Unreliable Robots by UntitledQ 2013-08-30T23:58:00
I loved it! I think I would have liked it more if it wasn't first person control, but that's alright. Also awesome that you use the famous Teapot! :D
Foon → Ludum Dare Explorer → Users → sergilazaro
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 53 | Delivery | 📦️ Unreasonable Deadlines | jam | 663 | 3.50 | 3.40 | 2.66 | 3.82 | 3.56 | 3.06 | 3.26 | |||
| 2022 | 51 | Every 10 seconds | Onades | compo | 177 | 3.54 | 3.54 | 2.45 | 3.40 | 3.47 | 3.04 | 2.35 | 3.20 | ||
| 2014 | 31 | Entire Game on One Screen | duals | compo | 132 | 3.70 | 3.44 | 3.33 | 3.58 | 3.78 | 3.25 | 3.30 | 75 | ||
| 2013 | 27 | 10 Seconds | Rewind | compo | 224 | 3.43 | 3.24 | 4.02 | 3.96 | 2.90 | 1.50 | 1.87 | 2.58 | 74 |
I loved it! I think I would have liked it more if it wasn't first person control, but that's alright. Also awesome that you use the famous Teapot! :D
Amazing. Cute graphics, nice mechanics, fun to play. Minor gripes: sometimes it didn't jump when pressing the button, and there's some z-sorting issues. Beside that, solid entry, top 5 so far for me :)
So cool, looks amazing and the mechanics are great :)
Thanks for playing! I agree, it's a bit confusing, I didn't totally explain everything in-game. I thought I had added a description here, but somehow it didn't save. Anyway, it's there now, to clear things up. :)
Source code added! Sorry, I had forgotten. It's just a zip with the Unity folder.
This is amazing, the graphics, the concept, everything. You deserve one of the top spots.
You won! I was right, you deserve it :)
Nice take on Frogger, I liked the simple graphics based on cubes and spheres. I loved the cute animations and explosion effects. You did a lot with really simple elements, kudos!
The best one that I've played so far. I'm a sucker for time travel concepts, and this was just an amazing concept. Kudos, you deserve to win.
This was pretty fun!
First world anarchists: I hope you'll do the right thing and make this the winner of the jam!! Together we can do it!!
Amazing graphics! So awesome, and by just one person :O
Nice mood and story, congrats! :)
This was surprisingly really fun! I guess the trouble is getting enough people at the same time. Just bribe a few friends with beers to keep a couple of people in at all times :D
It's not that interesting, I didn't think too much about the theme, I just wanted to make another game from start to end. I spent more time tweaking small stuff than trying to create levels. That's why there's so few of them.
Simple and enjoyable, I like the polished minimalist aesthetic.
I loved this :)
It's scary and challenging and confusing.
Very original gameplay, nice work! As you said, the curve is pretty steep, though.
Just 5/5 on everything, as always. You deserve it. It's just amazing.
Nice drum and bass there! The grunts make it even better :)
Nice! I used a similar concept in my game, check it out :D
This is the cutest thing ever :3
I loved the mechanics, also great use of the theme! One of the best I've played so far :)
Can't run it :(
It opens a console window, but it closes so fast I can't quite read what it says. It's an unhandled exception of some sort. I think it says "failed to load library: std.dll".
This is genius. It's such a simple twist on the famous game, and it totally works in so many ways and it's as addictive as the original. Please make it into a fully polished mobile game and see if it gets big, because I see so much potential with this. Simple and perfect. 5/5!!
Really cool mechanics! Although instead of using each in different ways, you're just jumping from one to the next, maybe they could be used for a longer and more interesting game. Great work!
The only thing I'd "criticize" about this game is that the blue color is simultaneously too dark and too... "bright"? Like I find it hard to read the text when it's blue on black, but at the same time is like those blue LED lights that burn your retinas.
But as I said, that's the only thing. Everything about this game is awesome. Like, top notch for a jam game :)
Like others said, a bit confusing at the beginning but pretty fun once you get it. Good job!
Just out of curiosity, why ESDF? Is it because then you avoid problems with non-QWERTY keyboards like AZERTY?
Please let me know if the sound ends up working for you on Windows. I had trouble with OpenAL, but it seems that installing it in your system makes it work, so fingers crossed...
I looked at the code to see how you coded the tail follow, and I love that it's such a simple way to do it and it works!
This is great! Very fun to play, very consistent (gameplay, aesthetic, music).
I love the consistent pixel noise, it feels like the real world heat visual effect, plus something like radiation when it hits the camera sensors and generates grain-like noise. Helps the mood a lot.
A bit confusing at first but I got it after a couple of tries. The sound, even if very simple, combined with the graphics, creeps me out a lot. So I don't know if it's intentional or accidental, but it reminds me of when I was a kid playing games in the early 90's where some games just scared the s--- out of me. Mood 5/5
Audio 11/10 of course. Is there an achievement for having to deal with a cat IRL at the same time as the virtual cat in the game? Meta-play!
I actually enjoyed the controls, combining moving forward with stopping while turning in order to kind of loop around enemies and be able to shoot them when they're chasing you. It's a simple control scheme but it leaves you with enough possibilities to figure out how you'd move. I assume that other people will move in different ways.
Cute game and fun to play! The platform being outside your control isn't necessarily a negative, it would be a different game and challenge if it was all under your control. Only thing I'd possibly change in hindsight, is that holding the "clean" button doesn't seem to add much because there's no reason for you not to clean while in front of a window, right? It could have been automated. But it's just a silly thing.
So fun to play! Every now and then between plays of other jam games I come back to this one for a round :)
The camera rotation when you move is a nice touch. And of course the stepping around :)
This was pretty fun, I like that the pace is pretty constant, in some games you just want to go from action to action without weird pacing.
BTW, I also saw that you haven't rated any other games. The system won't keep showing your game to other people if you don't rate other people's games, and if you don't get enough ratings, you won't get a final rating. Which is fine if you don't care about that, but just in case you didn't know :)
I think this is one of the most fun games I've played so far, I've come back to play a bit more every now and then. Also the fact that it's polished and consistent makes it more of an actual game than a jam game (for most jam games you have to be fair and remind yourself that in a jam game not everything will be finished or perfect).
Amazing little gem of a game. I'm a drummer so I love rhythm games. I played the linux version.
I had a problem with delay, I tried mouse and keyboard separately, ended up using keyboard but the delay seemed to be the same. Trying very low latency on different platforms, using Unity, would have been impossible, so I don't blame you, it's a hard problem. In my case the clicks "hit" when I released the spacebar. By this I mean, the game registered the key down, but the delay made it feel like it was the key up that made the hit register.
Having played rhythm games before, and being a drummer, I adapted quickly to the delay, so after a couple of rounds of the same rhythm I just got the groove and could finish the rhythm without issues.
As a programmer, the way I'd solve it is by having some kind of calibration step beforehand. I just happen to have thought about this for a while because I was thinking of developing some software that would have these same issues with delay. My idea was to have like a "sync" step where a metronome is beating, and you're supposed to hit the key at the same time as the metornome. You don't get any audio feedback from your hits, but the game tells you that it's registering them (so that you know that they're not lost), with like a progress bar or something. But you don't hear a sound when you hit, because that could throw you off. The first few beats are ignored (they probably aren't very accurate), and then you save a list of the delays between each beat timestamp and when the user key events are registered. If everything goes well, and you average them out (also removing some outliers), that gives you the offset that you should apply to the game detection. If you repeat this process with different metronome BPMs, I think you'd get very reliable delay correction without the user having to input random numeric values via trial and error.
That's what I always had in mind which could work while being pretty user friendly. With good user experience tweaks the calibration step could be a mix of tutorial and calibration, making it seamless for the user.
In any case, I loved the game, the way the music builds up as you nail the rhythm is very satisfying. I wish it was longer, but it's a jam game!
Great short game, polished and finished enough to be good in and of itself outside of a jam, those are great :)
The timed platforms can be a bit confusing, but since the levels are very short and respawn is quick (my favorite kind of platformer games), you figure it out on your own just fine. In fact, having had a tutorial with text and stuff would have been worse even. So great choices on all of that! :)
I usually don't like word-based or narrative-based games, but this was so good. Great mood and humor, great writing. And it has the extra replayability to try to get matches with everybody if you want, which is not that common in more text-based games :)
This is one of my favorite games from this jam! I love precision platformers, especially when they're so quick to come back from death.
There's a few tweaks that would make the game more polished, like better feedback/alert for when you die because of time (I kept thinking there was something hidden killing me), hitboxes that are slightly more forgiving, better jump control (horizontal speed seems a bit slow, and it would be nice to be able to jump higher/lower by holding jump or just tapping it). Also, sometimes you die right after respawning because you're still holding a button to move.
All minor issues, understandable in a jam context, and they're debatable, others might disagree with me. All in all I loved playing it and getting 100% fishes :)
Also, about the post-jam version: how am I supposed to play the game while I'm dancing to that song??? :)
This is one of the best I played this jam. You immediately get how to play it, it's a good combination of sneak + action + puzzles, with a good game progression. The audio really complements the gameplay too.
I especially like the fact that you can't attack on your own, that the curse is your weapon too but can't control it, and yet you need it. It just makes for a good experience of the combination of gameplay plus narrative, that's not that common in jam games. Even a lot non-jam games aren't this cohesive!
I loved this one! The sounds and music add to the tension, and the difficulty grows slowly but is pretty smart, switching between sets of keys, and then combining them. I thought it would not be a challenge but it was! Good job!
I like how everything fits, it's just juicy and it feels like a finished cohesive game. That's an achievement in a short jam like this one!
Very simple levels are hard until you get the hang of it, and then it's hard again at the next level. That's great difficulty progression, which isn't simple to create in games that depend on physics instead of rules, so great job!
I love the graphics 😍
The music fits the gameplay very well too
Really took me a while to rotate the pieces properly as i wanted to in my head, since it's a bit hard to see what orientation the piece is in before you drop it, until after a while you feel how to rotate them more intuitively.
I also think the piece selection for the first few levels could have been more limited and progressively expanded, for instance: first only squares since you don't have to care about rotation, then add one other piece type for a couple of stages to introduce rotation, and then keep expanding with new pieces. That way the progression would be smoother.
Other than that, it was pretty fun to play, great job!
So beautiful 😭 It's so amazing to see such polished projects with just a few days and a few people...
i want to pet the dogs! 0/10 (j/k)
10/10 graphics and mood, such a high bar nowadays 😭
This was fun! I just wish the music wasn't interrupted after every level, but other than that it was a pleasant experience :)
This is so inspiring, the aesthetic and consistency of everything, is what makes me want to keep making small games, so I can make stuff like this. 👏
Wow, it's pretty amazing for a jam game! A lot of personality to it!
Some of the best pixel art i've ever seen, so good!
I'll just say one thing: great palette choice. It makes the game really stand out as beautiful :)
I was confused for a second when the game froze because the cloud stopped under my cursor (in order to give me the tooltip), until i moved my mouse. And I'm dumb because that kept confusing me many times 😅
It takes a bit to grasp but it's understandable that in a jam game you can't expect the same kind of hand-holding that a proper game would have for the first time you play. I have the same issue when I make jam games, especially puzzles, that it's hard to make it easy for people to pick up, you barely have time to finish making the game as is!
Overall I'm pretty impressed with how smooth the experience is, the polish isn't the easiest thing to prioritize in a jam, but this was very well-rounded! :smile:
🥰 it's so cute, the graphics and the sound effects are great! It's also very comfortable to play, the slipperiness and braking works immediately as you'd expect :)
I love infinite fun and challenging kind of jam games, great job!
Godot represent! (I didn't have the courage to try using 4 so mine is made with 3.5)
Nice mood and intensity :)
YES HOTLINE MIAMI
I appreciate that you didn't also try the 80s aesthetic and tried your own thing with your own style! It also has a great feel when there are hits, it has a big impact on the game feel :)
Non-euclidean city, nice! Also reminded me of the magic forest in some Zelda games. It's funny how even if it doesn't make real-world sense, you can still remember how to get to certain places.
Hah, you also made a city driving kind of game! Thanks for the linux build btw :)
Whaaat? How did you manage to make a game with so many people? You need to give a talk or make a blog post about logistics and coordination, it would be interesting to know because in such a short time you can't spend much time coordinating or otherwise you don't get work done, etc.
I really enjoyed solving all the puzzles! It was a bit confusing right at the beginning until I got that you should be placing the direction symbols onto the floor squares, but after that everything was fine!
I love when games try the non-obvious interpretation of the theme (unlike my game 😅). The fool/joker is my spirit animal 🃏