Catapoultry by Eric777 2018-12-04T23:10:42Z
Thanks for not hurting the chickens! My 5-year-old thought the game was hilarious. :laughing:
Foon → Ludum Dare Explorer → Users → Samuel Fine
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | Exter-meh-nator | compo | 91 | 3.75 | 3.62 | 4.09 | 3.81 | 3.72 | 3.47 | 3.36 | 3.57 | |
| 2023 | 54 | Limited Space | Elevation | jam | ||||||||||
| 2023 | 53 | Delivery | Curbside Panic | jam | ||||||||||
| 2023 | 52 | Harvest | CORPSE HARVEST: Zenith Agent Berpac and the Sporbot Invasion | jam | 3.00 | 2.50 | 2.50 | 2.00 | 2.50 | 3.00 | 4.00 | 3.00 | ||
| 2021 | 49 | Unstable | The Lunatic | jam | 801 | 3.48 | 3.31 | 3.58 | 3.53 | 3.30 | 3.22 | |||
| 2018 | 43 | Sacrifices must be made | Angry Mountain | jam | 842 | 3.00 | 3.30 | 2.72 | 2.73 | 3.23 | 1.33 | 3.95 | 3.09 |
Thanks for not hurting the chickens! My 5-year-old thought the game was hilarious. :laughing:
Hotline Miami meets Shop 'Til You Drop. Awesome.
Really really impressive graphics! I want to know more about this weirdo in the well!
how did you get video footage of my weekend
WOW, really impressive! The graphics are just adorable, controls are spot on. Make this into a mobile game with in-app purchases for new spacesuits! ;)
What a fun game! I probably spent 15+ minutes (and a thousand-ish Mindus) playing. Great concept and clever application of the LD43 theme, could really be something magical with more time and polish. I did have some trouble with the controls in the first level; for some reason, the WASD/arrow keys wouldn't do anything until I had latched onto a platform. (Both Web and Windows build.) Once I got past that though, smooth sailing.
Really clever idea, and sharp graphics. Sacrifice as exploration was a smart implementation of the theme!
Excellent work on the controls, just a smidge away from what I'd expect to find in a full polished game. :thumbsup: :thumbsup:
Very clever use of the 2D/3D interplay. Legit lol'd at "agent died from shame". :laughing: Would love to see this game with a few months of tweaking and polish!
5 stars for "Bone Voyage" :laughing:
@twenty5clocks Yeah! I also didn't have time to get gravity working right with my player controller, so the hoverboard does a bit more hovering than one might expect. :upside_down:
I'm gonna be honest, I feel like CHIKEA's quality control is slacking on the job. :laughing:
You made a real NES game for a game jam. Mind blown.
It's like a Tamagotchi from hell! Love the concept, nailed the "unstable" theme. My only issue is that some of the click targets were a little finicky; the Shower handle, for example, was hard to click reliably. Besides that though, :thumbsup: :thumbsup:
Love love love the artwork. The walking and climbing animations are so squishy! :grin:
:thumbsup: :thumbsup: on the music and sound design!
Interesting mechanic and control scheme. Playing with a controller where left/right bumper would switch between the weights might feel more natural. A little difficult to play with arrow keys, but there's a lot of potential here!
Great work! I do agree with @mysticalsoundshower, unless there was a way to rotate a building on more than one axis, it might make more sense to go in a 2D direction to remove the illusion of full 3D control. In the context of a game jam deliverable though, this is really fantastic! :thumbsup: :thumbsup:
"don't forget to drink" pal, you don't have to ask me twice! :laughing:
Fun jam game, a great execution on the theme. And the falling animation is _delightful_.
Really fantastic work on the graphics! Would be interested to see this idea expanded upon. There's definitely room out there for a Papers-Please-style game in a fantasy environment.
s p o o k y
omg get outta here with your swarm mechanics in a jam game!
Too cool. Took a minute to wrap my head around the gameplay but once I figured it out, I enjoyed it. Like playing Risk with bugs!
Thanks for the comments everyone!
@electric @orangutanrider You both hit the nail on the head. I didn't start off planning on the "waiting" to be part of the gameplay, it just sorta happened. I don't know if it's...good? :laughing:
When I think about platformers like Celeste or Super Meat Boy or Spelunky, they definitely require more along the lines of speed and precision timing. I'm not aware of another platformer that requires patience as a key mechanic (beyond the go-stop-go pattern you'll find in Mario 1 or Mega Man games, for example) so maybe this is something to pursue further! Definitely a lot of room for tuning and tweaking.
@disn Thanks for the kind words, and I fully agree. I used Construct’s built-in Platformer functionality for the sake of time but there’s a lot of room for improvement. The input handling is all very literal, no wiggle-room, which isn’t ideal for this sort of game. Something I’m going to revisit in the future!
@fat-cat Ha, thanks! Lots of “programmer art” going on so I’m glad you enjoyed it.
@cooltomten Thank you! Definitely hoping to tune the orbit UI in the future. :)
@aboykiy Thanks, and agreed on the artwork. Very much a rush job. :grimacing:
@vladimir40a Whoops! Sorry about that, must have messed up a collider. Will check it out!
@giulychu Ahh thanks for the heads up! Will check on that menu bug.
@knexator Appreciated! The waiting is kinda the opposite of most frame-perfect platformers, glad to hear you enjoyed it.
@stefan-b Thank you for playing! Totally right, the controls are a bit janky. Used built-in functionality, would love to roll my own jump/gravity handler for better precision and more forgiving input handling.
@lilkrit Thank you! I had a moment of panic once I got the prototype working, like "uh so what do I do now". Figured I'd take what I had and make a level that did the opposite! Instead of the typical make-the-big-jump platformer moment, use the dynamic gravity to force the player to make the _little_ jump. :grin:
@cppchriscpp Thanks for playing! You're right that the wait time might get a bit annoying in a longer experience. I'm considering ways to avoid "stall time"; maybe a secondary task that the user could perform while waiting for gravity to line up? Definitely something to look out for, either way.
@AGsilverAG Fast-forward is _interesting_. Didn't consider time as part of the mechanic, but I'll think on that. As far as gravity affecting the world beyond jump height, I very much wanted to get some gravity-affected objects in there but didn't have the time. Thanks for the kind words!
@tomatolamp omg I had no idea that was even possible :sweat:
Incredible. Just incredible.
You have a great spark of a concept here! Attempting something with this kind of complexity in one weekend is risky, but it's very playable even as-is. Fantastic work!
Perfection.
Haven't played the game yet but you immediately have my attention with your 10/10 pun game title. :sunglasses:
I have played it now! Enjoying the Binding of Issac / classic Legend of Zelda dungeon feel. Would have liked a _little_ more disco lol
:thumbsup: :thumbsup: on the overall atmosphere of the game!
I just want to say that my favorite part of this game was the clouds in the background. I don't know why.
(And don't get me wrong, the game itself is great too! :smile:)
This is an addictive smartphone game waiting to happen. Nicely done! I got to a high score of 37 and I think I ran into a bug becayse the platforms stopped showing up but I'm still proud of my score! :laughing:
Very nice work, all around! Only suggestion would be to maybe tweak the camera perspective a bit. At its current angle, it was hard sometimes to tell how balanced I was. Besides that though, a really fantastic accomplishment in little time!
I wish I could give this 10 stars for audio. :heart_eyes:
Those balloons were an adorable surprise :laughing:
Great work for a jam game! Love the concept and overall atmosphere. (No pun intended. :upside_down:)
Incredible work! The graphics look great, controls are tight. I love the 3-states mechanic, and can already imagine how it could be expanded upon for a full game. (Something like leaving part of your "body" behind as an ice cube to weigh down a switch, for example.) Keep going with this concept!
The mutation is a clever spin on the classic beat-em-up formula, very cool!
@redoplus Thanks for the feedback! The upgrades _are_ supposed to stack so later stages are more bombastic—you found a bug! :sweat_smile: Uploading a fix for that right now, should make the game a lot more enjoyable.
@jackypark9852 Thank you! Glad to hear you enjoyed the wide variety of apparel. 😎 Agree that the early-game bullets are a little floaty. Bullet speed and spread are upgradeable between stages, which makes it feel a lot more powerful, but I'm going to adjust the starting stats a bit (_after_ the Jam voting ends, of course) so it's not quite so rough to start.
@omrilahav Gah! Thanks for the heads up. Looks like Godot embeds are a little broken at the moment, but the game works better at the Itch.io link!
I'm baffled at how much you were able to do in so little time...on a 20 year old pocket gizmo. Incredibly impressive, and absolutely delightful!
i :heart: skrungles and would die for them
As a fellow 3D game entrant, major props for all your...props! Love the Big Beer brand beer. :laughing:
I found love in a ~~hopeless~~ apple place 🍎♥️
Really well done for a Compo game! Unexpectedly scary when the bugs started chasing me. :grimacing: Always a fan of that chunky retro style, too. You made great use of sound design, the only thing I'd suggest is adding a bit of ambience next time. Even if there's not a full soundtrack, a "bed" of outdoor sounds so there aren't only sound effects _or_ silence would go a long way. But overall, a solid game!
I am _astonished_ at how much complexity and depth you were able to create in a 48-hour jam. Incredibly well executed, and a ton of potential. Truly amazing work!
I need this game on my iPhone, like immediately. Almost feels like a Bullet Hell...with friends?
I LOVE THIS GAME NAME
There's a ton of potential here. A Spelunky-style roguelike version of this would be amazing. I hope you continue to work on this concept!
Building a two-player (or one-player WITH AI) board-game-style game with rule restrictions in 48 hours is no small feat. The frogs were too cute, I felt bad defeating my opponent! Maybe next time all frogs can be winners. (jk obviously all frogs are always winners :frog:)
Instant 5-star rating for Graphics. No question.
I really enjoyed how completing the puzzles sometimes made me "break" the game. Like, awkwardly stacking jumps to reach a platform almost felt like cheating against the engine, but in the best way! And definitely felt the Lemmings vibe.
Honestly, my only critique is that the fleas didn't explode more dramatically when they died. :rofl:
@unloosed Thank you! I think that might actually be a bug - the exter-meh-nator's speed gradually increases over time, and the turning speed is supposed to as well - specifically to prevent that strategy. :laughing: Not sure if that fits into "bug fix" or "tuning" so I'll probably leave it as-is for the Compo just to be fair, but I appreciate that you played long enough to figure out how to break the game!
@brotherbrody Thanks for playing! There's one critical blocker to HTML5 export: the "swat zone" texture is actually a Decal at the moment, which is not supported by the Compatibility renderer used for HTML5 export. :frowning2: ~~I'm exploring refactoring that to allow for an embed in the near future though!~~ Figured out a (good enough) solution to avoid Decals! :fireworks:
@cam-moore I haven't played BK myself, but I'm very familiar (grew up in the SNES/N64 generation :older_man:) - that's high praise! :bow:
@mars Thank you! All credit to Godot for making Linux builds super simple. I don't know why more devs don't provide Linux builds, but glad to do my part!
@obi-w I'm not smart enough to say for sure, but I do think the game is close to "second-person". Thank you for playing! - 我不够聪明,无法肯定地说,但我确实认为这款游戏接近“第二人称”。感谢您的参与!
@multiplexor Honestly, that was one of the things I was worried about: making sure players could quickly figure out who/what they could control. Thanks for the kind words, glad you appreciated the physics! It's not broken, it just...has character. :laughing:
@flewbimo Thank you! The hit detection vs. "swat zone" texture is definitely a little busted, especially when the bug is on a raised surface. Something for me to fix in a more evolved version of the game, perhaps!
@xand :bow: Thanks! I know I'm not the first to try something like this, but I'm glad to hear my 2-day attempt didn't completely fail lol
This probably sounds weird, but your game reminds me of the Possession mechanic in Dishonored! Completely different vibe, but that "using one creature's uniqueness to solve puzzles" tactic is an interesting one, and I really like how you used it!
I've messed around making games with interstellar body gravity, and it's surprisingly tricky. This feels _really great_ for a jam game though! Got me trying to slingshot my way from planet to planet (I didn't do a good job of it.)
Instant :star::star::star::star::star: for the sound effects.
Some of these levels broke my brain (in a good way). I'm not a huge Sokoban player, but I've never seen this twist before. Really clever!
worm mayor has my vote 🫡
Charming music, out-of-this-world vibes. Love it!
I'm ashamed of how much I enjoyed stomping the blobs. Love how the story escalates VERY QUICKLY. :laughing: I'd play 20 more levels of this!
Great start! Getting this ready for the Compo is very impressive, though for a game like this I'm curious what another day of development would have resulted in. Would love to see this as part of a full game. :slight_smile:
Clever mechanic! Can definitely imagine the "full" version of this game, with different bugs to catch, types of web, etc... 🤩
Love the oblivious octopus. They don't know how lucky they are! :octopus:
Getting major N64 vibes, loved the audio. Not sure if it was just me, but the hitbox of the player seemed to be larger than the mesh itself, kept taking damage when I thought I was far enough away from the enemies. But for a Compo game, really great work!
This is really impressive for a Compo game! The mouse-following mechanic is the sort of thing that could very easily go wrong. If the Steebs were too quick, they'd be uncontrollable; if they were too slow, it'd feel really sluggish. You managed to thread that needle perfectly for this, I never felt like I couldn't solve a puzzle because of the controls. Fantastic work!