Long Live the Queen by turnip 2013-12-16T13:29:00
Very cool idea! Simple, but well-executed and properly challenging!
Foon → Ludum Dare Explorer → Users → SketchyGalore
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | You've Kidnapped the Wrong Prince! | compo | 369 | 3.33 | 3.54 | 3.04 | 3.76 | 3.04 | 3.35 | 3.00 | |||
| 2016 | 36 | Ancient Technology | MummyDrop | compo | |||||||||||
| 2015 | 34 | Two Button Controls / Growing | Snake Runner | compo | 74 | 3.90 | 4.15 | 3.24 | 4.12 | 3.15 | 2.67 | 3.59 | 3.49 | 51 | |
| 2014 | 31 | Entire Game on One Screen | Tiny Arena | compo | 331 | 3.42 | 3.71 | 3.04 | 3.88 | 2.46 | 2.50 | 2.47 | 2.79 | 35 | |
| 2014 | 30 | Connected Worlds | Liebyrinth | compo | 372 | 3.39 | 3.38 | 3.94 | 3.76 | 2.54 | 2.87 | 3.13 | 2.88 | 64 | |
| 2013 | 28 | You Only Get One | Feeding Bafflements | compo | 268 | 3.29 | 2.94 | 3.81 | 2.38 | 3.39 | 36 |
Very cool idea! Simple, but well-executed and properly challenging!
Wonderful presentation! The writing itself was quite good but the way it was displayed really gave some extra charm to the scenario.
Thanks for leaving a nice comment on my game; I had to stop by and do the same :) And I was feeling a little down so a game about happiness was interestingly-timed! I think I might have to dig into the source so I can re-read the interesting essay within... without hurting my hand again ;)
Those descriptions were definitely the best part! Would love to see an expansion on this idea.
I like the use of the theme! Kind of that classic "if you were trapped on a desert island" question. I'm not sure it's how it was intended, but I won by using the lighter on the tree... then singing the Benny Hill theme tune for 18 seconds XD
That's strange... thanks for letting me know, though. GM gives me my fair share of headaches, it seems. I got it working on three systems, myself, so hopefully it isn't a wide-spread issue!
Wow! That's really awesome! :D
Best jam entry I've seen! Absolutely wonderful presentation! I could easily see this being made into a full release with a bit of polish!
I really liked this! It's a clever, simple idea, well-presented, great sound effects, and the dialogue adds a bit more personality to everything!
I had some trouble clicking reliably (seems to be a problem I'm having with all Unity games in Chrome on multiple systems; not sure what that's about), but I downloaded the windows version and everything seemed fine!
I must admit, I was almost guilty of not sticking with this to the good part! IT seems like you might have shot yourself in the foot a little by not introducing the main mechanic early on, so at a first glance the game doesn't seem as impressive as it is.
Once you dig in, though, it's extremely clever! and the way the worlds cut into one another is by far the best graphical use of the theme I've seen in the competition! I'd love to see this idea expanded into a full game some day!
I definitely thought those were suitcases! XD But it was a bit of simple functional avoidance!
The simple graphics suited it! Rather good level design for the short period of time, good puzzles and such. Kudos!
Pixelpicard makes me laugh XD
Very impressive artwork for 48 hours!
I really liked the graphical style! Great use of simple shapes.
A nice cookie-clicker, though not sure about the whole theme-abandoning thing...
I liked the maze theme!
Interesting mechanic! I can't say as I've seen math-fighting done like that in a game before!
This was a simple idea, but I really like how it was executed! Excellent graphics and I wouldn't have thought to use "Connected Worlds" in that way! I didn't entirely understand how to get a reward for the good ending though ^_^ Good job!
I, like the other comments, got absorbed and had to read through the whole thing! I'm a big fan of humor in text-pacing (I'm sure there's a word for that), so this was great! Kudos!
Oh, and thank you for your kind comment on my game as well :)
I can tell the artist had a good time with this one!
I did run into what looked like a gamebreaker, though. The planets seem to be procedurally generated on the map, and after about 10 planets, the next planet was placed too far away for me to connect to, so unless there was a way of increasing the range that I missed, it was impossible to continue.
Good work with the visuals/audio, though!
That's a rather neat idea! I'd love to see an expanded upon version!
@GeeItSomeLaldy Thanks for the heads up. I didn't test it on anything but Chrome, so I'll put it in the known issues!
LOVED the presentation! In addition to the graphics, the transitions, as well as smaller things like the UI reactions were top-notch!
Awesome artwork and theme/mood! I found it a bit hard to control, but the presentation was top-notch.
This was a very creative idea! Excellent use of the theme, too! Gameplay-wise it had the right amount of challenge, though the "look back" mechanic was always a little easy to exploit on the second guard (typically I just made him turn to face a wall). Excellent work!
A very cool mechanic you came up with there! Kudos!
I loved this one! A clever, simple mechanic well-executed. A+!
Reminds me quite a bit of Sanctum! It's quite impressive that you were able to get all those missions in. Most games like this seem to stop at just one level. Kudos!
I LOVED the intro screen! Very pretty! And that's a great character, too :)
Impressive artwork!
The nacho thing definitely made me giggle ^_^
The mechanics of the game were a bit hard to follow at first, but after a bit of tinkering there were some lovely discoveries and surprises in there!
Interesting use of the theme!
It's a shame you didn't have time to finish this; it seems quite interesting! I like the idea of transitioning towards land through that sunbeam.
Nice concept! I found it a little easy to trick the opponent by wiggling back and forth behind a wall, but I liked the "warp" mechanic.
Impressive writing! Very nice work and a great way to stretch out the theme into multiple meanings.
Very clever use of the theme! I liked it a lot!
Very clever! I really like this use of the theme!
Huh, it's like my life if the power went out... Oh dear...
Thanks for the feedback
@sanojian I did try that originally, but the game is designed with "twinstick" controls in mind (I wanted to add controller support, actually, but ran out of time). If aim direction and movement direction are the same, even with strafing (which is always difficult to figure out from a top-down view), it controls like a truck and getting behind anyone is a nightmare. Lesser of two evils, I suppose!
Very cool! The pacing of all 15 puzzles was great!
Clever idea, I liked it!
A simple but very unique concept! Very nice!
@hpearson2 Never heard of Death Worm before, for the record, but thank you for not judging a book by its cover! To be fair, worm-like things digging through the earth isn't exactly something nobody's thought of before :)
Thank you to everyone else for the kind words, as well! I'm pretty satisfied with how this one turned out. I do regret not putting a failure state in the game, as that does seem to be the biggest complaint. Unfortunately it would have been quite easy to at least do a time trial or something. Still! I'm glad people are having some fun.
Thanks!
I really liked the enemy design and movement! It felt much better than the typical "charge straight at you" method. Good job!
I herd that!... Ahem... Good job!
Very lovely pixel art! The level was gorgeous! Extra points for bear puns; would bear to play again, honey.
Nice touch with the Christmas mode :)
Best graphics and presentation I've seen so far this LD!
I like the idea of production chain games so this definitely was interesting!
Very good music! And the game over is pretty brilliant XD
A simple, well made idea! Good job!
Definitely appreciated the inclusion of sharknadoes!
That music cracked me up XD Doo be doo waaaah, shoop be doo...
Very cool result! With a bit of tweaking, I could easily see this as a fun full game.
I didn't watch much of this weekends livestream (I get distracted too easily) but I wanted to say thanks for encouraging people to take part last weekend. I was going to skip it, but I'm glad I didn't!
I really loved the artwork! And the tutorial at the beginning felt very well-made. It took me a little while to figure out exactly how things worked, and I did notice that it was possible to be given a situation where there simply wasn't enough ink to complete a level, but it was still a neat idea and a great use of the theme!
Like you said, there are some issues (I totally did the bankruptcy upgrade thing), but it's still a neat idea! It feels like a good base for a management or maybe even an idle game. And don't worry, I know the feeling of running out to time to do much with audio, too!
Wow, I need to learn how to make music like that!
I really liked this! Pulling off a base builder in 48 hours is impressive in itself, but the invasion loop (and the animation) was a particularly clever take on the theme!
Managed to get to 218 happiness after tinkering with it for a bit. I like the ideas at play here! The dice-wiping mechanic is quite interesting.
Really enjoyed it! It's a simple detail, but the feel of the attack animation and the speed of the projectile really added a lot, and though the cast of enemies was small, I liked that each one felt so unique.
The main hook of the game, paying for abilities with your ticking clock, is particularly interesting! Some definitely were better than others, but for LD balance, it seemed like it was working perfectly fine, and I could definitely see it being expandable in a multitude of ways. Very good work!
Didn't expect to see a fully functional word game in an LD! Very neat! I was surprised how solidly it worked given that the letters had physics, but I never ran into any issues!
The art is so lovely! I liked how the game evolved with extra routes, creating more vulnerability the longer you "hold on". An excellent portrayal of that situation.
Might be digging too deep here, but it actually reminds me a lot of what I've read (and experienced) about the concept of mindfulness, with the towers representing avoidance and suppression, while every round there's a button to accept the situation for what it is, even if that feels like "losing the game". Perhaps that was just my take, but regardless, it was quite thought provoking!
RIP Rad Lad, he will be missed! The physics felt well tuned for a snowboard feeling!
Your drawings are hilarious! XD Great work!
Web version ran well for me! I liked the AC balancing mechanic!
Neat! Been a while since I played one of these text adventures. I did have to look up the solution after a bit of fiddling with the bucket, but I was on the right track! I liked the writing!
Excellent presentation! The opening cutscene is great, and the game itself is a well-paced infinite runner, that was really fun to play! Made it to 1866 :smile:
I'm always impressed by LD games like this that manage to put multiple functioning minigames into one package within the allotted time! Definitely strong on theme, and I liked how it had a cheery tone to it, against the backdrop of an obviously grim subject matter. Well done!
Excellent presentation, and a very clever puzzle! I've not seen a chess puzzle quite like it before! Fantastic work!
Really love the aesthetic!
Best buttons of LD 50! :smile_cat:
Really funny with great art!
Really liked the music and the pixel aesthetic!
On my third run, my partner said I was just as fat as the day I met them, on day 5.. so I left them! Best ending :smile:
Seriously though, very solidly made! I quite liked the losing animations!
When I first clicked on it, I misread it as "Escaping President", now it makes more sense XD Liked the neon look! Went well with the music!
Love the music! Also really like that this game was done turn based, made the time management much more interesting!
Neat! I love a physics-based puzzler! I really like how you fit everything on the screen, both for the fun of seeing things tumble down in and interesting way, and for showing information in a compact way. Good work!
So many parts of this seemed to be on point! The feeling of being on the asteroid in space, the difficulty (took me about 5 tries to beat), even the clever choice to only play the intro once. A quick and simple idea, but showed a lot of solid design instincts!
A solid tower defense foundation, with a good ramp-up of enemies!
Impressive! Any one of the minigames would have been a valid entry, so the act of getting a full set is really neat!
Dang that's tough! I really like the idea, though! I could see this being played two player, with someone else trying to wire your controls and.. chaos ensuing!
@common Seems like 16 is the record so far!
@fionnabhair Thanks! That was actually the top cutting room floor thing, unfortunately. If the compo was 52 hours, I would have tweaked it to 5 character slots! The code is mostly there to do it for the most part, but I would have had to adjust things graphically to make them fit, along with the extra balance complications. If I were to pick this game up again, that would be my first stop along with some more curated unit variety (tiers and such).
@quinn-patrick Thanks for your feedback! The disappearing unit problem is strange... I noticed it once in a recent replay, and thought it might have had something to do with a click being registered in the transition between the two scenes, causing a unit sell before the button is visible. But, there's a lot of hasty code in that transition held together with duct tape, so it could be anything! The game restart thing is one I just noticed today, so I put up a disclaimer. That one I know what I did wrong, unfortunately! The control that handles mouse actions in the shop deletes itself when it goes to the battle, then restores during the transition. Because the object only exists at the start of the game or from that transition, clicking restart means the mouse controls are dead - doh!
As for the score, I actually don't know how they did that :sweat_smile: My best is 10!
@shared Balance in general was one thing I regrettably had to rush, which is why I'm so pleased people have been digging into it so much with different results, so thank you for that! People actually liking it enough to play it a few times is an awesome feeling
And in that regard, I'm quite curious what tactic made it all the way to 20! :smile:
@shared Not at all, I appreciate the feedback! It's really important to know what works if I wanted to tinker with this project more. The big takeaway I've found is that more complexity in abilities would help a lot (more units like the miner that do something other than simply fight). The wizard is definitely in a weird place, as it was designed as the start of my idea of "tiers", like you'd find in other autobattler/autochess games, but I wasn't able to flesh that idea out in time to justify the cost. Goblins, as well as the concept of playing defensively, also needs a lot more to it. I'm pretty sure I'd change a lot about how the knight deals damage and such in future plans, do something about the "one shot" nature of melee and such. But, in general I think this is the sort of game that could use a lot more content and a TON of playtesting like you did, so the LD is really just a proof of concept. Thanks again for finding the optimal route!