Get Bigger! by admix 2014-12-09T15:09:00
So. Good.
Foon → Ludum Dare Explorer → Users → Schwiggy
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| 🥈 | 2015 | 32 | An Unconventional Weapon | Fish Fencing | compo | Theme | 4.63 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 32 | An Unconventional Weapon | Fish Fencing | compo | 346 | 3.39 | 3.37 | 4.05 | 4.63 | 2.89 | 2.47 | 4.16 | 2.82 | 30 | ||
| 2014 | 31 | Entire Game on One Screen | Do You Want to Build a Snowman? | compo | 749 | 3.00 | 3.46 | 3.13 | 3.42 | 3.33 | 3.52 | 3.05 | 33 | |||
| 2014 | 30 | Connected Worlds | Flight of the Worlds | compo | 14 | |||||||||||
| 2013 | 27 | 10 Seconds | 10 Second Tactics | compo | 340 | 3.28 | 3.13 | 3.47 | 3.66 | 2.33 | 2.32 | 1.93 | 2.51 | 66 | ||
| 2012 | 25 | You are the Villain | Stubbs & Staircase | compo | 511 | 2.73 | 2.46 | 3.16 | 2.58 | 2.48 | 1.31 | 2.68 | 2.30 | 52 |
Schwiggy leaves an average of 6.6 feedback comments each event.
So. Good.
Yeah, it's definitely a game. I liked the music change at the big frilly creature in the preview shot. It did kill my poor little squid though :( Amazing work though, I kinda imagine this as the type of game that could do well on XBox Live Arcade with more to it. (and, quite naturally, co-op :P)
What a cool idea. It's like the whole donkey-in-a-well story where they keep pouring in dirt to bury him but he keeps shaking it off and climbing. The main downside I see is that the wall is very high for a first challenge. Players need to be rewarded earlier than the end of the game to be motivated to rise up to that challenge. I think if it was a series of progressively higher walls leading up to this one I would have climbed to the top. As it is I only made it almost 3/4 of the way there. Still a really neat game though.
Now that was really interesting! I only got 1476 my first try but also read the instructions during that and hadn't seen the tutorial. There's a lot of room for skill increase even though the playing field entirely random.
I "played" through each ending. Like Andre said the music was in-place rather than out of place in my opinion. It seems a little harsh on the player to accuse them of using the only controls you gave them (the alternative is what you do in other forms of media; in games there can still be positive results from your actions like protection, cultivation, and creation as opposed to mere violence) but I spose given the scope it's fine :P
First of all, the concept is great, highly innovative. In my experience it seemed that at first the sniper was way too good. But then I sneaked around the middle building in a circle, hoping to find an entrance, then, finding none, I realized that the sniper and I could live in harmony. He stood on the right-most part of the roof shooting into the floor that he stood on and I stood at the base of the building, on the left (it's still running, I just reached 20 points). I had the same experience as OldPeculier as well, when I loaded the game in a new tab and then switched over after the first turn had ended (with my death). There should be a button to restart, so you don't have to refresh the browser every time. Refreshing brings up another issue, which is that you have to click to focus the browser on the game. In effect, you can't use Q & E until you've set a waypoint in the browser version. So your only choices in your waning ten seconds are out-of-doors - though the wall of a lower level seems to work well. I realize though that you've already fixed this somewhat in the post-compo version by starting with the focus on the ground. Keep up the good work!
This was harder than I expected but the strategy of hitting random buttons while controlling the head and firing missiles seems to work decently. I showed it to a friend and within a minute he was walking (relying mostly on the upper-leg controls). But yeah, Destroy the Rebel Scum is awesome.
Wow. This is so cohesive as a whole and just altogether a good game. I did run into the pathfinding glitch in the second level that led to my demise. As you said, it is a bit similar to my game but dang man yours blows my entry out of the water. It's also interesting how you went more the console route while I went with a mobile control scheme.
It was pretty fun to freeze time, shoot 3 enemies, run past them and grab the key card, then watch them all fall to the ground. With enemy pathfinding it could even be balanced into a bigger game (so it would be harder to hide while your time recharges). Great work for the compo though!
The normal mapping was a smart use of Unity on the graphics side. When I got to the room that says it's the last one I fell and everything went dark, is that supposed to happen?
The Web (Mac Only) build seems to work fine on Windows. Also it was brave of you to make and animate a human protagonist for something as short as ludum dare.
I made it to the button that you have to hit with an arrow in the top of the castle but after hitting it I couldn't figure out what opened. It could be improved with more indication of what's happening with the buttons (even a short camera pan over to the opened door) and faster or more powerful arrow charging. Right now optimal combat strategy is just to click rapidly to shoot underpowered arrows.
This seems less like indie game pitching and more like publisher game pitching :P
This is pretty complex for such a short development time, it's fun to try to keep track of everything on the island with the time quickly running out. I think my problem was that I built villages too close to the forests but I made it to day 18 and had 1458 points.
This is by far the best cat-based boating simulator I've played. Also it looks like the highscores on Kong are capped at 50, is there a way to get more than 50%?
I made my senior project in highschool with an earlier version of GameMaker and Mcafee removed it right before the presentation (the next update fixed it though). That was tough to explain.
I personally find the game too difficult simply from being hurt by the explosions from the first weapon. But other than that it's a fun little survival shooter - round 3 was the farthest I made it. And the graphics are well done :)
I got away! And I only lost 7 of me. The sheer amount of inertia made it feel like everything was ice but that added to the challenge and made it more fun for me. The animations were pretty funny too.
Ohh... ha, I just read your description. Before then I thought the flickering was on purpose. Much easier to play now :P It looks like you put an insane amount of work into this.
For a retro game this is very visceral. Controls flow well and the harsh square ground feels rounded as you climb off the ladder. The way the music faded out as the sun powered up was a nice touch.
The graphics fit well together and the parallax background is great but my fox doesn't jump high enough to get on a single floating platform. Then when I get the egg on the ground all the way to the right it says 6/5 and I win :/
Fun, innovative, and ragdolls are never bad. The only downside to me was after a while I felt like I was the good guy just innocently trying to get to the other side while evil bikers tried to crush me. But a monkey throwing barrels is classically evil as we all know. He's probably got a princess captive under ever one of those dirt hills.
I was also reading your technical info and tried the link to the autotracker but the link on the post it goes to is broken :/
I thought I was a good driver... but now I'm not sure
^That; it's instantly more complex tale than someone who purposefully set out to kill and destroy.
I also laughed ha :)
It creates that sense of urgent mischief so reminiscent of Ding-Dong-Ditch, very nice :P
I loved the music and sounds with the hectic wolf flying around. At first I didn't realize that you can kill the hunters until the first time I died so the second time was better; though it's difficult to control and know what's happening at all time it's very satisfying when you catch people ha
Good blending of the theme and humor. It feels good to be a powerful duck in the world :P
hissssss pretty much summed up my feelings for it as well. I'd really like to see the results of my actions in a dialogue rather than just some numbers changing; it's just a psychological thing ;)
For those having problems running it, this is an HTML5 game and due to browser security sometimes you can't have the same access to things when running something on your computer rather than the internet. It works fine in Firefox though I get the same error message as you and the link to Construct 2 is underneath the game.
Nice use of simple mouse controls. You could extend the concept with levels that have reflective or absorbing structures.
I blew up after thinking too much about the angle praise. That's deep. :P
LD32 — An Unconventional Weapon (3)
Tranquility by tanjent 2015-04-23T02:26:00
It's like an aggregated form of minigolf :D I also get the same feeling I got playing Osmos - A delicate balance of complete tranquility or utter frustration.
Just a dream... by ajopart 2015-04-23T02:21:00
I can't believe something so simple resonates so well! I mean who hasn't sat there in bed as a kid and just stared out in the darkness, trying to discern what just made that noise or moved? Loving the mood and innovation here.
Rock Paper Scissors ATTACK! by ruthiepee 2015-04-23T02:12:00
Your composition of the whole game was really good. I also liked the animations and gameover screen. My final score was 127, it's a lot more difficult than you'd expect at first glance.