Baguette Quest by Saturnyn 2014-12-24T22:41:00
Nice work :) Made me smile!
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 |
schnerble leaves an average of 30.5 feedback comments each event.
Nice work :) Made me smile!
... 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!
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!
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.
Interesting idea - pretty cool physics sim. Nice graphics and music too - though my laptop really struggles with performance for it :| I ran in 1024x768
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 :)
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! ;) )
I wanted to absorb McConaughey! ;) ... but I know that isn't the point of the game. Nice graphics and sound. Good work!
Nice idea - quite original. Works well too, though some part of me wanted to collect things along the way ;) (gold coins or something)
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 :)
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.
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!
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!
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 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...
Very silly, and quite fun : ) I don't think I'm very good at it, though. Many points for originality!
Nicely done. Cool graphics and sound, and an interesting concept. Controls are a bit touchy, but otherwise very good : )
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 :)
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 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!
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 : )
You've got the beginnings of a fun game there. I like the animations and the music - cool style :)
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 :)
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 really like the style; the graphics are cool, and the sound fits well. Unfortunately it's just a bit too hard for me :(
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 tried it, but my monitor is too small to see the whole page :|
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! :)
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!
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)
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!
Heh - nice idea, and good use of humour :)
(there doesn't seem much need for an "Exit" button in the web version, though)
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 :)
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!
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 :)
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.
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.
Same problem with the web version for me.
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...
Kinda cool... ambitious to go for an RPG in such a short time, but some nice ideas there :)
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 :)
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
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 :)
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.
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.
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 :)
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.
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.
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!
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.
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.
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.
Maybe could've done with another couple of things to do, but nice work overall :)
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)
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.
It takes a few goes to not get killed straight away... :| Could do with an intro area, maybe.
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.
Some nice ideas there - but it's a bit too easy to make the levels unwinnable.
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.
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.
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.
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.
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!
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 :)
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)
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.
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.
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.
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 :)
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 :)
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.
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!
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.
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! 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.
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.
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 :)
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.
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.
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.
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.
Quite cool - some fun platforming in there, though it's very hard, and unforgiving with the restarts. The audio is very cool :)
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 :)
Great work! Excellent use of the theme, and fun to play :)
Nicely done. The graphical style works very well :)
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)
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 :)
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... :(
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!
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.
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
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 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!
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.
An interesting and effective mechanic, which leads into a chilled and enjoyable game. Nice work!
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.
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.
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.
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.
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...?
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
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.
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 :)
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!
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!
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 :)
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.
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! 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.
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.
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 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.
Quite good fun :) There's enough variation in there to keep players interested, too. Good work with the original music as well.
I have no idea how you got so much variety done in 48 hours! Impressive work, and an interesting take.
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 :)
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.
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 :)
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)
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)
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.
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 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! Nice idea. The push thing certainly wasn't obvious to me, but it certainly makes for some creative thinking.
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!
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.
Excellent work. Easily the best I've played so far :) (out of ten-ish)
Nice work :) Quite a cool idea. I got stuck on level 7, but there you go.
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 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.
Looks very nice; sounds pretty good too. I'd prefer a bit more variation in the gameplay, though.
Looks and sounds quite nice. The gameplay was a bit too limited for me, though.
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.
LD33 — You are the Monster (25)
You are the munchster! by Fanatrick 2015-09-13T20:07:00
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.
Mudulerad by elektricmaster7 2015-09-13T19:46:00
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?).
Melas by mitkus 2015-09-13T19:40:00
Great work! Took me a minute to figure out what I was doing on the first level (I may be slow), but once I got going it was a good fun puzzler. I got stuck on the room with the enemy robot on the long corridor with the hole at the end.
Wolvenhyde by CurelX 2015-09-13T19:26:00
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 :)
Attacked by a KAIJU by sirGustav 2015-09-13T19:17:00
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 :)
They Came in the Night by kakuremino 2015-09-13T19:12:00
This is an awesome idea! I enjoyed figuring out the puzzle. Great work!
Invasion by Snowdrama 2015-09-13T18:15:00
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.
The Little Monsta by Catmoo 2015-09-13T18:02:00
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)
Investigator and the Case of the Red Herring by constancecchen 2015-09-13T17:51:00
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!
Grimzilla by tomhunt 2015-09-13T17:31:00
Graphics, animation, sound, and style were all cool :) It was pretty fun too, but it wasn't long until I'd already done all the things you could do, and then that was it - so if there were more of an objective, that'd help with longevity. Nice work though!
Starlight by interwebsninja 2015-09-13T17:22:00
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.
Zombie Hurdler by Inert_Krypton 2015-09-13T17:04:00
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!
RODENT by notajetski 2015-09-13T16:58:00
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!
Cvltists and Crusaders by mooncalf 2015-09-12T22:05:00
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!
Heroes always win! by cptalbertwesker 2015-09-12T21:49:00
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.
The Zombifier by axoona 2015-09-12T21:32:00
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.
Monster Quest by FiveIronFanatic 2015-09-12T21:13:00
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!
Going Home by Wryxo 2015-09-12T20:48:00
Great use of the theme. Good fun too - nice bit of originality for a platformer! Sound and graphics are good as well.
Monster Be Good by MHaton 2015-09-12T20:28:00
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 :)
The Last Witch by Tanton-XHX 2015-09-12T20:15:00
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.
Don't Touch The Shredder, Jim. by Jan Tuts 2015-09-12T19:54:00
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 :)
MonsterCave by alhvi 2015-09-12T16:26:00
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 :)
Orphan by Rialgar 2015-09-09T16:28:00
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!
Wasted Waters by psychonull 2015-08-28T01:16:00
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)
Micromancer by radmars 2015-08-28T01:10:00
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.