Christmas Time by Jon Reid 2016-12-12T14:23:00
Simply fabulous concept, and seasonal with that!
Foon → Ludum Dare Explorer → Users → sgadrat
| 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 | 👥 | Cute invaders | jam | 617 | 3.41 | 2.98 | 3.13 | 3.91 | 3.77 | 3.13 | 3.27 | 3.22 | |
| 2017 | 38 | A Small World | 👥 | Smell World | jam | 726 | 2.62 | 2.30 | 2.08 | 3.21 | 3.31 | 2.80 | 2.69 | 2.62 | |
| 2016 | 37 | One room | Studio Castle | compo | 274 | 3.37 | 3.29 | 2.97 | 3.80 | 3.06 | 2.35 | 3.21 | 62 |
Simply fabulous concept, and seasonal with that!
Simply awesome
The linux build does not start.
$ ./WhereAreMyKeys.x86
Set current directory to /tmp/WhereAreMyKeys-Linux
Found path: /tmp/WhereAreMyKeys-Linux/WhereAreMyKeys.x86
Unable to load mono library from /tmp/WhereAreMyKeys-Linux/WhereAreMyKeys_Data/Mono (x86)
Failed to load mono
There actually is a folder named "Mono" but no "Mono (x86)". Copying or linking "Mono" to "Mono (x86)" does not make it work, just displaying the same message again.
It was a pleasure to explore your small world! Everything is perfect and, while free to move anywhere we are never lost. Great entry!
The idea of "avoid the swatter" is super cool :D
4340! Simple and efficent. Reminds me peg solitaire in the style, but with another rule-set. It is refreshing.
Woah! The Rubik's platformer!
I really loved it, and so humble regarding it that I hesitate to point on defaults... But let's go, it will be more usefull for you than just sending love!
1. The 2D character + 2D collectible made it sometimes difficult to see the perspective and collect an availalbe stardust. Maybe larger hitboxes, or full 3D can do the trick. 2. Some stardusts being hidden made it verry difficult to get the last ten, somehow showing it beind walls could be a good easy mode
Anyway, great entry. I loved your game.
... And it works wonderfully on linux with an xbox360 controller ;)
Versus is awesome! learning with another player makes for a slow-paced beginning while figuring out the physics then ends in a fury of "last second come backs."
Nice little story. The world disapearing remembered me the feeling of "To the moon"
Could be cool to make a terrain generator in an entertaining way, but as hard as I try i miss something.
To my understanding the program:
``` (*|*) -> (A|=|=) (A|GCHMD) -> (A|S|E) (A|S) -> (=|=|S) ```
shall cover the terrain with water, but actually it does nothing not even counting cycles :s
World championship of jumping over national items? :D
I loved the nationalization of rewards.
So cute! Every day problems can make good games when well realized.
Finally a game where I can play Rodrigo Duterte!
Loved it! Especially graphics, humor and music ... That leave little room for things not especially loved :)
Is this a small world or a big duck? :D
I loved the scene spinning around instead of the character moving. It's a weird feeling, but fits the game's mood perfectly :)
Hey that's a neat game!
For future improvements: give a counter to lazer turrets. They protect the planet, concentrate fire on a target until it is down and cost nothing. Spamming it gives too easy victory :)
I loved it, but not finished it as level 4 is too hard for me. So I'll suggest to add some step by step showing registers states to help debug, this should help debug/search when the player do not understand how to solve a level.
What a fantastic entry! It even has voice acting o_O
Being the chief of this little tribe feeling is translated just right: taking decisions in a mystical atmosphere of an unknown world.
Until I accidentally broke the game. Holding the cattle's direction and the hunt choice button (with an xbox controller,) I was able to gather more than 30K food ... The babies came and was unable to even move as there was always a "new baby" event.
I was literally laughting while playing it ... Until I saw the two towers of the big city. This simple element was an absolute "mood killer"
What is in the box dropped by the conductor? Loved it, though.
That is a nice game! The art is excellent, the "murder everyone cause they stress me" is fun and the audio matches the frenetic gameplay.
I would have loved an easy mode, to just slaughter without worrying about stress and energy, but that would not make it a better game.
I love it! This king of economic strategy works great with being in control of an individual that cannot be evrywhere at all time!
Pretty awesome tech here, I always loved open world NES games! And that gravity trick is awesome!
It looks great on the screenshots, but ... It fails to start for me. On the title screen, clicking "START THE DAY" does absolutely nothing (not even a click animation on the button.) Running it on ArchLinux with Gnome 3 desktop.
That was cool to play. Maybe except that it was hard to aim/dodge properly, certainly due to the lack of depth which does not help see exactly where characters stand.
Hey, I did not notice that we can go through walls until I read it in your description. Habits are powerfull!
The contrast in feeling between the dangerous stressing outside and the calm, comforting mall is awesome. I want to shop all day!
Slow-paced, but hard. I personally find that simulation games these days are too easy. Your game fixes that, thanks!
Hey! That is an awesome game.
I was not brave enough to read all your description and missed the "How to play," but once found the drag-and-drop mechanic the rest of the game was a real pleasure to discover by myself. I'll call that great game design.
Awesome game, there was no quack!
Just to let you know, for web version of NES ROMS I am super happy with em-fceux. It is fceux compiled with emscripten, a nice web interface and a GPL license allowing you to tweak it for your open-source projects. So it shows great performance in Firefox, Chrome, Edge, it is as compatible as fceux with roms formats (it is fceux) and it even has a CRT shader!
It is interesting, as we begin with no description about how microbes evolve once mashed, we get to learn it empirically. I am not sure to love this system: it looks like puzzle, but is more of a "fail, learn, retry" experimentation than typical puzzles. The interesting part being to have that "learn" component.
Procedurally generated collectible cards! Awesome satire :D
And the execution is really good. The only thing: I would have loved a little more in-depth mechanics for the card game itself, like having to strategically choose what monster to put on the table.
Woah! I was frustrated that nothing told me how to play before starting the game ... But it is so simple, figured it out in seconds. Great work!
Interesting allegory with the time actually going slower when the character is bored. Clearly, the mood of this game is right.
Ah I love trading games! And this one is no exception. I can see a lot of potential with the towers system and real-time combat (if it is changed from clicker to something more stratgic.) On the economic side, it seems strange to automatically gain gold at each place, but it makes good for an easy mode, maybe less usefull if prices mechanics became more intuitive.
So relaxing!... while you avoid that big pesky fishes!
It is a little bit too hard for me ... Actually, rats kill me if I try to fight :s Maybe having lower cooldown on the strike or kill enemies in one shot may help.
I loved your sound effects though, and the rats hitting your grave after killing you :)
Planetary music, very intersting idea. Would be a fun tool to compose with during a future gamejam :D
Played it, checked that my emulator was not hidding sprites flickering, investigated the heck of fceux debug menu ... And finally, saw that you wrote a technical blog post!
Amazing technologic chamanism!
Thanks for the nice comments.
Indeed, our artist was on fire. As developers we were working together for the first time and with an engine none of us tried before. It was a lot of fun, but not super efficient. With better organization (we actually had only one day) Smell World would have traps and levels designed to be chalanging, that would make it a game. Currently, it is more a mouse simulator than a game, but the most important thing is intact: we loved making it!
As for the "arrows do not work" problem, there is a thing with itch.io: you must click on the iframe to set focus to the game page. Maybe a simple trick like `getElementById("canvas").focus()` would do the trick. Do somebody has insight?
@fouralex Seriously?! I am glad you played so much, but ... After the first, you have seen all that is in the game. It is a (lame) procedural generation of mazes.
Thank you for your endurance :D
We though that it was clear that it is procedurally generated and not such a big deal, especially since it generates low-quality mazes.
For thoose interested (and reading the comments,) the generation is done like that:
``` Fill all the space with walls Place the starting point of the mouse Place the cheesse dig a corridor between the mouse and cheese (stairway pattern, a little random for steps size)
repeat N times: choose a random digged tile choose a random wall tile dig a corridor between both ```
So, here is how NOT to generate a maze :D We kept it because it was functional "enough", it never generates unsolvable levels and we planed to improve it if we had time (we did not had time.)
The mouse does not work for me (Linux build, Archlinux) but it is still a pleasent game to play! Great job!
I loved the chicken mini-game in *Zelda: A link between worlds* ... You remembered me this, congratulations!
The abstract setup and remanence effects where great and complementary, great job.
As other said, some sound could have been nice, but playing it with background music of my choice is cool too. I would have loved more difficulty (1080p here.)
Increasing the balls' acceleration makes for going faster to the difficulty cap, I personally had the most of fun by tuning it to `speed = 0.045 + 10 * (gameTime / 1000) / (60 * 15.0);` in `main.cpp`. Maybe having the multiplier being configurable (without hacking) could be nice.
Oh, and ... "LUKE P" rocks ;)
Am I the only one having "E" printing infinitely after pressing "enter" on what seems to be a console where I typed a question? Or did I missed something? I tryed all keyboard and mouse keys and waited for 3 minutes. Was using the linux build.
I loved to keep playing while the earth was destroyed and exploding the last chunks of it! Great unexpected twist!
Haha, the premise is simple, but the shot's angle and vehicle's inertia are so cheesy that they add a lot of uniqueness to the gameplay. I loved to kick these rabbit stealing poultry out of my planet!
I love when this kind of games become rapidly hard, it avoids boredome when retrying after death. All was fine (for me) once I set `#define INTENSITY_RATE .4`. Thanks for sharing the source.
La baguette est en nous!... Maintenant tu peux me répondre en clins :)
It is hard to drive, which makes it fun. Momentum and collisions are exagerated just to the point to give a unique feel to the game without being discouraging. Maybe some strong visual indication of the stands could be cool, I had to see others going to stands to figure out how to refuel.
I want to see this with the polish it deserves. The idea is golden, the humor is good, but... Explosions, particles, screenshakes and punchy music are non-negligible parts of shmups.
Am I the only one to not understand anything. I accepted three friend requests, bough three presents at the store then the clerks disapeared and I could not do anything. Even the timer gone to zero without nothing hapening. Some clearer instructions would be welcome.
Interesting game with something to say. I definitely did not understood the mechanic of money. Is there a way to earn it or is is actually a timer? Anyway, putting the player in a rush to write anything that is trendy is well done.
Haha nice idea, great execution and that last level is genius! Having to place character for them to survive, considering the exact order of event, neat level design!
Oh men, you have something with flamingos :) The atmosphere is really here, powered by your awesome graphics, good music and nice story-telling. Sorry but I cannot think of anything to improve, great game!
Damn, your game hooked me. It is exactly what a simulation should be: you can expand, you must expand and doing so jeopardize your steady revenue. All this with a main mechanics inspired by the theme makes a great entry. Well done!
It would have been nice to be able to manage each worker by clicking on them. This would had let the menu available for upgrades and would be less abstract.
Wow that is an impressive work, drawing all these screens and writing all these paths. It makes for a captivating game. The drawings not showing the action directly is suprisingly good at putting the atmosphere up and let the player's imagination forge the details.
Great work for one day! It even has a tutorial o_O Seriously, restarting from scratch should have been an incredibly hard decision to make, but the result is pretty good.
After the death and retry, here is the death-retry-redeath-blame_a_bug-and-retry! Definitely my jam but not sure it to the taste of everybody. To make it more mainstream (and boring) you could reduce character's momentum, it will tighten controls... But seriously don't do it, the game is awesome as it is!
Your goals are meet, I played the game an now I am relaxed. Everything in this game was calm, from the introduction pitch to the cart moving, nice way to establish your ambiance. Great work!
That graphics are so nice! I love it
For an ecological themed city builder, it is incredibly simple (in the good way) With that easy to get system comes nice polish, that makes for a really pleasant game
Your game is super addictive, I do not know why, but I really got hooked until I finally succeed to die in all possible ways. You can improve the controls, especially the super slow acceleration/deceleration as it is particularily frustrating when platforming on the lava/sand zone and I am not sure any walk animation could make it feel natural. Great programmer's art by the way, I am fan of your style :)
I love having beers bouncing against walls and often finishing to satisfy a client that just spawned :) With a little more polish and juice this game could be great on mobile phones (you where right to try to target android).
Tge Linux build freeze on the first screen, so I tested the Android build on a smartphone.
Nice little game. I loved to see the herd grows and the game becoming more and more chaotic. It would have been nice if we can tap less precisely and still do things (pee puddles are hard to aime with my fat finger =)
Hey nice game for relaxing puzzle solving. Remembers good old days of The Talos Principle, thank you
For sure, I didn't expect being dismembered by hurting a table! Good job, your game is super fun :)
I never understood esthetic surgery, and your game does not help me to :) Nice to see a game with something to say in a gamejam... And letting the theme explaining the meaning of the game is genius!
Definitle one of the pretiest game here and the jazzy theme is excelent! I would have loved to have an audio feedback when cooldowns are up again, but that's a detail and the only thing I see to be improved. Great game folks!
This game is hypnotic. I love to recue ~150 of them, then stop moving and watch them recover me.
Nice idea to get bonus becoming malus when stacked!
I would have loved that power-ups where more distinct from bullets (often ran into a bullet or dodged a power-up :) ) and to put my name on the leaderboard... But all that is details, great work!
Seeing the stunning visuals, I did not expect such an "arcadey" gameplay, this is definitely a good surprise. It is interesting how you are supposed to protect the silo, but enemies firing at you, you actually run for your life =)
That's the first time in my life I got injured by building a kernel :D
It is a nice game to delve into, thanks to all the stupid unlocable tricks.
Nice game, altering movement like you do make it hard in a fun way. I love how concise your code is, in part thanks to ecmascript6, it is really easy to read and understand (even without knowing Phaser.) Would you use `let` instead of som `var` and I would have a real nerdgasm :)
Your game could be improved by some scoring system, I do not know if you'd prefere counting the time stayed alive, the number of defeated enemies or something else. Choosed carefully, the scoring objective could give an atmosphere to the game: defeat enemies = shoot = take stars = nervous gameplay / stay alive = dodge shots = move precisely = avoid stars = careful gameplay.
Nice job. The same litle dungeon looping harder and harder is priceless, it takes only a few loops to have favourite rooms and feel kind of at home (but with monsters)
Voice acted sounds are excellent, and adapted to the organic design of the flipper. All this makes for a fun game
The game being enjoyable and featuring multiple level is really impressive if you got only 24h.
As for possible enhancements I would propose to put "return to pod" message always on screen instead of on the pod which is often offscren, give some explaination about the scoring system (I still didn't figured it out) and allow the player to restart the current level instead of from the begining.
Hey, this is simple and fun, nice game.
As you asked: it works well on linux. But I have an AZERTY keyboard, so WASD is not practical and unity games generaly are not impacted by changing the keyboard layout in my window manager. The common simple (little dev time) workarounds are to allow for array keys in addition to WASD, or to let the Unity's startup window that allows to remap keys.
Would it be possible to find body parts more frequently. As it is, it makes for long time searching parts with a ship too tiny to be shot. Except for that slow pace, the game is excelent, I especially loved how you can take to your advantage the drifting of shots on asteroids surface.
Haha we just played at two player and all we said since is: "Kuga! Kuga! Tiiing! Tiing!" :D
I love the actions, never seen that in a programing game. It adds an interest while the puzzle is being solved, and you managed to keep it zen. Nice work!
The art was awesome, graphics and sound, it is perfect with the poetic feel of your game. The mechanic is really nice also, abilities that are not random but hard to select feel just right in the game's atmosphere.
I generaly try to find something to improve, but... Heck, it is perfect the way it is. Even making it longer (more encounters) would hurt your game. Well done!
Super calm, I loved it... especially little things like the pilot's thoughs or twinkling stars.
The Linux distribution misses the libwebp .so (fixed it by a symbolic link against my installed libwebp.so.7.0.0) and the distributed libGLEW is 1.10 while the game is linked against 1.13 (again a symbolic link fixes that). So the magic commands to run the game: ```bash $ ln -s /usr/lib/libwebp.so.7.0.0 libwebp.so.5 $ ln -s libGLEW.so.1.10.0 libGLEW.so.1.13 $ LD_LIBRARY_PATH=. ./GAME_linux ```
Haha! The more unexplained indicators there is the worst it is to figure it out! That works well with the theme, but more in-game clues about impacts of your actions would have helped to figure it out without having to monitor the eight indicators by eye.
Your game shines with it's great graphics and the atmopshere of mad widzard facility which is exceptionally restituted. That's definitely a great entry.
I love how everybody but you is an armed ecologist that let you care about its wastes and fight at you to do so!
A litle animation when moving the boat would be cool, some times I could not say if I where still moving due to the slow movement and homogeneous surronding. Maybe something like a litle bit of foam rear the boat could help.
Your game's concept is great, bashing more and more enemies in an area is classic but always super good. It is sad that some technicalities lower the experience, especially the character's momentum that sometimes goes haywire and the low framerate... But heck! Technicalities can be fixed, a good concept is priceless!
Cool game, but it is too hard to aim at the potions. Maybe fewer larger pots could accelerate games, it is frustrating to miss multiple times in a row as nothing happen in such case.
I tested the hard jam version and yes it is hard but it is good as it is. Firt hand, it is surprising since games like this tends to be easier, causing slower death. As your game is short (between 3 and 7 cities on the way and only one screen), a slow death could not be a viable option. Interestingly, this event game being tiny and super-hard make it "fast paced" in its style, and I love it!
That is a simple and efficient card game, suported by great art and tons of little things (cards animation, volume control,...) that makes it a great entry. Thanks for sharing.
On Linux, starting it via the script in the root directory failed with `ERROR: Unable to find game data files`. But following instruction in the README and starting the .exe with wine worked well.
Hey it is pleasant to play and rewarding to finally get the good ending. If only the heling spell was more intuitive to use, maybe by showing the area of effect.
Haha, it is the exact same idea that we implemented, thanks @megabrutal for pointing it. So, I wont comment the mechanics, saying that it is awesome and perfectly fits the theme will feel biased :)
Aside that, I loved that your game is actually 3D it makes it event more impressive: you gone to compo with the same idea than we had for the jam, and you also made it technically superior! Congratulations for your great entry!
Your sound effects are exceptional!.. And packed in a fun game to play :)
I was gueninly playing and having fun when all of a sudden it remembered me that I was testing a LudumDare entry: ``` selecting ion_bullet ERROR: canvas_item_add_triangle_array: Condition ' ps % 3 != 0 ' is true. At: servers/visual/visual_server_raster.cpp:3545. selecting simple_bullet selecting tracer_bullet Erreur de segmentation (core dumped) ```
Very nice take on the theme, at the end you have to remember all your suboptimal controls and... it is player's fault if it is suboptimal! The rest of the game is also captivating, there is nothing clear to improve (except maybe the segfault)
It is a really nice game. It would be perfect for an endless mode, with the stress bar but no gifts one.
On the technical side, the Linux version was buggy (unable to move, camera blocked on the floor in the middle of the room) while the Windows version worked flawlessly under Wine.
I love how the effect becoming stronger is the actual reward for scoring. A score is only a number, but I actually retried most times to see how strong the effect can be... At 28 we really start to guess more than we see :) Really nice take on a simple gameplay!
Once again you give us a great game, thank you!
You brand it as being Linux compatible but I only see a Windows .exe using Direct3D and not running correctly in Wine (only a scrolling background is displayed). Did I miss something?
Ok, now I tested it correctly, thank you for being reactive.
I would say that first I was lost, all this control schemes and this unknown world without goal... Then I figured out that controls with RMB+LMB and nothing else was my jam. Finally I feeled this sense of freedom, wanted to explore the world; if Mad Max was a game, it would be be exactly this! Road your own way, meet badass squares and triangles, get rid of them then continue... That's a pretty great feeling!
I would have loved to see this with final graphisms, while it is still a good game with programmer art, it can become awesome with graphics that support the atmosphere. That said, the music is awesome.
Oh, and keep the damage visual. I do not know if you generated it or drawn it, but you got the point. Damaged squares look just like damaged squares should look!
The graphics and audio are golden in this gem! Movement mechanics with the hook are nice while could be awesome with litle tweaks, it seems sometimes harder than it should (I do not know why).
Since we often die by falling, an animation more straight (less frames before the head hurts the ground, more after) could improve the feeling of a crash. She currently seems to fall asleep, which is still good for dying by touching the ghosts.
Haha it's been a long time without broken physics in sandbox, always a pleasure to play! Your music is particularily apropriated to the game. I would love to have the tricks enabled only while air-born, it would make for a less exploitable scoring system... I literally put my beer on the keyboard's left key to watch it score points for me =)
That's nice to loop on the fifth level, this one can be solved by many pathes: getting minimal good, flying half the level,... So I actually played more than five levels... I love your game.
It was a pleasure to play, I just have one question: why when I controlled the 6 gold mines I get a message "You've been defeated" ?
It is a really nice game. The difficulty balance is good as it is, I won on my second try (but with only one last dwarf surrounded by orcs), so it was challenging but not impossible. It is super cool to create mazes for the orcs, balancing risks between going far to construct tower or not covering enough space.
Woah that animations stunned me, incredible quality... and done in a week-end o_O
safe_kitty.png Don't worry little kitty, you will no more fall asleep on puddles of ketchup!
I loved this game, the idea is simple, placing passengers this way is hilarious, and the game is really well made. I would have loved if there was some kind of detection of "impossible to place" passengers as a last polish touch (instead of letting the player try everything before hitting a button), but the already present polish is still incredible.
Oh, and by the way, your Linux build worked flawlessly here (Archlinux, Nvidia card and drivers)
That's an excelent game, I want more of it! So, more levels or an arcade mode would be great post-jam addition. Also while the music is good and, as rarely seen, adapt to the situation by adding tracks, there is little to no sound effects. Drifting tires, crowd sound (with exclamations),... could add a layer of chaos over an already excelent game.
Audience's exclamations are awesome, we often feel the epicness of avoiding death. Great work.
While the simple concept is no bad at all, the game could be improved in orders of magnitude by changing the controls. I would try it in more of a turn based fashion, it would fix two problems: we can too easily out-run enemies by clicking rapidly and doing so makes for a really strange moving patern of the king.
Woah, civil war matches perfectly the rock-paper-scissor mechanics. Nice job!
I love the simplified tactical, is makes it more like a clasical board game. Securing teritories, controlling the space... Plays like a Go game :)
Interestingly I find the game becoming easier as you progress, being speedy avoids that tax-men change direction while on screen. It makes for a super-rewarding gameplay: first runs you have a though time collecting ~5 wealth, the you get it and collect ~30 easilly. Also I love how this game about money renames the US president to "Pump" which is an actual word in finance :) All in all, good game and great job!
Sorry, but I did not understood the goal of the game. We can move the mouse around frenetically, bombombing everywhere, we never lose, cities appear/disapear. We can simply skip all turns and we never lose cities grows to 99/99/1 (while counters on the right keep growing) and bombing after that does not even kill averybody (all cities goes to 1 population).
I did not understood the game but I loved how the crowd sound goes louder when the population grows and how cities graphics evolve to show the city's size.
Cool concept, balancing how many earts to take allows for balancing difficulty versus speed-run. The game could use better level design, to make some parts really hard with more than one heart, et a scrolling background. Anyway nice 48h entry ;)
Simple and intuitive, no need for a complex tutorial, we learn by doing like other pigeons (and trying to press space =) That's great. How and the game succeed to be calm while competitive, impressing.
I love the zombie dancers idea, and your take on it! The difficulty goes to "too hard for me" a little too rapidly, but de concept is definitely good.
Interestingly, seeing that opponent do not fire, I gone pacific way: using only crate and sail tiles. It changed a little the game as I feeled as the honest merchant (on his penissy ship) being assaulted by dreaded pirate-kamikazes. Congratulation for making a great game, I was surprised to finish it as I though that levels was generated.
Wow! This game is overwhelming. Clearly a gem.
Kwak kwak kwak! Man, your audio is excelent!
with openjdk-jre8, I get this error while tring to start the game: ```sh $ java -jar Home-LD.jar Erreur : impossible de trouver ou charger la classe principale com.github.jmatcj.ld40.LDJam40 ```
Translation from a human knowing next to nothing to Java: "Error: impossible to find or load the main class com.github.jmatcj.ld40.LDJam40"
Linux here, I have SFML 2.4.2 (.so versioning) intalled while your game links against 2.3. I tried to force linking against my version, but it makes the game segfault. I wanted to build from source, but there is no build instruction nor a Makefile.
Can you distribute your game with its version of SFML .so file or give us build instructions in sources?
@OnionBurger When trying your built version, it fails if a newest version of libsfml is installed. To compensate for that, you can distribute your version of libsfml (you will find pathes to files with `ldd CrimsonAssault`). So you copy the libsfml-*.so to "linux_libs/" and we can start the game using the command line "LD_LIBRARY_PATH+=linux_libs ./CrimsonAssault".
On my previous comment, I missed the "other/build.sh" script. It could be good to mention it in the README. There where still two problems: the build.sh is not executable (you have to `chmod +x other/build.sh` to execute it. There also had a compilation error due to a missing include. Here is a patch that solves this two issues: https://pastebin.com/eS9pCHmR
Building with my patch worked well. I'll test the game this evening (GMT+1).
And now about the game itself. The game mechanics forcing you to adopt an hit-and-run strategy is particularily nice, especially since it is challenged in level 2 by corridor level design and level 3 make it tempting to get a lot of soldiers only to be stuck in the thinner middle area. That's great level design, completely supporting the mechanics.
Some situations could have been more tactical if enemy soldiers had basic pathfinding. Most of the time, you can simply stuck them against a wall and kill them safely.
The homage to the fallen ones at the end is really good, I actually laughted :)
It is an incredibly complete game, you found time to put your graphics, your gameplay, multiple characters, bonus items (the shop), and even bosses! Great work, great game.
Nice game, I'll return to it until I succeed to beat the boss with zero upgrade :)
I love your art style. And the theme translated to "more light = more enemies" is great, I am tempted to ease my exploring by having more light, but it actually make it harder, forced to constantly re-balance.
Some explanation of the control may help, as far I understood : arrows to move, number to control light, space to jump and left click... We need at least 3 hands to be play comfortably.
Wow, that is an impressing project, having a fully explorable map and lots of RPG features surely did not come easy... And the result is purely awesome! You captured the feeling of RPG and bring it the calm atmosphere of a retired life. Great work.
If I where to give you directions for improving your game, I'd say that animations could be improved (while static graphics are perfect) and maybe to rebalance level-up debufs (movement slowing is super anoying while you can max your HP without stamina being a real problem).
Hey super interesting concept the event based card game that resolve in reverse, it feels natural to take cards in reverse. Each event having potentially three outcomes also means for some replayability. Really nice game design guys.
Interesting race condition when loosing while a pop-up is popping: break_leg.png
I love how your game is super high-paced, letting no time even to learn. It matches well with the idea of "I have to maintain my internet flood while discovering a new OS" =)
As a lambda hispter, this is totally like my everyday's walk back to home.
Seriously, that second part is great! Walking through the first part is nice while missing a "something", then... BAM! Second part explode to player's face and is the exact essence of the "something" that was missing!
Guys, I have nothing to add you are masters of the twist. I also liked that the "R" key allows to restart rapidly like in any good death-and-retry game and how the character feels excited when getting lots of cafeine in the first part. So, in two words, thank you!
The graphics are beautiful and the idea of the battery (A munition stock that you have to use) is super interesting. Great work!
The music is really good at putting the runaway mood of your game, graphics are cute and story telling is really nice. Maybe the game could be a little harder, I succeed on my first run filling almost nothing in the magic bar and losing very little health. It is clearly a really pleasant short-story anyway, thank you for sharing!
Hmm, I succeed to progress to the point the "me" is falling... On my second try. I would have loved to have more clues on what to do, or not do, or whatever
Haha, now we know it! Each time we open a loot box, an employee somewhere suffers!
Haha I loved it! Keep the tong-in-cheek way, you are a boss at it!
There is two things that I think add difficulty in a very frustrating way. First, commands using space, arrow and mouse, I do not see how to use it with only two hands, I run without the mouse (pacific) just to let my left hand on the space bar. Second, the hitboxes are mad, it is espacially noticeable since there is graves where we die: there is often more graves around the path of an enemy than on its path.
I loved the weird physics. It is just strange enough to be abusable and feel intelligent without being completely broken.
The voice-over made me laught more than once :)
Your game is incredibly fun to play, would be awesome with an actual four players mode.
There is two points that may improve the game-feel in my opinion. First, the help screen is not visible enough, I missed it until I saw it on your screen-shot. Second, we often miss our turns by taking it too early, as A player I expected that if the ship's bow was on a case we can turn, instead the midle of the ship as to be on the case.
Haha, thank you for reminding that I am terrible at music. I succedd the three instruments by luck and never succeed the four instruments :) But I loved to mix sounds to see if that worked, it was fun!
It is really nice to play as you can collect a maximum of coins or just pass the levels, actually choosing your difficulty. I would have loved some indication of how many coins I actually can take. Maybe by stating that we can finish all levels with all coins (which would take down the "make a choice" principle of the game) or by stating the highest score possible at the very end of the very end, thus not giving too many hint, just saying "it can be done best".
It was hard but I loved the concept of goldish asteroid, they increase your score but make you lose... I want them all! Gold gold gold!
Excelent idea! You just put me in the "GO OUT OF MY HOUSE!" mood. Thanks :)
The blackboard graphics for showing controls and between days are cool and relevant the nursery theme.
Su much things to handle at the same time. Being a restaurant owner is not easy, but I definitely love it.
Iteresting, the difficulty is weird in a way that we want to retry to get it right. Basically, as a player I suspect that going the fastest possible (holding W) makes it for the other plannets to not grow as much as ours.