Foon → Ludum Dare Explorer → Users → rylgh
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 29 | Beneath the Surface | Inside Look Activity Book | compo | 532 | 3.20 | 2.77 | 3.96 | 4.07 | 3.05 | 2.21 | 3.24 | 3.04 | 100 | |
| 2013 | 27 | 10 Seconds | Clocked In | compo | 17 | 4.04 | 3.88 | 4.10 | 4.03 | 3.62 | 3.14 | 2.25 | 3.43 | 100 | |
| 2012 | 25 | You are the Villain | Missile Rider | compo | 111 | 3.51 | 3.47 | 3.95 | 2.93 | 3.03 | 3.12 | 3.09 | 3.05 | 100 | |
| 2012 | 24 | Evolution | Triple Threat | compo | 154 | 3.40 | 3.22 | 3.72 | 3.00 | 3.19 | 2.83 | 1.47 | 2.68 | 88 |
Cool, very challenging. I liked the wall-jump and the shotgun a lot.
I think hosting the web build on dropbox might be messing with it. It's telling me to install the Unity web player even though I've already got it.
Amazing, love the missionary guy.
This is super cool. Loved the tiny fishes.
I didn't realize I could drag the land yet at first, I was waiting for a discovery to tell me I could. Also, I'd humbly suggest changing the title font, it seemed very out of place.
This is fun, and it got really hard a few levels in (which I liked). At first I didn't realize that the forbidden letters were hurting me, playing a 'bad sound' would have been helpful.
Really liked having to try to work my way over to powerups through the horde. One of my favorite games so far.
Cool game, I found the controls too responsive though, and was very frustrating trying to get the guy to stop on blocks after jumping. Also, one simple suggestion I've got is to make the webpage background color slightly off-black so that players can tell if their mouse pointer is inside the game or not. I missed my jumps many time because I tried to shoot-jump but my pointer was slightly off the game.
So so so good.
A fun game and a fantastic theme.
Very elegant design, nice job!
Good stuff, thought it was really fun. My main suggestion, besides the random-spawning issue some other people mentioned, is that I think the different colors should be much more identifiable so players could just focus on movement/color-switching without having to try to figure out who's dangerous. Maybe that was only a problem for me though.
Cool, loved the ending.
This is really cool, I love bullet-hell-ish games. FYI though, the 'press space to continue' message wouldn't ever disappear in Chrome http://i.imgur.com/IPKiF.png (worked fine in Safari though)
Heads up, Google Drive says I don't have permission to download the OS X or Windows builds.
Thanks for all the comments, people!
@SimianLogic: yeah, I guess it isn't too obvious that it's a 2-player game, I'll add a note to the description.
@Kinokochan & axcho: The downloadable builds seem to scale to your monitor size (at least the OS X one does).
@Hatsun: interesting, I've never seen any of them go off the screen...
In regards to not controlling firing, I primarily made this for iPad so I wanted to keep the controls as simple as possible. Also, I think it requires more planning this way, and has a fun 'I hope my gun fires at the right time' thing going.
The grid movement is something I was considering trying, thanks for reminding me.
@Hatsun & DBRalir, RE: GRID MOVEMENT
I tried out aligning the unit movement to a grid and I think it's a fairly interesting issue so here're the (obvious?) problems with it:
Say you've got a unit who is currently moving up - if it gets an order to move down, it can of course obey immediately since it is already vertically grid-aligned. If it is told to move left or right, however, it won't be able to obey until it reaches the next horizontal grid-line, either above or below it.
The two problems that causes are that (1) now you've got a discrepancy between the speed of changing direction on the axis you're moving in (instant) and the speed of changing your axis of movement (variable depending on your position and unit speed). This leads to (2), which is that your units no longer move at the same time, because they might be different distances from a grid-line, because they move at different speeds.
(1) seems like a bigger deal, but both are not good things in my opinion. I think it's tough enough keeping track of all the stuff going on without introducing variably-delayed input. So while units moving on a grid definitely looks 'neater', I don't think it's worth it. If anyone has thoughts or can think of a better way of implementing it, I'd love to hear. And if you want to try for yourself, here's a test build with the grid-movement on: http://ryleighkostash.com/work/triplethreat/TripleThreat_GRIDMOVEMENT.html
Loved it! It could use a lot of polish of course, but the whole platformer + sidescrolling-RTS thing is brilliant.
Very very nice game. The visual effect was fantastic, and it was quite challenging (what a huge hitbox) but still beatable.
The shooting sound was annoying as %@#$ but besides that I enjoyed it a lot :)
Very cool idea, like playing with toys. Like others mentioned, a shadow directly beneath the items would have made placing them easier.
Nice mechanics, awesome music, and I really liked the little charge-up animation.
Loved it! Pretty tough, but it was so fun that I kept playing until I beat it. Lots of good near misses and 'HOLY SHIT' moments.
I thought it was funny how you would sometimes die without even getting a chance to play, but after it happened a few times I couldn't stand the ads anymore.
type SHOW instead of check for interfaces (SH INT). confused me for a minute too.
too tired to beat this right now but WOW, this is really polished and very cool. love the way you disrupt packets. great job.
Your last LD game was great, but this is beyond great.
Whoa, cool death animations, and the music is fantasticccccc. Gonna put that song up for download anywhere?
Ahhh this is pretty great. Reminds me of Bitless. Really liked the 4th wall breaking.
Stuck on a level but will try again later. Some levels are so mean...
Also great job on topping my leaderboards... goddamnit you are much better than me at my own game!
Very cool, like a puzzle game dressed up as a roguelike. One of the most focused and polished games I've played in this LD, very nice job!
great job! wasn't sure how to complete a level (kill everyone?) but it was cool playing online with people. i liked how one hit killed you, but enemies that moved toward you and has less health would have been good.
very cool idea.
nice elegant ship spawning mechanic, fantastic art!
Neat story, and I liked the interface with the hold left/hold right controls.
Whoo, beat it! Simple and fun. I liked how at some points you didn't want to hit the green squares because they would have ran you into red ones.
cool game, such slick graphics...
I don't think the issue is with the unity version, I think it's because you're hosting it on dropbox.
very nice! the way people give you clues about the criminal is neat, and the interpretation of the theme is so clever...
I was having a bug (where the camera wouldn't move with you, and the water seemed more solid than water should be), and it seemed to be caused by... pushing the PLAY button... I have been using the undocumented push-space-to-start method, which doesn't seem to cause the bug.
Anyway, I hope the reason you all thought it was tough wasn't simply because it was broken. It is a very hard game even when it is working correctly! Took out the play button for now.
If the bug still happens for you, I'd be curious to know. Can't seem to get it to happen when I push space to start, and too tired to try to figure out the cause right now!
@Will Edwards: no physics engine :)
I agree that the controls are a bit unintuitive visually, if you expect that ← and → are going to turn your dude in that *relative* direction. What the controls do is accelerate your guy in that *absolute* direction, so if you're falling down, pressing ↑ will slow your fall, even though it appears that you're boosting down into the ocean.
Sigh, if those arrows are showing up as well for you as they are for me, they were, respectively:
< > ^
And thanks very much everyone for your comments! I agree this game is hard as hell... but I'm having fun trying to get to the top of my own leaderboards again, even if I ragequit every five minutes.
@raarlac: thanks for the good suggestions!
Weird, just tested on Firefox on OS X. Are you on windows? Can you see if it works in a different browser?
@brantkings: try thinking of the controls as MOVING your character, not STEERING him.
awesome idea. super cute little dudes. that knight has a tonnn of health!
nice game! felt like the difficulty didn't ramp up enough for my tastes, but enjoyed it a lot.
niceeee i love the sfx and beatboxing
whoa! now, finally, i know what the 'mood' category is for.
nice job! the ship was good at dodging (maybe a little too good) and the music was very addictive. seriously, i really enjoyed that music.
nice job for a first game :)
as to whether you can do another upload in jam time: i think you're allowed to fix major bugs whenever, and if you want to add features, just add another link called "Post-Compo Version" or something which points to your updated build. probably can't submit a game to both the Compo and the Jam.
the line system is quite neat :)
cool, destroyed all the buildings
nice, i understood what was going on (you're fucked up and think you're traveling to space but you're actually just on the road) and appreciated that you didn't hammer it in with a story screen or anything.
Wow, great job. Really fun and very polished. Fiends seem overpowered :)
5 stars for audio, 5 stars for humor, 5 stars for what the fuck
fantastic! very polished and i was excited when i figured out ways to find resources
SPIDERS! mine actually did travel to the middle screen.
jesus christ! so polished!
great job! worked perfectly online for me. what did you use for the 2d graphics (ie. which Unity frameworks, if any)?
nice light mechanic, effective and fun. pretty good level of challenge, got seen a few times but wasn't frustrating. didn't really understand the ending... wanted to fight all those guards though...
Nice lighting... but oh man, the mouse inversion...
very very nice style! great job. is there a reason it's called AnteChristmas instead of AntiChristmas?
Very cool style and mood... loved the little dog-monster... got to work, haven't tried a different path yet.
This is one of my favorites. Loved the way it looked, loved the atmosphere, especially how there was only one sound. I think I liked it better with no music, felt very desolate and cool. I liked the horrible camera, it felt like a challenge. I would have preferred an easier way to tell where I was facing, though.
Great length too... fantastic job.
fun game! i liked riding on the bullets and using the bombs to bomb-jump
effective graphics, ran great, extremely fun collecting tons of powerups. i would have preferred it be tougher, but very nice!
I'm pretty sure the issue is that you're hosting it on dropbox. Every time I've seen the button to install the unity web player, the url has been a dropbox link...
Great job, short sweet and effective. Cool glitches. Funny how some people didn't think you addressed the theme, I thought it was one of the best uses of the theme I've seen.
Very interesting control scheme!
Cool game, more to it than it appeared at first. Took me a minute to figure out how to shoot (since I didn't read the instructions, naturally) - might want to go with Space/Z/X instead, Shift/Q don't seem to be used as buttons often.
hilarious the whole way through... even these comments are hilarious...
One of my favorites... super fun game. Awesome sprites, SFX, screenshakes. Nice little touches too: at one point I was thinking how nice it'd be if I could push the number keys to select stuff and it just worked.
Couple potential issues:
- at one point a meteor broke a gun so i put a block there, but guys just started streaming through the block anyway (http://i.imgur.com/V5gR5hs.png)
- at the end the screen went blank and the space businessman said something about not all of us being overachievers. wasn't sure if that was a loss screen (didn't say "i let them through") or a victory screen. if the latter, i'm not sure why i won.
Man that's a lot of bullets... feels good to aim and shoot, but I wish there was some feedback that the bullets were hitting things.
Very nice, elegant concept!
Very fun to play with! Source available?
Thanks for puttin up the source!
Damn, dude. Such cool effects. Wish this was part of the compo so I could look through your source and play with your shaders.
Great visuals, cool micro-game concept!
*FANTASTIC* visuals, think it's the best visual implementation of the hand-scribbled style I've ever seen.
Great job!
- lovely art... nice animations (especially the turn-to-stone one) and gorgeous environment
- very nice music (one bug i saw was that going back to the main menu caused the game to be silent when re-entering the level)
- a pretty satisfying little puzzle, figureoutable without a tutorial
- some good humor, especially the rocks talking
Not sure why the queen didn't turn to stone also, though :P
Also stops halfway for me.
Wasn't sure what to do, but the movement simulation was very lifelike... "trigger warning" is an apt name as I could see how someone with aversion to bugs would be freaked out by this. Kind of made me itchy while playing with it... movement's too realistic. Neat :)
Nice job... great sprites, great music, fun mechanics. Only suggestion is that I could have like a bit of jump leniency when you are leaving a platform and try to jump.
Very nice, and I like your interpretation of the theme. It doesn't have to be a 10 second round or life, it's just a starting point.
I also found the 'hold the jump button to fly' thing but I actually found it kind of beautiful... the robots flew off the screen and the landscape kept scrolling by, empty.
Pretty messed up, loved it :)
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Thanks for all the feedback so far! It's very nice to hear people enjoyed it, and there are some great suggestions (and valid criticisms).
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Damn you and your trick :)
Ah yeah, I just included the Assets folder because I figured the project metadata cruft was unneeded, but it does seem like importing the Assets folder into a new project results in some broken Inspector connections.
Updated the link to the full project, cruft included, lemme know if that works for you. If you have any questions about the code I'd be happy to answer.
@Croze: Thanks! I made a little level editor, and yeah, used it to put each of the balls in manually. Took a good chunk of a day to make, but was so worth it in terms of getting levels made quick and painlessly.
Fantastic. Really well balanced, got to floor 32 on my 3rd try then accidentally bombed myself.
Been playing Spelunky lately? Reminds me of it with the crates, spiderwebs, bombs, shops, and soft time limit. Not that that's a bad thing at all!
Looking forward to the mac version so I can play on my main computer. If you do an updated build with some polish (main area I think could use some is enemy attacks, tough to know when they are able to hit you and isn't any feedback besides the floating numbers), all the better.
Thanks for the mac version! My best run so far, level 91: http://i.imgur.com/7pkQhKE.png
Killed myself with a bomb when a monster blocked my path.
Thoughts:
- agree with everyone else that i hate wasting 1-2 seconds each level trying to find where my character is
- i don't like how you have to be standing still to drink a potion or place a bomb, i think it should work while you're moving too
- can we hide the FPS display?
- still think combat could use more feedback, maybe just have you/enemies flash red when you get hit, that would help a lot, i'd say
- and bombs are a bit too hard to see on the ground
Cool, will definitely play some more whenever you get around to updating it. I think I've mastered the current version... http://i.imgur.com/FTOt3Sq.png
- i think spiders are invisible if they are on the same square as a snake corpse (maybe happens with other enemies too)
- obviously you didn't have time to balance late-game difficulty during the jam, but after awhile it stops getting any harder, money is no longer worth picking up, and there are enough potions and bombs that you'll never run out
- you could make items break after awhile so you need to purchase more
- it'd be cool if you took another page from spelunky's book and made it so you could bomb shopkeepers to kill them (and steal their items), but from then on, shopkeepers are strong enemies
Well, no matter the results, this is my favorite game of LD27 for sure.
@foumart: keeping the same position while starting the next level is a good idea. Makes more sense thematically too.
Fun game, would have been happy to play more levels. Simple and effective enemy AI.
Great take on the theme, super cool music!
Awesome crunchy effects... bullets felt super satisfying to shoot. Love the title and the loadscreen "FUCK YOU" announcer!
Love the "FUCK" signs :)
Sometimes I got hung up on the corners of blocks in the wall.
FANTASTIC art... and i love how many decimal places are showing.
Haha I almost named mine "Clock Block", whew! Nice job, bit too challenging for me, but feels really smooth.
Very neat! Not sure if my ambient audio was loud enough for a tunnel it was flat for quite awhile. Made a few snapping noises, which probably coincided with me hitting the first jagged peak that appeared. Oh well, going max velocity was really exciting, especially with the drum n bass. Great music :)
Nice! Fun super crate box-inspired mechanics. Nice art, loved the little taunting dance the enemies did when you died. Also agree that the KILL button was a nice touch, instead of START. Liked the destructible platforms too!
suggestions:
- less abrasive jump sound effect, maybe randomize it a bit too
- platforming physics could be improved a bit
Love this! Amazing how much depth and context you can create with just differently scaled and tinted circles. The level that looped back in on itself mildly mindfucked me, as my eyes were seeing some flat circles but my brain was seeing a 3d bridge crossing over itself.
One possible issue: on the level where you start on the platform moving around in a circular path... when you jump off, I think you are still being moved as though you are attached to the platform you left? Maybe once you leave the platform you should stop being moved as if you're still a child object of it.
Nice job!
Pretty nice platforming controls, feels tight and fast as opposed to some other slow & heavy feeling platformers. Anti-gravity levels were very neat.
Nice!
+ great simple art style and colors
+ loved how the title screen opened up into the game
+ wall jumping was fun
- the respawn time felt needlessly long (dying every few seconds, then waiting a few seconds as the cube sat in the air was aggravating)
- character felt a bit too heavy for my tastes
- it says "Time is out" or whatever even when you hit a spike
Nice art and animation, and cleaving through enemies(?) with the attack is really satisfying.
Nice HUD-less way of showing the oxygen amount!
SO GOOD 5/5. agree with angrygeometry, could make a very cool mobile game.
Really nice game! At first I thought money was just for score, was delighted to find the little shopkeeper (vending machine?)
Very cool, just couldn't figure out the controls, even with a lot of effort. On the third level with the fall you've got to wall slide down, just couldn't get the slide to work. Holding jump and slide would just keep me wall-jumping, just holding slide would have me bump off the walls.
Great job man! Really funny dialogue. Loved the cool minimal scene of the stereotypical retired guy living a peaceful live in a mountain retreat. Jumping into cars was a cool mechanic and it was fun holding wires together. Tough but not tough enough to make me give up.
- saw one issue: http://i.imgur.com/aG6hPIt.png
- don't think the pauses (when no one is talking) should require hitting space to progress past. sometimes they did, i believe.
Really nice game! Survived 20 rounds my first try. Player had a bit too much momentum (and weak acceleration) for my tastes though.
Really well executed mechanics.
5's all the way down.
Very neat game. Recording the wrong command sequence leads to hilarity as much as it does to frustration.
The wobblewalking was a nice touch. Was fun to figure out that I could hold down all 4 arrow keys at once :D
GORGEOUS
Really fun, really challenging. Tried it a bunch of times, going for different builds. None of them seem effective enough to beat the waves around 5/6, but still damn fun.
Great job, clever idea. Really satisfying and intuitive to play.
Clever puzzle mechanic! Kept playing until I beat it... though I did get lucky...
Fun game! Nice chill atmosphere, nice mechanics. Playing on a touchpad wasn't too comfortable. I think it would work alright with spacebar for lasers, left and right to rotate?
Pretty funny :) Wanted to beat it to see & hear the ending, but died on level 6.
Very polished! Feels like a non-jam game, for the most part. Playback controls are nice, and love the dead-astronaut sprite. Nice music.
Some thoughts:
- didn't like how every time I added a force it automatically started the game... usually just forced me to hit space right away if i wanted to add another one
- didn't see any enemies, and not sure if i saw any evil asteroids (used the skip button a bunch, and beat a level)
- the visual effect for the forces kind of looks like a jet boost pushing it in the wrong direction
GREAT job... so much polish. Love the silhouette effect when someone gets shot, love moving the cursor up to cock my gun...
Fun game. Really liked using the mouse-wheel to zoom, just felt really seamless and cool. So annoying when the guys walked close to the tower, out of my view, haha
Cool :)
Got to Day 16
Really fun, got to stage 4.
Super cool arena generation.
Fun game! I liked how all the weapons were balanced differently. Some thoughts:
- agree with kevin that not being able to move while attacking was painful. i can see how it's useful for balancing/differentiating but it doesn't feel good. didn't really enjoy using the bombs or magic, everything else felt more fun.
- large player hitbox + large enemy magic bullets + high rate of fire for enemy bullets + small arena = often impossible to avoid
- nice death animations!
Damn, great job. Solid platforming mechanics, some cool level design (liked the falling spike tunnel one a lot), very polished.
Nice, very polished. I found I could jump up walls though (which was actually pretty fun, cheating on the tests)
Definitely gonna keep this around, think it could be useful as an art/palette inspirational thing, besides just being fun to mess with.
Couldn't find the screenshot featue.
Cool, fun game. Bit tough, but was able to beat it.
- tough to see how much life remaining without looking closely, which you don't really have time for
- didn't figure out how to get MP until after beating it
Man, I'm impressed with how much use you got out (what seemed like) solely unity primitives... felt like a coherent bathroom environment...
Holyyyyyy shit that is a wonderful pun title. Fun game too... great drawings, writing, and music.
Great idea, really fun! Laziest rocket engineers ever.
Very tough! Nice simple, effective sprites. Shield mechanic is good, forces you to decide whether you can get by without it and save it.
Man, the controls and visual feedback for that little rectangle are fantastic. Dodging the bullets was fun but I'd love to control that guy in a bigger game. Great job!
Nice job! Like polegar said, feels great for a 48 hour game.
+ great controls, strafing works really well
+ great sounds and music and computer voice
+ fun powerups
- did not like the bullet-time powerup, made it painfully slow getting to the next room
- wasn't sure if i was going the right direction
Nice job! Quite polished and some nice little touches (like how you can switch guys before you actually walk out the door)
Great game man! Beat it my second try. Tense but very enjoyable. Feels quite a bit like Zaga-33 but the real-time pressure is a good twist. Tweens and everything felt great, especially the robot death effect.
Didn't realize at first that picking up hearts gave me more than 1 health back... led to me playing more conservatively the first time, and had a few moments where I didn't understand why I was still alive. Not complaining :)
No big deal, but if you wouldn't mind uploading your whole unity project I'd be curious to try it out. Just like to see how other people go about organizing/hooking up theirs, maybe learn something new.
5/5, solid enjoyable trippy game. great visuals, pleasant music. not really sure what the little bouncing dudes were doing for me though.
goddamn that was great
so well done... love the little polished bits (the cool open-grave sprite, the arrow arc, the way the imps mining seems to be synced to a beat)
amazing job. very addictive, and great that there didn't seem to be a clear best build order or ship layout. only complaint is that for the controls felt reversed for me personally (I thought of the drill side as the 'front' of the ship, so pushing down to go forward was awkward)
crazy fun!! end boss died in a split second though
elegantly simple and effective, A+++
wonderfullll art
great combat system
wonderful interface and style
nice idea, would be really fun on ipad. like Flight Control, but different enough.
love that description
love the visual style
really fun! good level of difficulty, kept going until it seemed like the bosses were repeating? not sure if there's an end
man i just played that for a long time... very addicting
Yeah... removing multiple layers at once was an ill-conceived feature, not a bug.
Thanks for the feedback, and thanks to everyone else for theirs as well.
lovely
nice idea and execution, would have preferred 1-hit deaths instead of having so much noisy HP, though
nice game... cool idea, and love the visuals. would be even better if the plants flashed or something when you snipped them, it doesn't feel like you're actually damaging them
great job! creeped me out, and portraying it as physical photos felt very unique
man, so well done. the zombified bugs creep me out, love it
cool mechanic, tough as hell. loved how you also moved the record, very nice touch
super clever idea. good twist on flappy that uses the theme well to differentiate. feels amazing when you jump out of the water and clear a high gap.
it's too hard to get into a flow though, since you've got to constantly make one pass and loop around again once you see the opening. if you just added an indicator on the right side of the screen it would make this soo good (imo)
just lovely... i like how the bottom layer was like the deep sea, and how minimal everything in general was (even the source)
so cool
really liked the art
man, very nice job. looks great, cool mechanic. couldn't figure out level 3 but i appreciate that it got challenging so quickly. will probably take another crack at it later
haven't played it, but it's an interesting mechanic, and a cool take on the theme
very cool, not what I expected. (also the font for Rectum Ranger Heroes is great, which is it? or did you make it yourself?)
lovelyyy style, and the little physics-amoebas are cool
nice job, combat feels quick and satisfying
christ that's tough. better too tough than too easy, though
very nicely made!
wowwww this is great. one of the strongest takes on the theme i've seen WHILE having an interesting mechanic WHILE having wonderful art
good job! nice feeling attacks and platforming, cool minimal HUD system
sick presentation, love the visual style and the sfx. i'd be curious to know what a 'good strategy' is... the mechanics are very elegant and simple but I feel like each turn has a clear optimal move, and maybe I'm missing something
gorgeous unique style, lovely music
tough to see and not sure why i died, but still really really liked it. gave me some chills
very interesting game! i actually thought there was AI for a bit, very cool how you had them respond differently to give that effect
thoroughly enjoyed it. good choice on the sound effect.
nice mechanics, simple and challenging, makes you want to try again after dying. (personally i could have done with neither the story nor the practice run)
nice job! the face scared the shit out of me the first time. looking around a corner was scarier than it would have been with easier controls, which was fun
nice job... simple and fun, feels good. solid music.
fun gameplay, impressive amount of polish, amazing job.
would suggest that the triangles be coloured differently than the squares, and also that the final score is displayed more prominently (didn't know I'd started a second round until I realized that my score was lower than it'd been)
very cool mechanic!
such a good idea!
^
nice game man... can't beat the last level... very tense and stressful!
liked the voice over, great colours, and reallly great little animations
sooo old-school, in a very good way. great job
very neat mechanic, and cool rippling effect
realllyyyy liked this. good energy system, diagonal spray shots took skill, liked the little beating heart hitbox.
didn't understand why bullet-time was in there though (seemed unlimited?) so i just didn't use it.
also think it'd be good if your dash could hurt enemies (either that or you die touching them, felt weird just dashing into them and nothing happening)
very cool style
fun game! liked the level transitions a lot, and the ending was funny. 486 deaths
funny as hell
great take on the theme
nice job man, really like it. mechanic seems quite unique.
source?
god i love this game, with the cool ripple effect and chunky pixels. just looking at it makes me happy (maybe the music is partly responsible too)
very very cool jelly effects
very nice! crunchy satisfying effects. impressed with how smoothly it ran, too
nice game, fun puzzles. enjoyed finishing it. and enjoyed the music a lot more than i'd expect, for such a short loop
liked the art & animation but just couldn't handle the 5 second wait on each death
cool AI, and very funny :)
fun mechanic! 112m
pretty damn brilliant idea, and very nice minimal presentation
same exact issue as DustyStylus
nice! the idea's very simple and clever
Great fun and game feel. Only complaint (besides no hold-to-shoot) is that the enemy bullet color kinda blended with the ground color for me.
really fun and satisfying!
if you add a post-compo version, i'd say the first tank in a chain should be coloured a bit differently. local multiplayer would be interesting.
we definitely need a bad boy!!!