Hydro Shocked! by jojoconley 2015-05-06T18:44:00
The doll and the town are super creepy. Wish there was more there to give more feedback! Seems like a good start. Lots of art but not a whole lot of gameplay yet.
Foon → Ludum Dare Explorer → Users → SimianLogic
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 41 | Combine 2 Incompatible Genres | SUSHI IS FISH + RICE | compo | 3.18 | 3.09 | 2.86 | 3.40 | 2.55 | 2.41 | 2.59 | |||||
| 2015 | 32 | An Unconventional Weapon | Animal Jousting | jam | 136 | 3.73 | 3.38 | 3.79 | 4.13 | 4.21 | 3.33 | 4.03 | 3.49 | 71 | ||
| 2014 | 31 | Entire Game on One Screen | Those Walls | compo | 1099 | 2.55 | 2.34 | 3.21 | 3.69 | 1.80 | 1.92 | 46 | ||||
| 2014 | 29 | Beneath the Surface | Lake Monster | jam | 232 | 3.42 | 3.73 | 3.85 | 3.70 | 3.31 | 3.50 | 3.58 | 59 | |||
| 2013 | 28 | You Only Get One | Poker Fight | compo | 436 | 3.08 | 2.77 | 3.79 | 1.82 | 2.59 | 1.37 | 2.00 | 2.23 | 71 | ||
| 2012 | 25 | You are the Villain | Ambush Predator 7: Angry Angler | compo | 225 | 3.25 | 3.03 | 3.72 | 3.19 | 3.00 | 2.74 | 2.94 | 3.30 | 71 | ||
| 2012 | 24 | Evolution | Mesh | compo | 442 | 2.85 | 3.04 | 3.88 | 2.29 | 2.04 | 1.38 | 2.05 | 51 |
SimianLogic leaves an average of 35.7 feedback comments each event.
The doll and the town are super creepy. Wish there was more there to give more feedback! Seems like a good start. Lots of art but not a whole lot of gameplay yet.
Took me a little bit to figure out how to get out of the first room, but the rest of the game teaches a valuable lesson for trolls: NEVER ENGAGE! I had a much easier time avoiding them and running for the doors than spouting curses and literature at them.
Cute concept!
Seems like a good start but there's not enough in there yet. I could move around and figured out how to get my cloud where I wanted it, but I couldn't finish off any of the bad guys (they just shrink). What's the goal?
Cute P-R-S implementation. You should've left mood voting on, these are my favorite 5-star mood games. It may not be pretty and it may not be the most fun game, but these types of games are why I enjoy LD so much... I hope moshbean had a blast!
Really interesting start -- the visuals and sounds are quite soothing. The movement still needs a lot of polish though--hard to move around and quite easy to clip through walls.
Super fun! I would totally play this on console -- maybe with 4-player local coop and different colored blades/heroes. Really impressive work for only 7 hours
Cute little 3D models, almost the start of something like Super Crate Box. seems like when you reload you go on auto-fire until you click the left mouse button again. rhinos in the jungle?
fixed camera is giving me flashbacks to resident evil. love the modeling, appreciate what you were going for with the shader -- on a lot of the scene transitions i lost my character because he was mostly the same color as everything else. super slick entry!
More of a toy than a game at this point, but it's pretty hilarious to see the giant burger falling. I didn't get what the explosions were, though -- just testing 3D picking?
The jump is REALLY high, which makes it hard to play. The art is super cute, though.
Reminds me of a Oculus Rift game I played one time that made me nauseous for the rest of the day. Interesting space with interesting colors and an interesting mechanic!
So good job!
Seems like a promising start, but it needs a lot more before it's really playable as described. I was able to convert the pink guys to blue guys and they would chase me to the pink base and the pink bar would go down a little... but then I also die randomly a lot and respawn and the meters restart. Really hard to figure out what's going on.
24 well trained rams later...
Really slick graphics and camera work -- overall just great production value for a compo entry!
If you could figure out a good control scheme for mobile, these games are really popular right now (see Mr Jump)
Interesting mechanic -- I wish the hit boxes were a little more forgiving (it's pretty frustrating!)
Really interesting controls! I wished it filled up faster more like a quick-shot power meter just so it wasn't quite so frustrating.
After awhile I realized the flying guys can't hurt you and just focused on the ground guys -- feel like I could play forever difficulty-wise. Does it get harder?
The music gets pretty epic pretty fast! But sadly the gameplay can't keep up. Movement feels great! Picking things up works okay. Targeting is a real chore.
For awhile I was wondering why some guys have health bars and some don't -- maybe give them a more visually distinct "dead" state and make it so thrown things go over them instead of pushing them around to make it clearer that you don't have to deal with them.
Overall not a bad entry! It's playable and kind of challenging.
Do enemies keep spawning? I feel like I ran out around Level 5 or so. I think the movement feels a little sluggish. Most of the flowers are taller than me. Swords are pretty conventional.
Nitpicks done! I really love the visual style and the screen shaking. This is a really promising start to a game I would totally play more of. Excellent job!
For such a small amount of time, it's not bad! The art style is weird but actually kind of cool (especially the breath of the kitty).
Really impressive portal-style game! I think the shaders actually make it harder, though -- I had a really hard time finding hard edges of things and figuring out where to go next in the world because things were blending together so much.
Music is pleasant, would've loved to hear some gun-firing or squashing sound effects!
Nice little game! I like the way he pulls his arm back to show how powerful a throw it's going to be.
At first I thought it was REALLY easy, then I realized I wasn't moving my mouse at all from eye-level. If your mouse is higher or lower the throws get a lot harder, but I never saw any reason to move the mouse at all.
Would love to add a jump to jump up and catch my mug instead of having to wait for it to drop.
Pretty good idea for a game! It needs a lot more balance, though -- with it being so wide, there's really no reason to make lines. Just shoot for the bugs even if the pieces don't fit. I also hard a hard time visually distinguishing between a finished piece that the bugs built vs their random crap that was lying on top of the board.
I thought that I was going to hate this game but by level 4 or so, I was kinda' hooked. Level 4? (the cross level) is where I really started to like the game. I feel like I could actually form a strategy in that level the best. The level/wave design could use some tweaking, if only for the fact that the game is brutal to begin with. I'd love to see some level design progression that starts slower and ramps up into chaos. I also like that I can't be hit or damaged. It's like all of the enemies only care about my land rover, which is interesting. I also really like that the special enemies give you totems that you can place across the map. I found that these totems could be combined in interesting and strategic ways. Great submission. :D
More like Basin of the Farting Unicorn, amirite?
Not a lot of gameplay here, seems like more of a toy right now. You also don't have to fart, you can just walk over rocks.
Awesome entry! One of the few games that I have played that has some pretty long gameplay. I love the opportunity cost of hauling too much loot with you. Instantly reminds me of being over-encumbered in Fallout or the Elder Scrolls series. I did like that I could set my grapple in a placed that I knew I needed to go and then collect my loot after it was placed. Otherwise, I would not be able to place it correctly after I had collected more gems. Awesome all around.
Fun art style. Loved that the ordering of shots was important to getting past a scene. Somewhat Rube Goldberg-ian in a sense that you need to set things in motion and let them play out at times. I really liked what that happened. The stealth mechanic was the least developed part. I think implementing a larger screen space with some stealth gameplay would be fun. Maybe shooting a light and person to have them light go out so that you could progress. Or even turning some lights off so that you can cause people to fall down the stairs? Nevertheless, great submission.
Fun take on an endless runner type. The most fascinating thing in the game is the ice cream truck. The animation and texture work makes for an awesome style. I think that the color pallet is a little drab tho. It feels like a polluted environment and I think that brightening it up a bit would make for a more appealing environment. Throw in some environmental progression, more obstacles (and some sick jumps), and coins to collect and you have a solid foundation going forward. Maybe you can have a powerup that allows you to play music to attract all of the kids toward your truck! Also, that death rainbow sploosh is the greatest thing ever. Amazing job.
Was going to complain about the awful controls until I realized you could also move with the arrow keys. There's quite a few levels, but it seems like you can skip all but the bosses. Didn't really get the shape-bombs, but they were very effective!
Really short! But a pretty good start. The movement was pretty fluid. I didn't realize the pill/countdown/circle things were bad guys at first. The music was epic!
Feels like a physics demo more than a game. Maybe have a track with a bunch of pins set up and plow through 10 "frames" as a sequence of 20 sets of goblins instead of always resetting? Like endless runner bowling.
Pretty good idea for a game! I also enjoyed L2 a lot more than the first once I figured out you could combo the bouncy platforms (ditto for L3 -- much easier to use the bounce plates than the arrows).
Also took me a few tries to figure out exactly what was going on. Pretty fun! Didn't really understand what the vent guy was supposed to do, was able to beat it fast enough with the machine guy.
It would be helpful if the arrows flashed when staying put or always changed directions -- it was super hard to know whether I was supposed to hit it again when it repeated itself.
Good start! I wasn't super clear on whether or not I could kill the balloons with my apples or not (though the pig sure seemed to like them). There seems to be something off with the turn sensitivity -- I would often find my mouse cursor outside the window and then clicking would de-focus instead of firing an apple. Would definitely recommend turning up the look sensitivity.
All the art is super cute. I'm a pretty fast typer, but I wasn't able to keep up with even the first robot (even with pausing). Maybe I just suck at fighting games? Maybe if you had command history so you could press up and repeat jabs?
Do the different burritos actually do anything differently? A pity you don't want ratings for sounds, I thought that was the funniest part!
The gameplay itself is pretty repetitive -- there needs to be some sort of ammo constraint or cooldown to keep you from just spamming burritos.
seems like you shouldn't be able to go off the edge of the screen
I'm not musically inclined, so I had to watch the simon prompts visually instead of listening for them. Keeping an eye on the prompts and moving around the space is really challenging, though I was able to survive for quite awhile.
I have no idea what the "center" tone was for -- there are only 4 arrow keys. After reading the comments here I realize it was "do nothing for a beat" -- but I never would've figured that out from the game.
I couldn't figure out how to kill a monster, though I did suck up a lot of furniture.
I've never even heard of Elm, so props for using the weekend to learn something new! I was able to beat it without really using the banana--just by timing my sneaks just right. Was the banana supposed to make them fall down?
The intro was pretty funny, but I the gameplay was really hard to figure out. I was never sure which fruit was going to launch and they all seem pretty underpowered for how quickly the enemies take you down.
I couldn't really follow what was going on -- maybe add some projectiles so I can tell what's happening when I fire my gun?
Lots of music but doesn't really feel like a game and no weapons. Great amount of content for just a weekend, though!
Simple little game with lots of variety. I didn't realize I had limited ammo with some of the weapons, but overall pretty entertaining.
I eliminated a suspect but I'm not sure exactly how... or maybe that was the second murder victim? I tried again and arrested someone just to see what would happen... but I don't know if they were the real killer!
Really cute with really nice puzzles. For me the only problem is how floaty the physics are, which is kind of the cardinal sin for a platformer. It was hard to stop/jump accurately in many places, which is super frustrating if you lose a lot of progress. Good idea though!
Simple but very fun and with good sound effects! You should put it on mobile.
The zombies have WAAAAAY too much health and the crates need to come faster. I ended up with 2 things (i think #2 was a buzz saw?) but it disappeared as soon as i switched to it.
Seems like it needs to be balanced still. I go for stretches where no enemies spawn for what seems like ages and then 10 come at once and kill me before I can kill a single one.
I like the effect but it was too much to play for more than a few minutes. The voice got really annoying after awhile--I did "follow the light" but the lamp didn't seem to do anything.
I *think* I did it right but with a few glitches. I cleaned the hammer with the towel and then rinsed it in the sink. Unfortunately this usually gave me a clean hammer and a dirty hammer and no towel. I tried putting the clean hammer on the tool rack which spawned a dirty towel in my inventory. I tried incinerating the towel but couldn't get the incinerator to take it. Ended up getting caught with a dirty towel, a dirty hammer, and a clean hammer.
On the one hand, going to jail for murder... on the other, I invented a way to duplicate matter!
Pretty good to get anything running in 4 hours! I didn't get why the snowmen automelted when they hit the middle... made it a really easy strategy to just hang out in the middle spamming the fire button in either direction.
Nothing crazy going on mechanically, but I love how much content/animation you were able to get into the game in such a short period. I wish the bones would've magnet-seeked into your guy at the end of the level, it was a bit hard to collect them all under the menu.
I think I would like this if it was round-based and everyone made a move at once. As it is, kinda feels like a buttonmasher without really satisfying feedback that what you did has any effect (if you really spam a direction you can see your territory go that way).
Cool idea!
I think I beat it? Really short, not really any decisions to make. Got stuck on the brown letter the first time through.
Made it to the boulder throwing, but I couldn't figure out how to kill the statue. Pretty interesting once you figure out what's going on (at first I thought the green chain reactions were a good thing).
I didn't get the point of having the guy, though... what can he do that just mousing over can't?
super hard, definitely need to slow down the enemies a bit. took me a bit to realize it's shooting at my cursor, not just the direction the gun is pointing.
cool idea--i also got stuck in the room with 2 heart cubes. i think you're supposed to push one up high and get it stacked, but the movement is too rough to actually pull it off. pretty fun entry though!
Think I'm trapped in the store? There are things to buy but nothing to fight.
2150. I would've liked it a lot more if it was bigger (really hard to time the assassinations at that scale). The camera could've panned along with us, but I guess that doesn't fit the them quite as well.
Made it to round 5 with the battle axe. The archers are definitely the hardest enemies.
I could never get the repairs to work. With such a short time to iterate in LD, I feel like you have to really pick either aesthetic or mechanics. I like that you went all in on aesthetic and mood and made that the focus of the game (the actual "gameplay" itself is very simple). Good start!
I had to check the GIF guides to figure out that you could jump on top of the palm trees. Ended up getting the second cannon ball, but couldn't make it past the spikes all the way back to the left of the starting point. Well, I got past the first spike once by double-jumping over it, but then died immediately in the next room. And then died ~40 times and rage quit.
Pretty fun for such a short amount of time and good level layouts.
Super hard... I wish the spikes had a little more forgiveness (especially when jumping over them). I see why you made the levels tiny (to serve the theme), but I found it super cramped and would've been much more enjoyable if each level was the full window.
Super cute and good use of the theme. I wish there was a wet angry "MEOW" for winning.
Took me a few tries coming back here and then back to the puzzle before I figured out what was going on. Instead of using up the clear tape guys, I wish you could just click the latch to open the window. Sometimes it was pretty tough figuring out which order the colored balls were supposed to be in, but once you "get it" the puzzles get pretty easy. Nice that it finishes with Jingle Bells!
244 seconds! Overall a really fun entry. I personally hated all the text, but I enjoyed the variety of minigames (I'd prefer a straight wario-ware style playlist of games, though).
Overall, I liked it. Some small polish suggestions: allow me to press spacebar to restart just so I can keep my fingers on the keys. I would've played farther into it if I restarted that level instead of all the way back to the beginning (died on L3 3 times). Changing "rooms" slightly breaks the theme for me, but in general it's really good for a couple of days!
Cute sprites and music, but not a lot going on gameplay-wise yet.
Controls are too sensitive. Wasn't clear if I had to have the negative words pass through the whole barrier thing or if I could just "slice" them.
Really bizarre.
Cool start. Nice world (remind me of the Badlands), nice music. I didn't realize the maze was a maze til I climbed up on a mountain and looked down (maybe tint the opening to make it pop? looks like a wall). After wandering around for 5-10 minutes and not finding a gem, my rage-quit happened in the maze (spike trap). If it had reset me at the start of the maze, I might've kept going... but all the way back across the river was pretty annoying.
Super hard, but fun. Made it ~360m without god mode. With god mode, I hit "bottom" after 500m.
Yggdrsil looks very slick--the rig needs some z-sorting love, though (I kept putting my hand behind my thigh piece). Definitely needs some more challenge... right now you can just point down and keep grabbing. Fun idea, though--good start!
the combat/arena part is kind of entertaining, but overall it's super difficult and frustrating. it's a digging game where your main character is terrible at digging.
Very simple. Would love to be able to hook more than one fish at a time.
Like piloting a drunken jellyfish? Short, but the colors and sounds are very pleasing. Kind of calming.
Would be good if the square tracked the mouse all the time. Found it hard to aim at enemies because the only way to face them is to run straight at them.
I couldn't get the grab to work... couldn't pull the block out from under the ledge to progress past 7/20. Good start!
Jump was super tall compared to everything else going on. Collision felt rough. Pretty simple, but good job for finishing.
Good to see a finished game, but thought it was too simple. Is time the only challenge?
Feels very polished for such a short time. Love that your aim gets more and more erratic the further out from the boat you throw. Floating feels relaxing.
Cool particle effects. I didn't realize you could jump, so the first play I just slid along the bottom (mostly hid in the bottom left and shot) -- actually made it quite easy!
Like the sprites. Like the feel of it. I feel like you should be able to walk through the spikes instead of having to jump over them. Ghosts are pretty tough!
The mechanics are simple enough, but the presentation is a bit puzzling. Pretty water... nice glowing start/end.... some sort of mesh pill? I liked it, but seemed very randomly put together. =]
Very simple, but very cute & fun. It took me a minute to realize I had to go back and fill up on seeds (thought it was broken at first).
Maybe work on making the farmer snap to the carrot locations? Landing on them perfectly made it harder than it otherwise needed to be.
Physics feel a bit floaty, but it's a good start to a platformer.
Very impressive sound and graphics, but I found the gameplay pretty confusing. Death seemed pretty random--I guess the guys in the background kill you? Would be good to have some sort of hit feedback.
The controls are really rough... there were a lot of times I tried to time a jump and it wouldn't interpret the input and I'd just fall/die. Eventually I got stuck on the wall propulsion bit. Not really sure what I was supposed to do there.
Was impossibly hard at first but once I got the hang of it I felt like I could play forever. The "dead" subs should definitely not keep shooting all the way offscreen... love the sprites.
Not really far enough along to give good feedback. Maybe flash the screen red to show you're getting hit? I don't really know what the goal was... I found another door and fell off the planet... was neat to look up and see all the spheres, but couldn't figure out anything else to do.
Very interesting technically, but super frustrating to play. I *think* my goal was to get treasure chests, which I was ok at, but the weird bouncing on top of water and rough controls made it super hard.
Difficulty ramps up insanely quickly (my best run was 40). Would love a 3.2.1 countdown between rounds instead of jumping straight in.
Very nice looking, interesting level. Doesn't seem to fit the theme at all, though...
I had to turn my mouse sensitivity way down to play it. Would be nice to have an in-game setting to adjust that.
Really impressive graphics/sound. The collisions need a bit of work--the puzzles themselves are pretty easy (but interesting), which makes it quite frustrating when you're struggling with platform collision.
At first I thought the sun was something in the mine I was trying to get the miners to go get... Very polished for two days but not very "fun" if that's even the goal. You don't really get to do anything other than click checkboxes.
I would like more control over the miners... also thought it was weird that the mine regenerates every night. Would be neater if they kept carving until one "screen" was mined out before moving onto a new mine.
The theme music kind of reminds me of Terminator. Is there a way to switch weapons? I was doing pretty good until I got the mines and then got murdered.
Pretty entertaining, but didn't quite understand all the power-ups. Would like more feedback when something hits the tower (like cracks in the wall or the screen flashing red). I was surprised when I died.
really don't understand what's going on. i think when the menu pops out it's game over? or else i'm randomly popping out the menu... needs clearer instructions.
maybe i suck at telling time (maybe have the cars have a non-digital clock face to make it easier to match them?). i didn't really understand the red flashing, though i did manage to clear a few cars
I feel like the strafe speed was crazy high compared to the move speed. Like the light mechanic, but need to work on collisions (felt like I was losing health when nothing was touching me). Very frustrating, but maze games usually are!
gorgeous textures, good platforming. i thought the last platform was pretty brutal (the angled one with the two boxes on it). good job!
Really had no idea what was going on at first... chased by a thing and then a rhythm game and then a jumpy thing and death on spikes. Very strange overall, though I finally did "beat" it.
cool use of tech -- would love to have a plane or even a box to orient a little better and convey that you're moving through the space
Nice graphics and clearly got a lot done in your 48 hours... but the physics feel a little floaty to me (had a hard time getting the proper jump height for a kill). The controls were really awkward.
More of an activity than a game, but you definitely have a neat perspective and should keep making more!
I has to turn the cheat on to finally beat it (it takes a LOT of chomping to get that cookie down)
the difficulty is very inconsistent... sometimes you get an impassable wall and sometimes you can coast for a long time. the white clouds can also make it hard to see your ship (maybe a black outline)
overall i liked the music and the mood, though!
Great graphics! I would work a little more on the spear parenting--have your spear point face the direction your character is facing, have it lock more tightly instead of chasing after. All in all a fun little arena battle game.
Love the basic drugwars trade sim implementation with fuel and distance. I can see the narrative bits didn't quite get finished (I couldn't find any hints), but that would've fit the theme pretty well.
The space travel seemed a little tedious without anything else going on, but it was impressive the first couple of times.
I'm not sure I would call this a game -- more of an interactive essay. I found the narrative pretty... uh... unmoving, mostly due to the inconsistent/vague writing. You obviously did something wrong to end up on this island... helping poor people is a nice sentiment, but how were you helping? Why do I care about saving you/me? What's with the trees?
The music was quite soothing, though.
love that your kids helped out on the graphics and sound. i didn't get the theme tie-in, though, but who cares when you're having fun.
the controls need a little work, though. i had a hard time jumping while moving (like, had to move to the edge, then jump, then hold over). got stuck in a hole on the second level and couldn't jump out.
Cool idea -- really annoying that I had to refresh and re-auth the webcam every time, though (chrome). Would like some sort of menu/restart.
Would also be good to have a config screen where i can hold up my fist (though that might be hard to code up in a weekend).
The detection seemed a little slow (maybe too close?) and I always seemed to get false positives while moving my fist offscreen. Would be good to have some sort of buffer after a positive recognition to give you time to get out of the camera view.
I liked the menu graphics quite a bit, but a lot of the wording was confusing. "Leave" / "Next" / "Close" all do about the same thing and some of the text boxes on the main menu are buttons and some are option selections...
The gameplay itself is pretty fun. Kind of reminds me of bomberman in that you have to very carefully approach your enemies and try to sneak around corners.
I found it very very hard to get a sense of how many enemies are on the planet... moving is quite awkward with no discernible "front" of the ship. Would also love to have start button instead of having to refresh the page and just jump right in.
nice puzzles, cute graphics... sound would help a lot. after reading I got the theme connection, but didn't pick up on it while playing
also had to read the source to figure out the rules to C. pretty fun for one pixel!
Nice application of the theme! I got a little better my second time through, but the pattern recognition is actually quite hard (or maybe I just need to study my binary numbers a bit more).
Nice music and SFX
None of the text lines up properly in the squares for me (web player, mac), which makes it a bit harder. Also seems like the same puzzle every time. Need to see a lot more I think...
Like the crazy scientist model. Good puzzle concept. I feel like I killed the "original," but if they're exact copies I guess it doesn't matter (except to the ones that died, i guess)
A little simple and a little wordy, but overall pretty cute!
Cute. Wish I had a 4-5 year old around to watch them play, as I found it pretty easy. What is Fred? a cup? Seemed like left/right would've been enough input, moving up and down didn't seem to add anything.
Were the matches just a random chance each time? Not sure what was going on there. Wish the camera was a little more zoomed in--even with a match, I had a hard time telling when I should jump.
I found the mocking tone of the narrator kind of off-putting. Some of the combinations were so random (tent + net, for example) that I didn't really see a way through other than trying to combine every single thing and getting mocked while doing it.
really enjoyed it. kind of like a cross between mahjong and triple town. would like an option with fewer cards, though--took me quite awhile to play through.
Neat concept -- got waaay easier once i realized I didn't have to get the timer perfectly, just with the right second.
The camera was a little awkward for me--eventually found myself staring at the floor and unable to see anything. Is there a win condition or do you shoot forever?
Love the little box-man + walk cycle. I laughed pretty hard at "bitcoin." Good job!
The interface was a little clunky. Basically an interstellar slot machine or Let's Make a Deal. The captain's dialogue was funny at first, but kind of annoying by the tenth planet-jump.
How do you get minerals? I had a lot of smugglers offer to trade, but I guess I din't have any trade goods? (played compo version)
Fun little game! I've seen a lot of chain reaction style games before and a lot of laser/mirror style games where you have to line things up perfectly, but I can't think of any that combine the two mechanics.
At first it felt more like driving a forklift than flying... after the first couple of tries, I just always held down the thruster. This gave it more of a snake feel and actually made it more fun (you have to do that anyway when the red guy comes). On some of the levels I got the big white block in the middle but nothing else to do (maybe the pickups spawned underneath it?) -- had to just suicide.
Awesome little platformer. Kind of like Spelunky meets Sokoban. I think there's a glitch on the lava collider -- if I picked up a rock and threw it while standing on a rock on the lava, it was instadeath. Otherwise, delightful little puzzle.
I had lots of bullets instead of just one. Not a lot of game here yet--it's kind of a neat concept, though... needs a lot more content.
kind of annoying that esc takes you to the menu AND exits fullscreen. nice controls, nice mechanic... but seems almost too simple. hard to tell where the end zone is.
This is awesome! I would prefer WASD + Mouse, but it's fun even with a little bit of wonk in the controls. Could definitely see this getting expanded out into a big game.
i liked the zoom level -- i hadn't realized i was a turtle until i got up close. overall i think the jump physics need a little tightening and the collision rect on the turtle was a bit off... but nice job!
Love the look and the sound effects... seems super hard, though. I don't get the purple trees--is that a secondary goal?
Very repetitive... got a little easer once I realized I could click without being right on top of a hot/wet/life spot. Maybe use right click to cycle between your equipment instead of having to mouse off, click an icon, and come back? Very pretty for just a few days, though.
Super bizarre style -- some sort of animation on the characters would've been nice, but I can definitely see how that would be the last thing to do in a 48-hour jam. I don't know if my keyboard is wonky or there're some input issues, but on L2 my guy would occasionally run off a cliff with me not touching any buttons. I could kill 3/5 of the guys, but couldn't make it past that level.
Quite hard--the jumping is super floaty. One small thing you could do to give some more polish is to change Santa's scaleX (-1 or 1) based on the direction you're moving so it feels like you're changing direction.
The face is hilarious -- need a "HO HO HO" sound effect to go with it.
After describing it to my wife (who worked on Deadspace): "That doesn't make sense. Racing is fast and horror is slow."
Me: I had a really hard time seeing/driving/knowing what was going in. But the visuals and audio are pretty nice for a 48-hour project! What does the pistol do? I always seem to get caught from behind and the pistol only fires forward as far as i can tell
Great art, great sfx... I just didn't get the mechanics. After I died the first time (not sure from what), there was another player right there? Can the ghost do anything?
Super interesting concept. You should add more gates (one on each side) and vary where the enemies spawn. I didn't like that the bullets bounced -- once I figured out I could rapid-fire I died more from my bullets than any of the monsters.
Like the music and sound effects and look... and liked the first minute of the game. Does it get harder? I stopped playing ~300 points because it felt like I could just go on forever.
The camera made me a little motion sick... would like it more if it wasn't so bouncy.
Simple falling game. The platforms are SUPER sticky -- maybe have the main character blink while input is locked so we can tell what's going on? Interesting that everyone plays together...
I didn't get the reason for the black/white platforms. Once I figured out I could smash my color it got easier, but didn't see a point.
The first time I couldn't replay a level, my thought was "man! that's a hardcore interpretation of the theme." By the time the levels started getting difficulty, though, it was really really annoying to reload to try again.
The check/X animations should probably be about 1/3 as long as they are (awkwardly long).
Clever puzzle designs!
Good music, controls are fluid and fun. Thought the "reveal" was pretty dumb and the camera felt pretty drunk at times... but all in all I liked the light mechanic and the gameplay quite a bit!
Like the mix of snidely whiplash and frogger--the sound effects are pretty entertaining, but the hitboxes are a bit off sometimes.
Not exactly sure what's happening. I executed the contract the first time through and lost... then went back and intimidated everyone to smiley faces. I still only had $10k in the bank for a $14k job, but somehow when executing the contract I made a profit of $2k... needs more feedback/instructions.
dig the retro style... the physics seem really rough, though. once you run out of eggs is the game just stuck?
Fun, but really easy. Really enjoyed the look and music.
Nice visual style, but not really sure what to do. The "guards" don't seem to ever see me, but I can't find the spot where I'm supposed to put the bomb.
slow and awesome. i like the strange controls.
really cute style--reminds me of scribblenauts. game is simple and complete.
Cute style, but wtf was up with the storks?
Smiple, didn't mind the audio. I liked that the people slowed after you got all their money.
Great art, liked the physics and the soundscape (not sure about using unlicensed music, though...) -- but I thought the game itself was pretty dumb. No substance to "run in a straight line and kill people."
Then again, more time was clearly put into the visuals and was probably worth it.
Very pretty, and I liked the controls. Too hard, though.
Took me awhile to find the trap doors, and was stuck in the dark for awhile (the flashlight didn't seem to work down there). I didn't mind the controls, though, and I liked the look/sound of it all. I didn't feel particularly villainous, though. =]
Really really hard, but kinda fun.
I think I killed the gatekeeper (well, killed everyone), but can't find the king. Jumped off the edge fo the world, which was pretty entertaining.
Excellent work. A little hard to hit the buttons, but loved the control scheme. At first I didn't realize I needed to hold the mouse down to pet the kitty, so I was just shaking my mouse over the top of him.
Love the art style, but brutally hard. I didn't get the relationship between evil reviewers and the minigames.
Really impressive technically--nice engine, nice platforming AIs, and nice camera controls. I thought the story was pretty dumb, though--but I hate reading things, so I won't hold that against you. The sins are clever, but sometimes the puzzles require a lot of waiting.
Runs fine on mac for me (Snow Leopard)
Really cute style -- I wish it was mouse controlled instead of WASD, though. I had a really hard time getting the diagonal guys.
Good start, but needs more challenge. I chose "invade" first and had no goons, so thought it was broken. Kept poking around, though, and eventually conquered the world.
Neat concept, but seems way too easy. Sound and graphics are very appropriate.
getting a 403 on the web
the movement feels really nice and the avatars are great. i would sometimes get stuck with a couple of people in my radius, though--maybe switch the selection to the one you're moving towards? does it have an ending? i was racking up fines, but don't know if there's a goal
couldn't pick a villain on the web version
Love the sound effects and the music. I wish there was more consistent feedback--it seems like the "goal" of the breath changes every breath but, but it's pretty hard to time.
I like the concept, but it seems too simple (get everything down to concrete and then make lava). I would like to see some more interactions (and destruction) between tiles--like water flooding or lava flowing.
Simple and fun! Could've been made 20 years ago, just not in javascript.
Nice little roguelike--the controls are fluid. How are you a villain? Maybe some story?
Not very well balanced--took me forever to earn the first upgrade, but then it started snowballing. The 1000000-point blast radius is kind of silly (just kills everyone).
cute game. the boxer beat the crap out of me.
love the art style and music. breaking stuff is fun.
Works fine on Snow Leopard. Liked the scratching sounds. Didn't figure out what I was "supposed" to do until the 3rd try, so I guess that means I beat it the first two tries. =]
Really well written, but I wish there was a little more control over what happens.
Jumping is really floaty, but I like the look of it.
Nice interpretation of the theme. The puzzles are pretty easy, though!
Wasn't sure what I was supposed to be doing the first couple of times through--thought I was running from the brown hats and "rescuing" the blue hats. Only after the newspaper recap did I realize I killed every civilian I could get my hands on. Cute graphics!
Seems really complicated. I wish I could take $50k loans that only need to repay $40k (assuming that's a bug, since it says $25k loan). With my money-making loan machine, I was able to buy out all the game industry and become a monopoly.
Doesn't seem villainous so much as capitalistic. =]
The animations are hilarious and the game looks/sounds great. I'm missing the theme, though... maybe in the ending? I kept dying, though.
The one thing that annoyed me with the controls was the lack of headroom--jumping and hitting something sort of bounces you back down, which makes some of the jumps really hard to hit.
Seems like you can just keep putting bricks in the corners--it's mostly a waiting game. The ball will speed up eventually and the paddle won't be able to keep up. Sound and graphics are good, wish there was a little more to do.
The par is really really stingy. Otherwise, there's no way to lose--maybe a maximum number of moves?
Fun toy! I had a really hard time stopping my saucer once I got it going, but otherwise it works as advertise. Abduct goats!
I like the graphics and sound--constricting the viewport was a nice touch, but once I got down to a small circle I found it almost impossible to play (or even find another light to commit suicide on and see what happens when you die).
Love the evil chuckle--the puzzles seem pretty easy, but it's really impressive to have so many done in a weekend. I wish I could press the spacebar to start the simulation, though.
Not sure if I was the bad guy or the prisoner--more of a story than a game, really. Does the story branch or is there one "right" path through it?
Really rough camera controls. Maybe put some kind of indicator on the thief? The first couple of tries I didn't see him at all and that I was doing some kind of laser-bouncing route-planning or something.
Also, if you have the golden goat and get caught, you respawn with the goat. Should probably have to steal it again. =]
Works fine on my mac, too (yay Java). I like the style and the sounds a lot, but I didn't feel like I had enough control over the gameplay. It actually gets more fun once you lose a bunch of ships and you have some more fine-grained control.
It took me a few round sto realize that "s" is a toggle--I kept pausing, then hitting w/d to resume moving and nothing would happen.
love the intro "theme" music--the movement feels really rough, though. i like the concept of the bloodstream pulling you along, but there probably needs to be some onscreen feedback for what's going on. it's curious that you're drifting left--i don't think the movement would've felt as strange drifting right (like an endless runner game)
Really good! I had almost the same idea (but more focused on collisions and building and not as run-n-gun), but i didn't make it nearly as far! I really like how there is some strategy to how you construct yourself, and you have to adapt your behavior on the fly.
impressive to do so much in so little time--the acceleration in the breakout level was pretty intense! I would've liked that one more if the ball's speed reset after each death.
really really bizarre, but kind of awesome. i would've liked it more if the amoeba moved in the same direction as you shoot (less thinking involved)
I found the acceleration-based movement to be a little slow and unresponsive, but otherwise the bouncing felt good. I'm not sure what it meant when they shot particles out, though! Was that them shrinking? Growing? Attacking?
graphics/sound/mood/theme are all spot on. on most of the "special critter" levels I just killed the "normal" guys and let the mutants breed like crazy.
it seems a little slow at first but ramps up pretty quickly... maybe have a toggle between kill and split? start out by splitting them manually just to get the ball rolling.
The gameplay itself is a little simple, but the look and polish of it are great! That's a ton of polished art to crank out in one weekend.
Reminded me of bubble tanks. It was fun at first, got a little slow in the middle, and then got crazy hard again when the big ships showed up. The SFX were great!
very hard, but pretty fun. when I'm aiming at things with my shield the focus is on the enemy and not the bar at the top--a "last chance" sound effect would be good to remind me to move back into cover
i think the base turrets should fire faster--i got clobbered on the first few runs just from the creeps outrunning my turrets.
neat idea -- wish there was more feedback on how to progress (i tried pollenating the far stalk with leafy pollen, but that didn't seem to do anything)
liked it. i felt like the enemies didn't ramp up as fast as the player's ship, though--I shot through some of the middle tiers
feels very retro--the sticky walls are really nice. (besides the missing goal) the only thing i would change would be to move punch/kick to a different button--once the board was chock full of bad guys i had a hard time finding free space to open up a can with my guns
I had more look when I had 1 bot left instead of trying to control just 3. I didn't realize it was 2 player until it said "Player 2 Wins" at the end (although it was surprisingly hard for not playing against someone else).
i like the style and the music, but was super-confused by the puzzles. whenever i thought i was about to box the guy in, it seemed like the board reset. i caught him a few times (like the evolution animations), but after the first few levels it got pretty frustrating.
not a bad start! seems like the mouse look should be a little less sensitive. once i got the hang of flying around, I wanted to be able to change directions with my mouse look (a la Halo's Warthog controls)
i didn't understand the point of collecting the coins, though
love the sounds. i'm playing on a mac--having the right/left click so close together made me accidentally bring up my dashboard a ton. would prefer a spacebar-to-explode
would also be neat if the bubbles bounced off the side-walls like other Snood-like games... the "miss" wouldn't be so catastrophic if you could mop up some second wave flies
Fun graphics--loved the "ads" at the bottom.
I thought the intro was a little annoying, but a cheap way to get more gameplay in a short amount of time (that's a compliment!). The platform parts were pretty fun, but the controls could be a bit more responsive. I gave up half way through the second level after finally making it to the top of the ladder and then dying. Hard isn't exactly the right word--I knew exactly what to do, but the responsiveness made it harder than it needed to be. Impressive for 48 hours, though!
didn't notice the coin in the first level until i looked at the screenshots, but otherwise cute!
LD41 — Combine 2 Incompatible Genres (15)
Roulette Knight by Finlal 2018-05-10T20:47:41Z ♥ 0
Love the combination of themes and the art/sound are terrific!
It's a Date Then: Multiplayer Crab and Moai Head dating simulator by veztron 2018-05-09T18:07:39Z ♥ 1
love the flavor of it, had a hard time following what the actual micro-goals were
Stealth Cooking by dayn9 2018-05-09T18:03:41Z ♥ 0
This was me as a kid, so I enjoyed it quite a bit. I like the little sound graphic. I wish it wouldn't make sound when you didn't actually move (pressing up into a wall for example).
"You Sunk My Scrabble-Ship" by NTurnerGames 2018-05-09T17:55:01Z ♥ 0
once you get the hang of the controls it's quite nice. i would've liked it if the cursor on the board stayed in the same spot from move to move so you didn't have to always navigate back to a letter tile once you've mapped out the shapes and start wordcracking.
for being a word game, though, this font is terrible. i did rate this highly but would've rated it even higher if i could read the letters
Basketball Tactics by BelowParallel_Ian 2018-05-09T17:45:43Z ♥ 1
Promising start. Needs more UI love to tell you what's going on (if unfamiliar with tactics it'd be hard to know that you click a piece and then click within the move rate to move the piece).
Dodobrawl by RustyMonky 2018-05-09T17:42:11Z ♥ 1
Simple but checks all the boxes! Cute characters, interesting choices to make. I could've done with a bit more UI polish (took awhile to figure out you could hover over the cards to find out what they did).
SneakBeat by Carraka 2018-05-09T17:36:09Z ♥ 0
took a couple of tries to figure out that i just need to pay attention to the blue arrows on the right side and can mostly ignore the left side. cute but i wish the stealth part had some gameplay instead of just being a visual progress bar for the rhythm game. overall it was cute! and you got quite a bit done in a short amount of time!
Tash Leadbeater's Stealth Rally Challenge by harderyoufools 2018-05-09T17:29:31Z ♥ 0
cute gag but you need some way to advance the text other than just waiting forever
Rockin' Horse by niterich 2018-05-04T13:26:27Z ♥ 1
You got a lot done for it being in 3D. It took me awhile to figure out the difference between yellow and blue and I wasn't super consistently able to switch between them (but also suck at rhythm games). At around the 1-minute mark I jumped off the castle and kinda broke it (was just on a giant plain at that point). The steering is the roughest part -- maybe focus on gamefeel/polish a bit more?
Ludum Dare Review Meta Game by mrPenguin 2018-05-04T13:19:39Z ♥ 1
This game makes me feel old. I think it's fine to go with a board game design, but you should still code up something a little interactive. I also hate meta (games about LD strike me as lazy). So I'm probably too down on this and just come off as "old man yelling at kids to get off my lawn."
DragTypist by Slashee the Cow 2018-05-04T13:13:51Z ♥ 1
My time: 59.965 seconds.
Once the engine gets hot and the letter time gets super short I found it to be just chaos. I think something like this would be much easier with a Guitar Hero-style queue of letters (even if you have to still match it to a fret bar equivalent). If you're going to go with just pure response time I'd think about slimming it down to just arrow keys or asdf.
Bar Fighter - Dating sim + Fighting game by Pixelome 2018-05-04T13:07:40Z ♥ 1
Really good! I think the phone bits are hilarious, but I wish there were more choices than "obviously good" or "obviously bad." I didn't quite put together what the cooldown bar in the fight mode was doing -- it seemed like if you mostly held the low block and then kicked a bunch all the fights are passable. Maybe having different fighters have different strategies would make the game a bit deeper.
Empty Space by bentglasstube 2018-05-04T13:00:09Z ♥ 0
Too hard for me, but I also hate slide puzzles. The shootemup sprites were cute and the little animations were nicely done. I think instead of a straight slide puzzle if you'd gone for something like 2048/Threes instead that doesn't have a single solution it would've been possible to integrate that part of the game back into the shooting (like maybe every time you make a match of X size it drops out a powerup to the ship side).
It's Always Your Turn by Yorsh 2018-05-04T12:54:14Z ♥ 0
My brain had a hard time keeping an eye on which cards were filled and targeting them with the mouse. It's like a really really rough prototype version of Clash Royale, but in that game having the two lanes and the click+place card deployment really go a long way towards making it strategic/manageable. I don't think their mana system is the only way to approach this genre, so if you want to keep working on it I'd try to think of ways to make the reaction time less important so you can take the time to deploy your cards carefully.
Deck Shooter by Jimbly 2018-05-04T12:46:22Z ♥ 1
Really impressive amount of polish (8 levels, leaderboard), and it's fun! I don't think left/right have quite enough granularity to deal with the later bosses, but I also have a hard time with bullet hells with normal keyboard input. Simplifying the controls almost makes it more accessible, though typically you'd think the opposite when layering on deckbuilding. Great job!