely (though I see in the source there is a win screen, so I may have been being impatient or doing something wrong..). That being said the concept of hopping between the planets while they grow, and trying to defend them seems like it has potential. It'd be interesting to see the outcome if you decide to expand on the idea!

Unfortunately I got the following error when I died:

Error: cannot open ./game/level1.lua: No such file or directory
stack traceback:
[C]: in function 'dofile'
main.lua:277: in function 'update'
[string "boot.lua"]:442: in function <[string "boot.lua"]:413>
[C]: in function 'xpcall'