Just My Immagination by Proch 2012-04-25T13:10:00
Some nice ideas, but I found it a bit hard to control. Might've been nice to have a score or something too, as otherwise it doesn't seem to go anywhere.
Foon → Ludum Dare Explorer → Users → schnerble
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 33 | You are the Monster | Aaargh! | compo | 432 | 3.17 | 3.11 | 2.86 | 3.54 | 2.68 | 3.12 | 3.21 | 3.04 | 51 | |
| 2014 | 31 | Entire Game on One Screen | Clockwise | compo | 673 | 3.09 | 3.06 | 3.31 | 4.08 | 2.75 | 2.30 | 2.45 | 2.71 | 60 | |
| 2013 | 27 | 10 Seconds | Ten-Second Taxi | compo | 1011 | 2.54 | 2.43 | 2.64 | 3.11 | 2.25 | 2.44 | 2.79 | 2.44 | 41 | |
| 2012 | 25 | You are the Villain | Thievery | compo | 194 | 3.30 | 3.63 | 2.63 | 3.50 | 2.68 | 2.91 | 2.79 | 2.80 | 79 | |
| 2012 | 24 | Evolution | Radiation Man | compo | 730 | 2.05 | 2.00 | 1.71 | 2.18 | 2.33 | 2.38 | 2.07 | 2.07 | 35 | |
| 2012 | 23 | Tiny World | Space Rescue! | compo | 657 | 2.63 | 2.63 | 2.40 | 2.62 | 2.60 | 2.68 | 1.77 | 2.07 | 71 |
Some nice ideas, but I found it a bit hard to control. Might've been nice to have a score or something too, as otherwise it doesn't seem to go anywhere.
Had some issues figuring out what to do, but after a bit of messing around it's quite fun :) One system I ran it on had some probably WebGL-related problems, though: the map didn't fit on screen, and the player planet wasn't immediately visible - and at one stage the frame rate dropped and then I was catapulted around the map at super speed. Still, good idea, and nice work on getting multiplayer in!
Looks like you've built a detailed sim there - but I have to admit it's not at all obvious to me what to do. All I seemed to be able to do was create two pink cells and watch them move - I didn't seem to be accumulating any resources, or have anything else I could do other than destroy the existing cells.
Other suggestions:
- You might want to update your game description to mention the JRE 7 requirement :) (it got me too initially)
- For next time, it might be useful to either target an earlier JRE, or make the error message clearer if you can. Looks like the majority of people *don't* have JRE 7 at this stage.
Looks and sounds quite nice. The gameplay was a bit too limited for me, though.
Interesting, unique idea; I haven't seen anything similar in LD yet. I like roguelike styles in general, and I'm sure it would've been fun to write :) My suggestions would be to make it a bit clearer at the start what players are trying to do; add some more descriptions of what the keys do (including what the options are - e.g. where 'look' will do something different); plus maybe a bit more variety in the talking and such. Still good work to fit the whole thing into 48 hours, though.
Nice game - well polished; good graphics and sound effects; nice style and quite original idea. My only issue is that it relies a lot on high precision movements so the frustration factor can be pretty high.
Excellent work. Very polished and well rounded - graphics, sound, ideas: all cool. The one thing I'd say is I did find the controls very hard to get used to, and never managed to get past the first level - but I may just be a bit uncoordinated... :) I will come back to it again, though. This is just about the best of the 50-ish I've seen!
I quite enjoyed the shooting - maybe partly because my game was a bit of a shooter :) It did seem a bit easy, though - my game was over from running into enemies long before I ran out of earths to save.
Also I noticed that the game doesn't seem to be processing all window messages - switching away and back to the window during the mission screen makes it appear to freeze up. I finished with the following log messages:
Traceback (most recent call last):
File "Main.py", line 257, in <module>
File "Main.py", line 171, in update
File "Main.py", line 88, in update
pygame.error: display Surface quit
Traceback (most recent call last):
File "Main.py", line 236, in <module>
File "Main.py", line 26, in update
pygame.error: display Surface quit
Cool idea. I quite liked it :)
It needs a bit of tweaking, though. For me the number one thing is the key press responsiveness - I couldn't work out the keys for a while because Z, X, C don't seem to work unless you press them at the right time. Of course it's also a little hard, and has some other bugs (I started level 2 in a wall) - but nice work.
Seems a good idea. I got a bit confused when the enemies sometimes appeared to jump over me and fall off the screen, and sometimes to land behind me and hit the princess. Also might've been nice to have a warning when low on health (knight or princess) and a bit more gameplay variation. Seems some potential for next time though.
It worked fine for me, but I have to admit I couldn't really figure out what I was supposed to do... Might've been nice to have keyboard controls for the movement as well, because having to click each square is a bit awkward.
Great work! There's a lot more depth there than I initially realised, and it's quite fun :) The only thing I could suggest is that it's reasonably easy once you figure it out, so it was pretty much a play through once kind of thing, but still - well rounded and polished.
Excellent work. Easily the best I've played so far :) (out of ten-ish)
I quite like the idea. The main things I'd mention are that the click detection was a little touchy, and there was probably a bit too much precise work required. I got stuck on The Excavation Party, as it took ages and I always ended up with one bug running around in circles. Overall quite cool though :)
Only just noticed that I forgot to give the window a proper title. Heh :) Ah well - there are worse things to forget!
vrld (and other Linux users): sorry about the hassle. I should've tested on a different Linux flavour as well as my own.
Could you try downloading libasound.so.2 from the link below and putting it in the spacerescue folder on top of the existing one? I hacked the path, and it seems to fix the problem on my other machine. (Ubuntu 10.04) I just hex-modified the path to where the library should really be.
http://dl.dropbox.com/u/478847/libasound.so.2
Running from source might work too, but would take a bit of fiddling, and you'd probably need to install pygame on your machine. Hopefully that download will work and be much easier.
Thanks for trying it!
Jonny D: agreed about the hit points. I'd intended to do that but didn't get to it. I recognised the off screen problem too - the "camera" was eventually supposed to follow the player, where it would've made more sense. I left the coordinates in as a bit of a helping hand. Odd that reset didn't work - may be down to the location of '#' on different keyboards.
Thanks for playing!
Truce: thanks for that - much appreciated :) I was a massive fan of Llamatron back in the day, so maybe that influenced me a bit!
Update on the Linux issue: just removing the "libasound.so.2" in the spacerescue folder should fix it. pyinstaller shipped that automatically for me, but I don't think there's actually any need for it on most systems.
Thanks, people :)
rfgpfeiffer: I used pyinstaller to create the binaries on both Windows and Linux - it's great, other than that one library problem above. You'll need a Linux install to build the binaries, but it's pretty easy - Ubuntu and Kubuntu are easy to install (only need 30-40 GB too), and once you've got your game running in Python, then pyinstaller can do the rest.
Ah, yeah, sorry - I realised afterwards I may have misread your comment. Anyway, cool; I've run a couple of binary-less pygame entries here too.
Pyinstaller is the way forward, I reckon - though removing libasound.so.2 seems necessary, as above.
vrld and 4urentertainment: fair calls there. Some things I didn't get time for, and some things I didn't think of. Thanks for the feedback :)
For anyone else subsequently playing: I'm on holidays for a few days but will check out what's been happening when I get back.
kddekadenz: did you get an error message? Could it have been the libasound.so.2 error in the description above? That's a pain, but common, and easily fixed.
RHY3756547: thanks; and yes, those are good ideas. I wanted to do something very similar with the camera zooming or arrows, but ran out of time - and just left the player coords in there as it helped a little.
Thanks, JaJ and Vilborg. Yeah, the controls probably could've used a bit more tweaking; not sure what happened with '#' not always working to reset the ship (works fine on the machines I've tried it on) and I saw that weird speed up a couple of times. I'll keep an eye out for that sort of stuff next time.
Thanks, vilya :)
All: I found the bug with '#' not working - it seems to be dependent on Windows keyboard layout. Sorry about the hassle there; can't fix without a rebuild unfortunately :(
derosa: that's a weird one :| Thanks for trying anyway.
If you get a chance to try tthem, one of the following things might work:
- Installing the python-pygame package
- Set SDL_VIDEODRIVER to something different and run the game - e.g.:
SDL_VIDEODRIVER=dga ./spacerescue
Possible values are here:
http://www.libsdl.org/docs/html/sdlenvvars.html
Madflame: for the positives, thanks, and for the negatives, I agree. Cheers!
Thanks all. I think the controls might've made more sense if I included a thrusters graphic, or improved the sound, or added more of an explanation than just "acceleration".
Using '#' was a silly choice as it turned out; I know it's in a different place on different keyboards. I'd just put the reset in as a debug feature, intending to have the "camera" zoom out so it eventually wouldn't be necessary, but ran out of time, so left the reset key there. In hindsight I should've moved it to any simpler key like Enter, or whatever. Next time...
That certainly wasn't intentional :) One other player told me that happened to him as well, but I haven't managed to reproduce it myself. Guess the collision detection is off in some cases. Thanks for the feedback anyway!
I like the style in general, and the intro music is cool. There's not much to do as we've all said, but the ideas are there and it's certainly original :)
Nice little tower defence game in principle. It could've used a bit of feedback to the user (it took me a while to figure out whether the spiders were dying or what, and if so what killed them), but has some nice ideas there, and had that addictiveness about it once I figured it out. I did discover that building one tower next to where the ants come out and fully upgrading it pretty much meant I could sit there and watch, though :) (maybe a bit easy)
Looks very nice; sounds pretty good too. I'd prefer a bit more variation in the gameplay, though.
I like the style :) As others have mentioned, though, the collisions are a bit off: it would've helped to adjust the player out of the floor when they've collided with it. Also, I'd recommend pyinstaller for packaging next time - it worked for me!
Oh, and I finished the game, but nothing seemed to happen :|
I can tell there are some interesting ideas behind this, but as you say, it turns out there's not much for the player to do; I won every time, even before working out the controls. The prebuilt binary worked for me (Ubuntu 10.04 64-bit), and is certainly the smallest entry to date if that counts :) (close to a 64k demo!) Unfortunately 'S' didn't always work, and LMB started the sim; I was generally just a bit confused as to what was happening. Definite potential for next time, though.
Some cool ideas, but a bit too easy, and probably not enough things to do. It sounds like those were coming, though. No doubt you were struck by the old time limit problem that hit us all :)
Quite cool. I found it unusually hard for a shooter - maybe partly because of the short distance visible ahead. Graphics and audio were nice (though I think the SFX should've been louder relative to the music). The wormhole idea was interesting, but I did have to go around and around a lot to get to the right ones.
Same technical troubles for me on Linux too. It worked fine once (though I couldn't open the collection, and had the same shooting problem) - but now crashes every time.
I quite enjoyed the quick play through of your game :) It was a bit too easy, and there weren't many things to do, but I liked the music and the style. Must have been fun to write too!
Interesting ideas there. I found it very confusing, though - it was easy to lose the targeting cursor among the enemies, and with the slow acceleration of movement, dodging shots seemed more luck than skill a lot of the time. I liked the style and the music, though.
I like the style of the graphics. It needs a bit more to do to keep people playing, though - at the moment it's a bit too easy and nothing seems to change.
I quite enjoyed your game - nice work! There are a few bugs that no doubt you know about; also might've been nice to mention that you heal in the houses :) (I did figure it out soon enough I guess) I couldn't get past the orc even after a lot of play, though. Also I guess I missed a lot of the attack descriptions as they go by so fast. Fun though. You just need more "coolness" (rating other people's games) so more people get to see yours in the list!
I think I must have missed something... I couldn't go very far - just got stuck on the bottom to the left or right. How does that double-jump you mentioned work? (double-X doesn't seem to do it for me)
Nice idea though.
Doesn't work for me, I'm afraid. You seem to have built with a different version of libGLEW (1.6) to what's on my system:
/usr/lib/libGLEW.so.1.5.2
Really great work. I found the controls a little tricky - particular some of the corners that you had to turn around on - but the style was brilliant. Nice bit of black humour at the ending :)
I like the idea and the style. The graphics were also very nice, and the sound seemed to fit it well - though the voice overs, while initially cool, got old too quickly when I was just constantly dying.
The killer for me was that there didn't seem to be any way out of the first section. No matter which way I moved, the scientist always died within about five seconds or so. Maybe he was growing faster than he should've been on my machine for some reason? I don't know. Would've probably given this a high score if I could've gotten anywhere with it!
I have no idea how you got so much variety done in 48 hours! Impressive work, and an interesting take.
Hmmm - doesn't work for me... there's no message, so I'm doing wrong. Sorry :| (Win7-64; tried XP compatibility mode just in case, but it didn't help; no console messages either)
Very original :) Quite fun too! I had to give it several goes before I figured out what to do though. Might've been handy to have the controls on the main screen, or a tutorial, or such.
After five days, it told me I'd saved the tiny people, despite the fact that they'd all died a day or two earlier :) Pretty fun though.
The shooting bit was pretty cool, and I didn't think it was too hard myself. The planet bit didn't seem to work properly, though - think I got knocked over, but then could keep playing, and it just seemed to continue endlessly.
Great work! A bit more variety of gameplay might have been nice, for backgrounds and enemy behaviour, but that's all I can suggest - and can't imagine how you would've fit that into 48 hours anyway :) Very good work with the music too.
Very cool :) The style and idea are very nice. I did have a bit of trouble with the aiming, though, and always got stuck several times on level three. Also, I think either thirty seconds is a bit too tough, or I'm just too slow :) I ran out of time on every go without fail.
Cool! Nice idea. The push thing certainly wasn't obvious to me, but it certainly makes for some creative thinking.
An interesting and effective mechanic, which leads into a chilled and enjoyable game. Nice work!
Nice work :) Quite a cool idea. I got stuck on level 7, but there you go.
Quite an interesting idea, and fun to play with for a bit; lots of things to do. There didn't seem to be any specific purpose for the game, though - other than making the characters like you, that is...?
Interesting idea. For me, though, by far the best tactic was to just remove all the boxes and hope. I got 150+ every time I did that (including winning once out of about five goes), as opposed to no better than 50 by any other tactic. The idea has potential, though!
Quite good fun :) There's enough variation in there to keep players interested, too. Good work with the original music as well.
The sound was pretty cool, and the feel of the music suited the relaxing game style well. My biggest confusion was just that the gravity system didn't really make sense to me - jumping from planet to planet with gravity pulling straight down seemed unusual. Still good for some relaxing jumping around.
Doesn't work for me on Linux (Ubuntu 10.04 64 with pygame installed):
Traceback (most recent call last):
File "Furaingu ki.py", line 9, in <module>
import pygame, random, sys, mp3play
File "/tmp/Furaingu Ki_Distro/mp3play/__init__.py", line 6, in <module>
raise Exception("mp3play can't run on your operating system.")
Exception: mp3play can't run on your operating system.
Something you might find useful for next time: pygame can play .ogg files itself, so using that format probably would have avoided this problem :)
Quite fun - and a nice different style for the story :) Generally it's not too hard because of the number of shots you can shoot at once (except that avoiding hitting things can be hard!) - but in a couple of cases the alien phalanx ended up so wide they just went straight down, and it was almost impossible :) Good fun though!
The graphics are pretty nice, and the animated box man is cool. The camera is a real hindrance, though - especially when you can't see any boxes on screen - and it could benefit from having a few more things to do :)
Juaxix: I'd suggest moving the camera up and back a bit - whatever it takes to help the player see more of what's nearby so they know which way to go to find things.
Nicely done. The graphical style works very well :)
Thanks for the constructive feedback, all :) I've made a couple of quick fixes, and here's a small post-compo update with some nicer gravity, buffered sounds, and no ability to collect things after death :)
http://dl.dropbox.com/u/478847/radiationman3/radiationman.html
Great work! Excellent use of the theme, and fun to play :)
I managed to get it running on Linux for me (a non-Java-literate) thanks to Raptor85's instructions. It took me ages to figure out what was going on - but once I did, it's quite cool :) Some nice strategy in there. I got up to level 36 - everything except the final upgrade, and I had to lose one to make it possible. Quite fun though.
My suggestions would be to polish the launch process (I nearly didn't run it at all!) and add some sort of tutorial, because I found myself a bit lost for the first while :) (I didn't realise I "was" the green slime, and kept missing the things on the multiple menus, etc)
Neither version worked for me either, I'm afraid. I'm on Linux - Ubuntu 10.04. Here's the error message:
Exception in thread "main" java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:616)
at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:58)
Caused by: java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path
at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1681)
at java.lang.Runtime.loadLibrary0(Runtime.java:840)
at java.lang.System.loadLibrary(System.java:1047)
at org.lwjgl.Sys$1.run(Sys.java:73)
at java.security.AccessController.doPrivileged(Native Method)
at org.lwjgl.Sys.doLoadLibrary(Sys.java:66)
at org.lwjgl.Sys.loadLibrary(Sys.java:95)
at org.lwjgl.Sys.<clinit>(Sys.java:112)
at org.lwjgl.opengl.Display.<clinit>(Display.java:135)
at org.newdawn.slick.AppGameContainer$1.run(AppGameContainer.java:39)
at java.security.AccessController.doPrivileged(Native Method)
at org.newdawn.slick.AppGameContainer.<clinit>(AppGameContainer.java:36)
at com.toastation.ld24.LD24.main(LD24.java:26)
... 5 more
Quite fun to play :) The style was nice, and you used the theme very well. It slowed down to the point of being unplayable after a while - there were maybe 30 enemies around or so - and the screen flickered a lot, but part of that might be that Flash on Linux (which I'm running) isn't entirely reliable.
Great work! Nicely polished, art- and music-wise; the bugs others mentioned got in the way a bit, but we can't ever catch all of those. I very much liked the style, the use of the theme, and the humour - and you got a huge amount of content in! I hope your entry does very well :)
Quite cool - some fun platforming in there, though it's very hard, and unforgiving with the restarts. The audio is very cool :)
I gave it a try, but it unfortunately didn't work for me on Ubuntu 10.04, 64 bit:
/tmp/cucina $ ./pizza
./pizza: error while loading shared libraries: libtinfo.so.5: cannot open shared object file: No such file or directory
I couldn't find libtinfo from a quick Ubuntu packages search... :(
The controls are a bit confusing, with W going towards the mouse - and the keys are tricky when using a mouse left-handed (as I do). Looks like some interesting ideas, though; the shops give it a bit of variety.
A good idea, but needs a bit more time and tuning. The only winning tactic seemed to be to steal all the TVs first. Maybe having the owners come back after the time limit could've made things more interesting - but yes, I know the competition is always a rush! Sound and graphics are both pretty good :)
I like the style and idea. There didn't seem any competition, though (unless I didn't play long enough), so there wasn't any real pressure - and nobody seemed to notice people nearby getting stabbed, which may have been better for gameplay, but seemed a bit strange :)
Hi Prealpha - sorry about the hassle there. That sounds like it's failing to find avbin.dll for some reason. It's in the same directory as the .exe, so that's surprising. Could you try starting a console and changing to the game directory, and then running it from there? Alternatively creating a shortcut with the working directory set to the game directory could help too. Finally, the AVBin site suggests copying avbin.dll to C:\Windows\system32, so you could try that if you want.
Somfunambulist, Tobias, Faust: thanks for the compliments! Yeah, my drawing skills aren't great, so that's a bit of a known problem :) Will try working on those for next time though.
Tobias: thanks for the detailed feedback. Heh - yeah, I hadn't thought of that dog flashlight issue ;) I'll try highlighting the chat text better next time - your suggestion of putting it near the action is a good one.
Thanks all! Sorry about that ongoing avbin error. I'll look into it soon when I get a chance, hopefully - just a bit busy with Christmas preparations at the moment... (plus my job)
Yep, I reckon Metal Gear Solid, as well as Thief etc, probably subconsciously influenced the way I put it all together :)
Ah - looks like I packaged the 32-bit version of AVBin instead of the 64-bit one... whoops! I'm not sure how that ever worked, then. Anyway, here's a link to download it for now, and I'll repackage the game when I get a chance. Apologies for the mistake - but it was 2am on a Sunday night! ;)
http://avbin.github.com/AVbin/Download.html
OK, I've added a new build which might help... all of my previous confusion about build versions aside (Windows was 32-bit, but Linux was 64), AVBin really should work, and I've added some extra checks and the ability to run it without sound if the AVBin load fails. Fingers crossed it's at least less hassle for everyone :)
Thanks, all - glad many of you enjoyed it :)
Retrac: yes, that would've been the next thing I'd done: provide a way to get away from the guards once they've spotted you. Bit disappointed I didn't get that in, but never mind.
Jeremias: I agree, and in level 3 you don't have enough. Th e biggest problem is that once they've seen you the only thing you can do is kill them; if I got to put in another option to get away, I would've decreased the number of daggers.
I think the long term goal would've been to make guards who spot you alert nearby guards, and have them all chase you - or at least make them watch more closely afterwards - but then allow you to hide somewhere so you don't need to kill them. I guess it's a bit too easy to actually hit with the daggers than I was initially thinking. I probably should've reduced the number of them on every level so there was no way you could kill everyone, as it's normally still easy enough to win without doing so. Hmmm... needs more tuning :)
Jack & hiss: thanks! Agreed on the changes: next thing I would've done was make it possible to hide from the guards so they eventually gave up. I tried making houses with doors on different sides originally, but just rotating the sprites looked terrible, and I didn't have time to draw any more... ah well :)
Quite cool :) Nice work: graphics are good, and the sound works well. Gameplay is a bit limited, and when you start getting hit it's generally because you're overwhelmed so you don't last long - but it's a good entry.
Nice style. Good work with the music in particular - though it probably should loop :) The main problem I found was just running out of things to do very quickly. Simply shooting characters over and over becomes repetitive before very long.
I'm not sure I quite got it either, but I like the idea :)
Hmmm... it's a bit confusing... I like the graphical style though :)
Hmmmm... maybe would help to seem a bit more jokey given it's a game about killing homeless... :) Anyway, the controls work pretty well (though I kept jumping too late), and the graphics and audio are effective, so good work there. It might help to have more of an overall goal than to just get the highest kill count, though.
Hmmm... very different, but hard to see exactly what was happening with the bugs and why. Cool music though :)
For next time, you might want to try pyinstaller, which creates EXEs for Python scripts. I used it for my Pygame entry in LD23, and my Pyglet one in LD25.
Just thought I'd add I've left it running for some time now, and it does look pretty cool :) The music is quite therapeutic too.
Interesting idea - but I found it pretty easy, really... just walled up the edges, added loads of victims and then just left them to it. Only one out of about ten decided to go through the edge wall.
It's a little difficult to play - particularly with a black character on a near-black background - but is strangely compelling... the lack of a 'left' key is an interesting challenge.
Great use of the theme, and a unique idea. Good work! I often had a bit of trouble clicking fast enough, and when I accidentally sacrificed a minion in one game it was much harder to catch up from there, but I enjoyed playing it :)
(the help is pretty much a must, though)
Same problem with the web version for me.
It takes a few goes to not get killed straight away... :| Could do with an intro area, maybe.
It feels a bit like a sandbox, as there's no target - e.g., number of fairies to eat - but still fun to have a mess around with for a bit. The mechanics are a bit unusual, in being able to bounce straight up walls, but there'd be potential for some puzzles with that given more development time.
The speed-platforming aspect is kind of cool, and there are some nice touches - the glass shattering, and the intro menu is interesting. Maybe having the controls right near the very start would've made it clearer, but I don't think that's a big worry - people should really guess the arrow keys :)
Quite cool - though it did seem a little easy to win :) I just filled the ocean with boats, mostly - and presumed the way it turned red meant I was stripping it of resources, which would make sense.
Very unique - I like the idea and the style. It is a bit confusing, though :) Maybe some display would help, like a number of attack minions, floating minions, etc. The music is very cool, though it should probably loop :) Oh, and the About button didn't work for me.
Hmmm - it took ages for me to find anything other than what was presumably my base... I'd almost given up. Eventually found what appeared to be a never-ending line of enemy ships... I think there's a lot of potential here, but the action is a bit too slow, and needs some tuning - e.g., having the enemy ships do a bit more, and making the lasers do more damage. Audio is cool, though, and the starfield looks nice; ships are a little indistinct.
It's a good start - some solid platforming, though a bit unforgiving and fairly quick to get through otherwise. For next time, it's probably worth trying out a simple gravity system (i.e., acceleration) rather than simply moving up and down.
Great work! It's a very satisfying feeling to be orbiting the Earth and holding powerful weapons pointed at the surface ;) There didn't seem to be a lot of warning as to when cities would retaliate - or pre-emptive strike, maybe? - but it's a very good entry.
Quite cool; nice idea. I did find the difficulty ramped up very quickly, though - from a few very easy levels to one I got completely stuck on! It's probably something simple I'm missing, but that's often the way.
Nice graphics and sound. The idea is interesting, though it does quickly become mostly a game of memory :) A few more types of objects in there might spice it up a bit.
A couple of things you might like to consider for next time:
- an executable version. I see in the comments you tried pyinstaller; I gave it a quick run to see, and yes, the generated executable crashed... odd, because I've used it for a pygame entry before!
- An exit key :) (escape only seemed to exit full screen mode)
Nice idea, but needs some polish. For example, most adventure games would use "west", "east", etc, instead of "left", "right" - because those depend on the way you're facing. Also, as others have mentioned, aliases are useful - such as "lockpick" or "picklock". Automatically focusing the text entry box would be useful, and automatically entering "look" on new areas, etc.
The idea definitely has potential; it probably needs a bit more variety of movement (e.g., platforms up/down) and tactics (enemies to control) though. It's also pretty hard as is :)
Heh :) I quite liked this, including the art style. It seemed very evocative of hungover experiences :) I managed to finish it on all levels except the hardest; good fun.
It just locks up on launch for me :( (running on Linux, Ubuntu 12.04)
I had a quick go at compiling it myself, after installing SDL and SDL_ttf, but got lots of link errors unfortunately.
lur: thanks. Building the new source worked for me, after a bit of messing around with libraries and paths; I'm on a 64-bit Ubuntu, which had for some reason slipped my mind :) Cool game, too; quite fun, and gets challenging quickly as well. Good work!
Great style - very innovative, and excellent music. Controls were pretty challenging or frustrating depending on your viewpoint. I had to give up when the gravity changed, but very nicely done!
Cool music :) I think the movement needs a bit of tuning though - I kept getting stuck on the air, and there didn't seem to be any win condition - unless I lost an egg and didn't notice...
Very cool :) Nice graphics and quite fun. It's a bit hard to control, partly as I would've expected A/D and Q/E to be swapped - but maybe that's just me. Others have mentioned sound, but I didn't get any, maybe due to being on Linux.
Nice work! Good subtlety in the controls, and nicely put together. The sound effects fit well too. It does have that takes-forever-to-finish-a-level thing common to all breakout games, but that's a peril of the genre.
Nice! Great idea, and it works quite well. The quick moving ships seem the best bet, and using one or two of them to block the hero from the rest seemed a reliable winning tactic, but it was quite fun.
It's incomplete of course, but this shows a lot of potential for next time. I think maybe you aimed a bit too high going for an RTS, though - there's loads of stuff to do for 48 hours! Anyway, the graphics look nice, and I'm sure it bodes well for next time :)
Nice work! I see what you mean now about my game being similar :) The way the light and vision is cast around works very well, and the light's effect on the minigame is a good idea too. The guards' chasing logic is pretty much what I was planning for in my game, but yours works better :) (I ran out of time to put in logic to have them stop chasing the player)
Nice work :) A good solid bit of platforming action there, with plenty of content, and fun to play. I didn't quite get what was happening when Grim was hurt - was that a ghost or soul coming out or something? Have to admit it made me think of a shark initially :) Anyway, nice one!
This is great! I really liked the styling and the idea. It's pretty short, and the look navigation is a bit awkward (it only seemed to do what I pressed about 70% of the time), but overall it's a thumbs up from me :)
... and re your comment: you haven't wasted our time at all - it's nice work! This is one of the better entries I've seen.
Some nice ideas there - but it's a bit too easy to make the levels unwinnable.
Pretty cool, and a nice idea. Very nice graphical style :) I noticed a couple of bugs:
- It seems you can still shoot after restarting if you previously had an orb, even though it says you don't have any
- Hero guys still kill you when they're in the process of dying
Also the controls are very difficult when using a mouse left-handed - arrow keys + space is awkward - but it's an uncommon case, so no big worry :)
There's the beginnings of a game there... the text appearing like that could deliver an interesting narrative. Without any direction I wasn't really sure what to do though, and didn't find anything much other than some text and the green things. I actually spent some time waiting for it to start before I realised the arrow keys would move the player... :)
No problems for me on Windows, by the way - but then, I'd set up Pyglet for my game :) By the way, check out Pyinstaller for next time - it'll build executables for you.
Good work - but then, I would say that, given that my game is similar ;) Graphics were a tiny bit glitchy (strange vertical lines appeared that looked like errors), but the music was good, and the sound effects did the job. It mostly seemed a bit easy, but then I kept getting caught on the medicine level from rushing too much - so maybe it's just right :)
Have to admit I find the controls a bit awkward, but then I've always been more of a fan of using the keyboard for directions than using the mouse for a walk-to direction.
Great game! It's probably my favourite of the 60-something I've played in LD25. Sound is excellent, graphics work well, and it's fun to play :) It did take me a bit to realise what I was supposed to be doing to collect the energy, but then maybe I'm just slow... :) Nice one!
Very ambitious. A bit difficult to aim, and it seemed a bit of a "wander around and find things to do" kind of thing, but lots of nice features.
Cool :) Works quite well, like a combination of snake plus space invader bullet dodging. One minor bug: I couldn't get to one of the flowers at one point because it spawned between two close-together rocks.
The first error was the missing libBox2D.so.2.1.0 - but I got around that with an "ln -s libBox2D.so libBox2D.so.2.1.0" along with LD_LIBRARY_PATH. Unfortunately another error came up next:
X Error of failed request: BadRequest (invalid request code or no such operation)
Major opcode of failed request: 154 (GLX)
Minor opcode of failed request: 34 ()
Serial number of failed request: 133
Current serial number in output stream: 132
Raptor: ah, of course. I have a dual-GPU laptop (Intel HD Graphics OpenGL 3.0-ish + GeForce 540M OpenGL 4.x) and need to use a special command to run it on the GeForce as opposed to the Intel card. Guess I should've thought to try that. Pity; I've been trying to run many of the Linux games as I spend most of my time on that OS :) Unfortunately I probably won't get to touch that machine before the deadline now.
Interesting idea. Works pretty well, except that it seemed a bit easy - I ended with over 1000 health on the throne on my first go, and it didn't look like I'd be having trouble any time soon.
This is pretty cool - but it's definitely a bit hard... if you're lucky enough to get a few high cards at the start it's OK, but otherwise it's pretty tough. I couldn't get over 50. Nice idea though :)
Maybe could've done with another couple of things to do, but nice work overall :)
Great fun! It's a very traditional villain setting, but the first one I played that gave me a simple direct way to destroy things :) I noticed a couple of tiny little graphical bugs, but otherwise it's very polished - great work!
Kinda cool... ambitious to go for an RPG in such a short time, but some nice ideas there :)
Quite a nice idea... the post-compo version helped a lot, though, as I'd almost given up on the original thinking it was buggy, because of the dying when opening the doors. I understand now, and maybe the whole slow-down-the-player-a-bit thing could work well - but without a countdown it's really hard not to just plain rush everything. That may be just me being impatient though :)
Yeah - I really wanted to put in autoreverse... but I still had no game with about four hours to go :) If I get a chance to do a post-compo version, I reckon autoreverse will be one of the first things to put in.
I'm interested: what else would you change about the car controls? Faster turning? I may tune things a bit...
Thanks for the feedback, both. I've added a post-comp version with better steering and a couple of new features (e.g. autoreverse) to give an idea of where I would've been after a couple more hours, and it feels much better, even though it's still pretty unpolished ;)
Agreed - I wanted to put a minimap in, but was way short of time :|
Yeah... I think I need to work on my collision code for next time! Thanks for the feedback though :)
Thanks for the feedback. Yep, I'd meant to put in some better text than "woohoo" but was absolutely down to the wire there and out of time. The steering was definitely the biggest problem; I essentially just didn't play-test it enough as I'd left everything too late!
Nice idea :) As others mentioned, though, you quickly find an easy-win tactic (just disconnect the last row before the C4) - and after that I was slowed down more by the performance with large numbers of wires than anything. Very original, though, so good work!
Heh - nice idea, and good use of humour :)
(there doesn't seem much need for an "Exit" button in the web version, though)
I found this a bit confusing, and wasn't really sure what I was supposed to do... nice to see a text adventure here, though, and maybe with some more time it could turn out well with some more options of things to do, and maybe some more hints. I couldn't tell when I'd done something that worked or not :) Also I found a couple of bugs - e.g., try typing "me" or "use music".
I tried it, but my monitor is too small to see the whole page :|
Great work! The bomb timer resetting on every screen doesn't entirely make sense to me, but the game is a lot more fun that way :) It's pretty tough with the checkpoint system, though - lots of replaying levels to do... nice one, though. Graphics are good and the sound is great.
I like the style :) The animations and music are nice. Unfortunately there's a bug on my Linux machine where the characters aren't standing on the ground. Otherwise I think the next thing would be to add more different things to do :)
I really like the style; the graphics are cool, and the sound fits well. Unfortunately it's just a bit too hard for me :(
Quite tough, but nice idea. It does mean players can only really win by learning the levels, but still, for a ten-second-total game, that's kind of necessary :)
Great work! Very cool - it's a nice all-round effort, and I'm glad you finished it :) It does get very hard very quickly, though!
Nice work - quite a unique idea, and well written :) Good work with the music too. It's a bit trickier for those of us not from the US to guess the order of the foods, but that's kind of unavoidable :)
Also good work on the staying power to get all those bits and pieces polished up! It's hardly the most fun part of LD, but very necessary.
Incidentally, I've been trying to encourage my other half to join LD too, but no success yet...
Oh - and I finally just got how your game fits the theme... interesting take! :)
Pretty cool - nice bit of racing fun there. It's probably a bit too slidey with the handling for my taste (particularly the red car), but fun to have a drive around. Also the contrast on level 2 could be a bit higher :) (maybe it's just difficult to see on my laptop screen)
You've got the beginnings of a fun game there. I like the animations and the music - cool style :)
Great work! The graphics work really well, and the sound is good too. Interesting game design, though I think the nature of the shifting-between-levels thing is hard to remember - either that, or it's just me :) I used one boss killer, but then after a while couldn't find my way back to the others and stopped. (I didn't realise there were others until looking at the walkthrough) Nice entry though! I also liked that the enemies followed you through the rooms; seemed better for continuity.
Thanks for the feedback! I think I'll try to make a small post-compo update soon with an added restart system, more forgiving boulder rolling, and perhaps a couple of fixes like trying to stop keys flying out of the level (: (though if you get a chance to let me know where it happened, that'd make things much easier to reproduce - thanks!)
Thanks all! Fair comments - collisions are a bit off, partly because it's all rectangle-based, and I had to shrink the collision area a bit to make it at all possible to align things. I've added a post-compo version where you can restart rooms, so hopefully that will at least improve things! (it's accessible through the same link)
Thanks! Yeah, the single boulder one is tricky... it was also the one that was initially unfinishable, because I'd run out of time for playtesting (i.e., there were three minutes until the deadline and I had to submit). It's still probably the toughest room, and most likely stops a lot of people on the regular, non-post-compo version, as it's hard to do without retrying. A quick touch of one switch and then the other will do it, though : )
Thanks for all the feedback!
Calavera: sorry it didn't work on your Mac... I don't have one to test on unfortunately, but maybe I'll borrow someone's iPad sometime and see if I can see what's happening. Did you get stuck on the single boulder room? That seems the toughest (to me too).
Igoramendola: you might be the first to win! :) (I don't know - it was very hard before I put the restarting in) Yes, the collisions aren't great, and I might need to try something different next time. Yeah, I wanted to put something special in Anticlockwise, but ran out of time :) (maybe in a post-post-compo version...)
Nice work :) Made me smile!
This is really cool :) Good work. It turned out a bit easy to win after I got through the first three waves and worked out what I was doing, but I enjoyed the play through.
Very silly, and quite fun : ) I don't think I'm very good at it, though. Many points for originality!
I can appreciate the effort it takes to implement the above features... but as I'm sure you're aware, there's not much to play : )
Nicely done. Cool graphics and sound, and an interesting concept. Controls are a bit touchy, but otherwise very good : )
Nice idea - quite original! It'd help to have an indicator of which car is selected. Otherwise some indication of where the points came from would be useful. Good work though!
Platform mechanics were very nicely done. The exploring and power-up system is nice too, though it was hard to visualise a goal when the level changed in initially-invisible locations. Those kill-reset jumping puzzles can be tricky, though - hard to tell when to jump to work out when you'll make it.
Nice game! Graphics and theme in particular are very good. I found it a little easy after a while, though; I eventually lost concentration and finished on 134. Good work with it!
Graphics and music are brilliant - some of the best I've seen in LD! Fun game to play too - nice work. Two little things though: sometimes it's hard to see the santas in the dark... and also I'm not sure why there's more than one day/night cycle! ;) (it's cool - but I'm not sure it makes sense with Christmas night! ;) )
Interesting idea - pretty cool physics sim. Nice graphics and music too - though my laptop really struggles with performance for it :| I ran in 1024x768
I like the style - the graphics and sound work well in a retro way. There's not too much to do, but it's fun for a few minutes of messing around :)
I initially expected a Pac-Man sort of thing because of the maze, and got a bit confused when the red things didn't let me eat the monsters... just shows what assumptions get you though : ) Good fun, and I like the style. Nice work!
Controls are unusual, but they work fine once you get used to them. I think most platformers do a gravity sort of thing, so the time interval of moving upwards was unusual, but the floaty feel fits the game style : ) I got a top score of five after getting into the flow a bit. Those purple aliens are fast!
Very original - slightly tricky controls, but in an interesting way, and quite fun to play. Nice work!
I like the graphics, animations, and audio. Nice job! Controls were fine for me (arrow keys!), but after a couple of levels I didn't really bother moving - I just shot everything from where I started. It did seem a bit easy because I finished it the first time - but I like the style :)
Nice work :) It's pretty hard to find your way around the maze, but that's part of the challenge. Graphics and sound work well!
I got a bit confused about whether I was doing the right thing... I couldn't seem to do anything with the sword, unless there was another special place to go to that I didn't find, or a key that I didn't work out...
I wanted to absorb McConaughey! ;) ... but I know that isn't the point of the game. Nice graphics and sound. Good work!
Have you thought of putting the unzipped files on Dropbox? A lot of games (like mine) do that, and it seems to work OK, unless you need any server-side processing. (I'm presuming not because it's all JS and resources)
Interesting idea - though I don't think I quite understood why I shot faster sometimes than others. Maybe that's the ability-granting you mentioned, but going back to the same face did something different. I also ended up with a white player box on a white background in one case, which made it a bit hard to see :)
(Clarifying the above... I meant that you should be able to play your game using the Dropbox link if the files are unzipped - unless there's something else going on)
Nice idea - quite original. Works well too, though some part of me wanted to collect things along the way ;) (gold coins or something)
Nice work! The destructible terrain is interesting, though easy to end up with giant gaps, and there were a few respawns into the ground. Graphics are nice though (even with sphere players!) and sound effects work well. Good job!
... must... stop... playing! :) This is great! It's very hard, but the mechanics work very well. I spent ages on the original, and then remembered about the post-jam version - which is definitely a bit easier, but I always had the most trouble with the underwater time, which I think is about the same.
Three things: - it's very hard to come back once you're off the right edge; - I saw a bug that teleported me from above the screen to underwater; - I saw another bug where the second play of the post-jam version showed only a dark blue screen, but was still running.
Anyway, great work - a simple idea and very well done!
It's just a beginning as you say, but still, sounds like you've come along way in those 24 hours. Phaser is awesome (I used it), so that's definitely worth pursuing in future. I like the kaiju graphics :)
Makes me want to say "bwahaha!" :) Good work! Fun game - nice graphics and gameplay, even though I guess there isn't any way to "lose" (I don't think?).
Cool - I like the style! I kept playing a few times to try to collect everything, but I couldn't work out how to collect the other monsters. (I wondered if you turn into a different monster depending on what you eat? I don't know)
I see what you mean by saying it's not strictly a game... I like dungeon crawlers, though, and was hoping the monsters might've had a bit of a chance, rather than just waiting to play as the beholder :) Still, nice use of the theme, and the graphics work well.
Nice work! Graphics, sound, controls, and style are all very nicely done. It was mostly pretty easy, though - except if I happened to look away when there was a magic-shooty-guy nearby and he insta-killed me.
Quite entertaining :) It does become a bit of a mouse-button-masher, because I don't think there's any way to lose - but I like the idea and the style. Nice work!
Tricky to get the hang of, but I like the style :) (Doesn't work on Firefox, by the way - at least for me; I had to switch to Chrome)
I have to admit I didn't really get this game. I can see the beginnings of something entertaining there, but I pretty much just flew around towards the black shapes, where it looked like I could blow up some and not others - and some enemies came up on the radar occasionally, but I couldn't find them before they ran into my ship and I took damage. Personally I guess I would've benefited from some more indication of what the creatures were and how to find them, and what the black shapes were, etc. (Also I probably would've turned the mouse sensitivity up a bit if I could) I like space games though, and I can see there's an interesting idea behind it all.
Nice theme, and great use of audio. It does seem a little easy - though I ended up $30 short in the end - but the main thing I'd suggest is that the regions where the objects would have an effect wasn't clear... e.g., the crow seems to only have an effect when the people are around the white lady, and even then only sometimes...? It's cool, though - nice idea :)
Definitely a hard one! Good stealth mechanics, though I struggled to move slowly enough to avoid alerting anyone. Nice work, anyway - graphics and sound are cool, and I like your use of the theme. There were some small problems with the text rendering on my machine for some reason, but nothing serious enough to worry about.
Interesting. I like the theme, and you've got a bit of depth to the attacks and the enemies, which is cool. I could never seem to get any of them to run away, though, so there didn't seem much point to showing mercy - they just came back again with bigger numbers! Maybe I wasn't supposed to eat the cows... I'll have to try again later!
Interesting idea, and I like the style. It made me smile several times :) I guess in practice it ends up as mostly just running away from the villagers, as you can't really stop enough of them to make a difference, but still, a nice run-around :)
Great use of sound; I like the graphics too. There's not an awful lot to do, though, unless I missed something... but it was still entertaining :)
Excellent work! That's the first graphic adventure game I've seen on LD (but I guess you've done others in the past) - and it all comes together very nicely :) It worked better in full screen for me, because in the embed the clues came up in scrollable text boxes, but that's not much of a worry. Great stuff!
Very good work! I was a little confused at first (I didn't read all the instructions first, sorry) but I worked out the pentagram after a while. Using the pentagram is very important, though, because without it things get too hard very quickly :) Nice graphics and great audio.
Great use of the theme. Good fun too - nice bit of originality for a platformer! Sound and graphics are good as well.
Nice work - I enjoyed the writing :) The combat seemed like it could use some balancing, but then I guess it wasn't the point of the game! Also personally I would've picked some different ground tiles - they were very similar to the walls, and it was hard to see the text on top of it. Good work though, and nice audio too!
Hehe, cool :) Nice work for a first game programming experience in particular. I like the idea, and the way the bits fall off the zombie is funny - works well as a visual health meter ;) Quite a bit of potential there if you got all those bits and pieces you wanted in!
Poor Travis... guess I was picking on him! (in his many incarnations)
Great work on the music and sound. I found the game a bit easy, though - just pick an angle and wait for the right time to launch. Nice work, though - I enjoyed it!
Nice bit of fun :) With all the humans moving randomly it became a bit tricky to figure out the best tactic, but I think I did all right... best was 670 or something I think? I couldn't tell because it drew two numbers on top of each other for some reason.
I think you did a pretty good job! Graphics and sound work well, and I like the gameplay idea. It's just a bit hard to work out how far the hunters can see and where the creatures (rabbits?) to eat are. I'm sure you had plenty of ideas for what to work on next, but that's what always happens in LD - there's never enough time to do everything you want :)
Hmmm - seemed pretty easy to me: just fly down to the ground and go directly across left and right to abduct all the humans... the fighters didn't come down there. Still, there are the beginnings of a fun game in there, and the graphics work well. Maybe if there were more of a reason to fly up and down - like to take the humans 5-10 at a time to the mothership? - then the fighters might make things more of a challenge.
This is an awesome idea! I enjoyed figuring out the puzzle. Great work!