Singulus by HeyChinaski 2013-12-23T22:53:00
Really good use of the theme :)
Foon → Ludum Dare Explorer → Users → Sean Noonan
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 40 | The more you have, the worse it is | Rebel Call | compo | 27 | 4.09 | 3.50 | 3.84 | 3.98 | 4.25 | 4.27 | 2.90 | 4.37 | ||
| 2017 | 39 | Running out of Power | Oil Patrol | compo | 60 | 3.90 | 3.57 | 3.44 | 3.72 | 4.04 | 3.62 | 2.86 | 4.04 | ||
| 2015 | 32 | An Unconventional Weapon | Boreocracy | jam | 558 | 3.17 | 3.03 | 3.10 | 2.57 | 4.07 | 3.93 | 2.80 | 4.37 | 20 | |
| 2013 | 28 | You Only Get One | G | compo | 354 | 3.18 | 3.02 | 3.19 | 2.81 | 3.43 | 3.31 | 2.06 | 3.37 | 85 |
Really good use of the theme :)
Solid execution of a good idea. Music is great :)
Nice little challenge, also somewhat impressive that it was done under the constraints of the free version of Construct.
I cannot get through the title screen :(
Scrub my last comment - it worked when I refreshed the page! I liked the visuals but didn't quite understand the what each of the items were meant to be doing.
Also quite a few bugs ;)
Nice art! It's a shame I found the controls a little too unforgiving to get far though :(
That was really good. Music was good too. Thanks, I enjoyed that.
Good stuff! I played to the end :) I found the feedback loop to be a little too favoured towards the player. I kept getting stronger, but the challenge didn't increase, which started to lead to boredom. If it wasn't for my curiosity in seeing what the next weapon was, I would have stopped at about the fourth wave.
So meta.
Not a lot to do, but nice effort. I appreciate these 3D games.
I really love the way the level is formed as you play and the snapshot of your final layout at the end is brilliant.
The only thing I was a bit unsure of was the combat and I never found any relics..?
Really nice game, though I'm getting a little tired of that Hotline Miami style rotating face/text.
I would have played for a lot longer, but I kept getting stuck whenever I went near a wall - almost always the cause of my death :(
Really nice. Great visuals and an amusing tone throughout. I'm not sure if you're looking for feedback, but I found the game to be a little passive. It might have a little more engaging to add an element of skill to each of the computers, i.e. the health computer could involve mashing the space bar, hacking could be typing a series of words that are prompted by the computer, pumping the power could be alternating between the left and right arrows, etc.
Just a thought.
Oh and you say that hitting Enter will interact in the tutorial, whereas I only managed to get the down arrow key to function this way.
This is a super cool idea. You're winning no awards for visuals but the idea is solid as a rock. I really like the idea of random typing challenges per activity. I'd love to see an expanded (and prettier version of this).
I found the controls pretty confusing, but otherwise a nice polished game. Also, it's awesome that you used your cat :D
A really cool idea, Asteroids + Ikaruga. I like the simple, clean graphics. Also a fellow Construct 2 developer! #indiehigh5
Not really my cup of tea, but I appreciated how well made it was and it's consistent aesthetic.
Really nice art - I found it clashed with the sound though. Also, just an FYI, but I found the performance to be very choppy on my Surface Pro.
Nice idea - it's not hard to imagine what more could come of this.
Kinda made me think about going to the toilet........
A bit too frustrating for me, but I loved the little pixel guys :)
Really great game. Super grim though!
It took me longer than it should have done to work out what to do, but didn't really find much in the way of depth. It was nice from a technical and visual point of view though, and the concept is pretty funny :) I wasn't getting any audio - was it broken?
1800, but it would have been higher if there was an instant restart ;D
I could imagine playing this on iPhone using tilt...
It's a nice idea and cute to boot, but I wasn't aware if there were any other players or not, which kinda eliminated one of the most interesting aspects of the pitch.
I have to say, the way this game was leaning made me troll it as hard as I could.
A really impressive amount of scope for 2 days. Not my cup of tea, but impressive nonetheless.
I forgot where I spawned :p
Not a huge fan of the controls, why won't the left mouse button shoot if it's a keyboard and mouse game :(?
Really nice. Very polished. Adorable. But hard as nails (to it's detriment).
@kirbytails7 I totally agree, I would have done this if I hadn't run out of time. I had even made the sound effects, just ran out of time to implement. Great to get validation.
@Snail_Man Originally the extinguisher was going to run out of juice, but it resulted in a rather dull fail condition (being simply left to float away in space).
@Baknik The Gravity movie was a key inspiration, yes.
@HeroesGrave I'm sorry to hear that, perhaps try to the web version?
@kbake It's not meant to be dry or deadpan either - so that's fine :)
@Suese Maybe you had some bad luck in the random placement? I am sorry you didn't have an optimal experience.
@cbear_wallis Thanks! I may just go back to this in the new year and finish it up with additional objectives and twists on the mechanic :)
@tchem I think I will!
@BluShine I was not aware this was an issue - I will generate something myself tonight and put it up alongside my original entry. I guess I read the rules wrong? The thing that is important isn't the music itself but the volume of the sound, so I could replace it with anything really.
@nerial I think the biggest problem is that sometimes you start at the furthest point that the font size allows, so you never realise if you're getting further out. I should have reduced the opacity of the text as you got further away. But also yes, the music makes it pretty obvious too :)
@Ludipe Great, I'll check it out tonight!
I like the wee teleport pickup - reminds me of Jetpack Joyride.
At first glance I was annoyed at the lack of an explanation, then was happy that I worked it out after a fail or two. It's a nice idea, reminds me of Peggle or pachinko.
The huge screen covering number is a little abnoxious, especially that it's using such a common type face and the lack of music made me give up at level 5 when I started to get stuck.
Nice idea, I love the art - shame there's no sound.
A well executed simple idea. Good work.
Nice idea and rather cute, especially that final shot :)
Nice little game, though a little annoying I couldn't shoot up or down.
Nice idea - when I first saw that level with all the doors and blue switches I was going close the game, but then I realised it wasn't going to be a memory puzzle ;)
I have to say the music was really annoying though.
Incredible, can't believe I only found this on the last day of rating - one of my favourites of LD!
The Princess on the right? "dat ass"
Neat idea. Also, those "deal with it" shades were ace.
Pretty simple game and severely lacking sound, but really polished visuals. No source files?
Not too bad, the theme is amusing. The fixed jump height stopped me playing for any extended period though.
Great idea and funny too! Though it was slightly ruined by YouTube making me watch a 30 second advert beforehand :(
Nice idea. I'm always a fan of games where you can chip away at pixels :)
Didn't understand why the number changed at the end, but yeah, pretty damn cool.
I like the simplistic visuals, consistent colour scheme too. Shame there's no mode against AI.
Inventive take on Asteroids. Shame it's missing any audio feedback.
Nice simple design, controls were tight too. The highlight is the excellent artwork across the characters, environment and effects. However, the screen shake was incredibly obnoxious - it really took away from the power of the weapons and just added unnecessary noise to such an awesome aesthetic.
For some reason in had some trouble running on my machine - this rig can run Crysis...
Cute art. I wasn't sure why on some levels I didn't get a bonus selection...
So much art, and so awesome! There's not much to the game itself, but it was still a pleasant and enjoyable experience for the short time it lasted.
Nice art! It's a shame I found the controls a little too unforgiving to get far though :(
Ignore my comment - it was for the wrong game XD
Nice effort! Silky smooth too. The sound is a little grating on the ears, but it's a minor complaint in an otherwise great LD entry.
Based on the simple art I assumed I could skip the instructions - I was wrong :D
Neat litte idea. As stated by others, it's pretty difficult to read the tutorial text at the start - a sans serif typeface would have been better, and on a darker background.
@Shigor: The enhanced web version is a lot more readable. I guess it's still a wall of text. No real way around that :D
Hilarious :D
foreveralone.jpg
(neat idea, reminds me of BUTTON)
I've seen this idea from someone else today, but they did zombies. Chickens are better, especially when they're running about sans head. The sound was a little repetitive though.
I didn't quite understand the goal, but I really liked the style :D
I did not find the sword of badassery :(
Pretty cool. I liked the visuals, obviously a heavy reference to Hotline Miami. Not sure why I am shooting hearts at people trying to hug me - shouldn't that be a good thing :D?
Once I worked out what was going on it was pretty cool. I'd like a lot more in the way of player feedback (sound, animation, vibration, etc.) just to keep me engaged. Cycling colour schemes between puzzles also would have helped keep things fresh.
It's rather rough, but there's quite a lot of content in there. I'd spend a little more time on player feedback next time like making the player damage blink quicker, having knockback on damage, an effect for damaging enemies, etc. Small tweaks that would make a big difference.
Just as a warning, you may want to shrink the window size in the web version - it doesn't play nice with default web browser controls.
Yeah... that was hard. I liked it though. Cute/creepy.
Nice little game. I would say that you probably needed another 3 or 4 levels that mixed up the challenge, to get a better length. It's a little linear. But then there is a lot of polish here, and I'm sure that came with a cost.
I feel like the art is perhaps a little bit static - I'm not saying you needed to go nuts with squash and stretch, etc. but some particles or other flourishes would have helped keep the scene interesting.
But yeah, overall, a solid, polished little game :)
That was great. I love the 2-bit colour palette.
At first I struggled with the difficulty of pulling off tight jumps, but I noticed you included controller support - that made things a lot smoother.
As others have mentioned, the breadth of the play space is very impressive for 48 hours. This is an excellent example of good time management - no fluff, pure game.
Well done!
Nice idea!
The controls weren't quite tight enough and the physics were a little too loose to keep at it long enough to reach Eden.
It's almost charming, but the visuals are a little too inconsistent. The train/carriages look to be a different style to the rest of the game, and the enemies seem somewhat random up against the player character. There's some promise there for sure. Just needs a little more focus.
Overall, not bad, shows promise.
I wasn't quite sure of the rules of the game, but it did look nice :)
Link is broken :(
Lovely little game. Perfect length. Solid visual style too; though your conversation text could have done with a drop shadow, outline, of blending style (several instances of white on white).
The text through walls and on screen mouse cursor were bothersome, so I would love to see a post jam version. I look forward to an excuse to play this again :)
I'm not a huge fan of these games (though I feel like this was a critique on these games anyway) but I feel like this was a good execution of this genre. I also got what I assume are both "endings" (the second whilst writing this), so you managed to hold my attention for a couple of minutes :)
The narrative is bizarre and shows a lot of character - it's a shame you didn't add any melancholic music to the background. But even without audio, there's a very grim atmosphere. Quite an achievement in such a minimalist game.
I was curious what determined the eye closing - based on a certain threshold, perhaps.
A couple of bits of feedback: - I felt like planks and hanging planks should be removed from the shop once they've all been bought - It would have also been nice to be able to sell or upgrade factories
Bugs encountered: - There were a couple of bugs where the text would carry over between different shop screens - Similar to the previous point, the rollovers for shop descriptions were often showing incorrect page items
Overall, nice entry!
Out of curiosity, was this built in Construct 2 or Construct 3?
Quite a nice take on the retro game - very NES era, even though it doesn't quite deliver on authenticity (rotating sprites, no horizontal sprite limit, etc.). But yeah, really solid visuals. The portraits are a great touch.
The shooting felt a little flat and the game didn't really progress much out of pea shooters prodding at mindless drones territory. I feel like you needed some form of a risk factor. I'd suggest maybe giving the elevator health and having the rocks/projectiles and monsters destroy it over time (I can even picture exactly how this would look and play out)! Just to give a sense of urgency/meaning/purpose to the game.
As others have mentioned, the key layout wasn't great. It would be good to be able to define controls (even add controller support).
Music was great by the way - the cherry on top of what was a very impressive jam for 3 days of work.
Thanks for the kind words everyone!
I'm aware that the game may not be traditionally "fun" (as some of you have pointed out), but I hope I provided a worthwhile experience. I'll be honest, my primary intention was to create something that felt oppressive, and attempt an interactive constructivist propaganda poster. I feel that I was semi successful.
I had a blast making the audio for this. The voice of the player, the soldiers and the propaganda guy on stage are all me on my microphone. I basically put some text into google translate (Russian), played it backwards, then tried to imitate that in my own voice, reversing some parts and splicing whatever sounded good. I then did the same but using Windows text to speech for the female announcer in level 2. I definitely spent a little too long on audio in some places. I mean, there's even some background music that plays in the alley in level 2... which was cool, because I've never written music before (hence why I hid it in the alley). I'll share a full postmortem some time in the new year.
I'm wondering if anyone would be interested in me extending this idea further - but perhaps it's just better left as an experiment?
Thanks everyone for playing - looking forward to next Ludum Dare :)
Edit: Regarding the source, I'm away for the holidays at the moment I'll upload a fix once I'm back. Regarding shaders, I don't think there are any... the old-sepia effect is just a paper texture I am rotating in 90 degree increments rather rapidly. Expensive, hacky, but it works. If anyone has any questions about how I've done any of this, I could make a tutorial or something. That would be fun :)
Quite a simple twist on Balloon Fight/Joust formula.
As others have mentioned, it's a shame that there weren't procedural levels. As far as I could tell the same levels were repeated?
As a technical side point, I really liked that you could show on both halves of the screen when passing between edges - never worked out how to do that myself.
The enemy respawns seemed to happen once the currently spawned set are killed - this made it quite easy to exploit by keeping one at the start.
If I picked up all of the hearts at once I couldn't hit my space bar fast enough to even move... might have been nice to have a drop heart button if you're on the ground.
Nice try though!
You've done a lot with a little here. I only feel like you were missing more feedback from the loot picked up. There's definitely more you can do to sign post the quality of loot picked up. Similarly, some more feedback for when you take damage and when you kill enemies would have been nice.
The drop loot mechanic is cool, I just feel like it might have been missing a further goal. Perhaps needing to bring the loot back to a base? It needed a little extra anyway :)
Oh and the music reminded me of the first Mortal Kombat, nice :D
I wasn't too sure what shooting was for other than losing protein - does it hurt the enemies?
The dash felt really satisfying and it was interesting that the distance was tied to protein (though I'm not sure what that was for outside of health). Can't put my finger on it, but it's either that the balance was a little off, some additional feedback was required, or both.
Really nice to see more 3D games this year :)
You use Bosca Ceoil as well, nice!
I'm not sure why the shooting was actually shooting - it didn't kill enemy slimes. Perhaps the interaction would have made more sense as a boost? It's a perfectly good function, but your form is off.
That being said, I found the shooting difficult to combine with jumps - it sometimes just didn't work. I had some similar issues with the double jump timing too.
This might be some very subjective feedback, but I didn't like the mix of high resolution type with the pixel art visuals. It just looks a bit messy to me.
Nice as a first entry though - keep at it!
A nice little lander game - not exactly sure how it follows the theme though. Picking up the payload didn't seem to change my control or difficulty. Either way it was super difficult to control, though that's probably the point.
Really nice use of the CGA colour pallete and those are some super cute tiny pixels. Excellent polish on the front end too. Top notch presentation.
I also had the same bug that @tuism had, where I couldn't move/die. I think I flailed around on the keyboard until I accidentally found the restart key though.
I didn't see any alien blob monsters... false advertising! As far as I could tell, you didn't have a win condition? That would have been cool :)
Nice entry overall.