Turtle Simulator by chikun Dev Team 2014-05-01T20:19:00
I agree, why can't that fish just be a fish?
Anyways, amazing and funny game :D
Foon → Ludum Dare Explorer → Users → skipi
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | 👥 | Darkest Depths | jam | 1632 | 3.00 | 2.65 | 2.57 | 3.35 | 3.20 | 3.22 | 2.17 | 3.42 | |
| 2016 | 35 | Shapeshift | Hotline Trump Tower | jam | 269 | 3.54 | 3.54 | 2.81 | 3.92 | 2.60 | 3.63 | 3.38 | 51 | ||
| 2015 | 33 | You are the Monster | Heroes Must Die | compo | 20 | ||||||||||
| 2015 | 32 | An Unconventional Weapon | Jehova's Witness Simulator | jam | |||||||||||
| 2014 | 31 | Entire Game on One Screen | Chess Wars | compo | 789 | 2.97 | 2.74 | 3.55 | 3.66 | 2.87 | 2.29 | 2.52 | 55 | ||
| 2014 | 30 | Connected Worlds | void | jam | 10 | ||||||||||
| 2014 | 29 | Beneath the Surface | Beneath The Clouds | compo | 625 | 3.12 | 2.84 | 3.56 | 3.28 | 3.09 | 2.52 | 2.54 | 3.21 | 61 |
I agree, why can't that fish just be a fish?
Anyways, amazing and funny game :D
I like this idea, although I wish there was some form of AI, even if it's rudimentary and makes random moves. Still, nice execution.
Loved the game. The voice acting also reminded me heavily of The Cat Lady in tone and accent.
I get a crash on start. Maybe lacking a dependency? I'll try it on my home comp and see if it runs there.
It's a nice game. I like how the jumping is kind of jetpack-like.
You might have been better off going with the digging-style game you did as practice before the compo started, though.
Kind of wish when you die, you just respawn back at the beginning. Kind of tedious to have to keep clicking new game. :P
GJ, though. It's fun to play. ^_^
I can see myself paying to play this. This was quite good.
I wish you could click/drag to select/unselect groups of tiles at once. Also, when you get to the higher levels (past 10) you start suffering slowdowns due to the sheer number of bullets. You should perhaps try to implement spacial partitioning for your collision detection. That'd take care of slowdowns when there's a lot of bullets.
I love the idea behind the story. A lot could be done with it and it's a very good idea.
It's a shame there isn't much of a game to go with it :/
I do want to see what you do with it post-Ludum Dare, though.
I liked the story. Now I'm hungry for pizza DX
Doug got so rich, hitting gold vein after gold vein. But ultimately, he died digging. So sad. :'(
I like the idea you had going here. :P
RikardKarlsen:
I originally got the idea when I was hoping for Generations to be the theme. I found I could adapt the concept to Beneath the Surface, though. You are correct, the plants follow a genetic algorithm, so a plant's offspring can mutate to become taller.
Garrett Hoofman:
It is possible to get to the sun, although in its current state it's just a "You Win" screen.
Robber:
I'm going to end up making difficulty levels to change the height which you have to get to. I also agree, the jumping feels a bit floaty, so I'll tweak that. Those are also some good ideas, I want to allow the player a greater degree of control on the plants, so maybe even mechanics to remove currently grown plants (instead of just allowing undesirable ones to be eaten or shooting their seeds).
Dreii:
I wanted to have a little sound effect play and have the bullet enter a "hit" animation, but I ran out of time to implement it. (Just barely got birds working as it was). I'll see if there's anything I can do, I already have sound effects recorded for it.
drnick:
The birds only eating parts of plants was my intail idea with that, but I designed myself into a corner (I made it difficult to determine which leaves and such are associates with which plants). So I ended up changing them to eat the whole plant, since that's what I was going to add zombies to do but ran out of time (and such a great easter egg that would have been if I did have enough time).
voidqk, Jed T.:
Looks like that's something Visual Studio wants, which is.. Odd. I'll upload another version immediately.
drnick
Forgot to finish my response to you :P
Those are some excellent ideas. What I was toying with was the player collects the seeds that fall, and can choose which to plant. Some seeds that aren't collected might have a random chance at taking root anyways. That could allow for different kinds of plants to grow.
I'll change the hitbox of the birds to make them twice as big. Luckily, it's a very simple change to make, as I just need to change the hitbox and scale their sprite. I'll also bump up the genetic mutation rate.
voidqk, Jed T.:
Looks like the problem was the MSVC compiler likes to dynamically link some libraries that come with Visual Studio 11. I uploaded a fixed version of the exe that has those libraries statically compiled into the executable. Just replace "BeneathTheClouds.exe" and it should work, although I cannot really test if it does or not.
sensenmann666:
Nice to see my game isn't /too/ impossible :P
MidCry:
Aye, it's difficult. Although, if you are lucky with the RNG, it can be a 5 minute game. Knew I should have added difficulty levels, though. (The current height would be "Hard" difficulty)
Reminds me of my entry quite a bit.
I found it mildly frustrating how quickly the ground blocks disappeared, and how long I had to wait if I ran out.
Other than that, it's a neat idea.
Doesn't seem to load in Chrome, either :/
Kinda don't like how you fall forever. Also appears unbeatable. :/
I'm getting the same error that Errongal is.
"The application was unable to start correctly (0xc000007b). Click OK to close the application"
I get this with both sound and no sound versions.
The MSVCR100D.dll is an easy fix, it was an issue in my entry. I'm assuming you compiled in MSVC?
Go to C/C++ Properties -> Code Generation and under Runtime Library select Multi-threaded (/MT) or Multi-threaded Debug (/MTd). Since it seems you compiled in Debug configuration, you want Multi-threaded Debug (/MTd). That'll statically link that library into your executable.
Also, your fix for the 0xc000007b error worked, although on the public computer I'm also getting the MSVC DLL error. It'll work on my home comp, I'm sure.
Ok, got to play the game.
Big question, though. Are you/were you planning on using neural networks as part of the game? (Since you mention them on the whiteboard) :P
It's a neat idea, and the artwork looks nice. It's too bad it's so short :/
The humor was awesome. Very impressive!
I'm impressed by the graphics and the overall feel of the game. Really has potential as part of the exploration genre. I especially like how the camera moves when you jump.
I don't suppose there is a way to get into that vault? Also, I find that sprinting+jumping on a wall gives me superman jumps. Fun when you get to the bottom and jump right on out :P
That's pretty interesting. I'd really like to see where this goes.
Such a beautiful game. Absolutely groundbreaking.
I liked the idea of controlling both sides. Makes it different from your traditional tower defence. :P
Perhaps having a few powers to spend gold on would have been nice. It's difficult to spend enough gold to prolong prevent both sides accumulating a bunch. So far I've lasted 163 seconds ^_^
Absolutely awesome. Only real issue I see is sometimes jumping seems a bit wonky.
Pretty nice, although you throw a bunch of new tiles in on level three without explaining them.
I also had to stop because I got stuck between some of the leftover pieces with no means to push them away. :/
It also kind of felt like shooting protons was meaningless, unless they blocked a 1 tile thick passage. I found it too easy to navigate around protons.
Fun little game. Making the spawns random would have been nice, though. Right now, it's too easy to spawn kill the enemies.
Really neat graphics there. Only real issue I see is sometimes it's hard to make jumps and you get caught on edges.
Very interesting game. Only criticism I see with it is it seemed like the cards I picked didn't matter. Perhaps make cards with stronger effects?
I really liked the idea you had here. The controls weren't too bad, and the puzzle was pretty well crafted.
I'll be sure to keep a lookout for the full game.
Thanks for letting me know. I've gotten that issue before, but I don't know how to fix it. Chrome seems to default flagging binaries it does not recognise.
I can try to find a workaround if this continues to be a problem, but for now I'd recommend downloading in another browser or temporarily turning off malware and phishing protection in Chrome, as that's what blocks the download.
I fixed the OpenAL32 issue, I forgot I technically have audio code in the game even if there is no sound or music.
That will probably be what happens in the future. Either that, or I zoom in the view so the player isn't overwhelmed by the entire map.
Thanks! The AI is actually really simple. It just generates a few threat maps and a distance map and paths to the tile with the lowest value if it cannot find an enemy. Nothing too fancy.
Rockhopper, that's the plan for when I continue development. The idea is tobgi e each unit slight perks based on their type. For instance, pawns might have a burst of speed on thier first turn. I didn't have nearly enough time to implemebt it, though.
Not quite sure it fits the theme, but it's a nice game regardless.
I really like the idea and what kind of projects could come out of it if you continue. It seems a bit buggy in that sometimes shots don't register when you hit the target. Other than that, it's solid.
This game is cool :D
Some of the orange thing spawn in unreachable areas, like right in front of a wall, but other than that it's solid.
I really liked how the text was done, too.
Nice to see other entries using C++/SFML :D
Shift+Alt doesn't change the control scheme for me. Beyond that, the animations are nice and the gameplay is okay.
This is really good. I love a lot of the small details you put in there, like the clock.
I would pay for a full version of this game.
I really liked the mood of this game. Controls are a bit wonky, but the visuals and audio are great.
A bit too easy to mash the keyboard and stay alive. Got well past 400 tanks before my arm started to get tired, lol.
@plokdev, that's something we were't able to finish up on in time. Though we're going to continue working on it. The ask about yourself option is supposed to have a chance to show the player some aspect of the person's personality. There are also suspicion and convertibility factors that contribute and that the player is supposed to manipulate. It's just that none of it is being rendered to the screen.
It seems the VC2015 redistributable is required to play. I updated the description and provided a link.
I'm working on making everything statically compiled into the exe so you don't have to do this, however.
@lightsoda
Yeah, some of the units are buggy. Actually, I think I might remove the guys spawned with the leftmost button, since I have no clue why they don't work properly. (They're only supposed to move horizontally or vertically if they have line of sight to an enemy)
I thought I squashed most of the crashes, but I'll have to take a look into it.
I'd like to see where this game goes. Hope you make it multiplayer :)
Pretty well done, though the game feels a bit too easy.
This is a nice little game. Some of the collision detection was wonkey, but other than that great job!
This reminds me of a game on steam called LUFTRAUSERS. This is seriously good, and I hope you continue the project.
I fixed the linux issue. I exported the wrong thing. I don't know about the OSX one, though. Did it open? Or just crash outright?
@Brice, it's likely because I linked to a direct executable. I'll try putting it in a zip file and see if that helps any.
I absolutely loved using Godot. It was a pleasure to develop in and I learned a lot with this entry. ^_^
@yokcos700, sprites were increased in size last minute and I wasn't able to update the hitboxes. You can also hold shift to move the camera around with the cursor.
I really liked the writing. It set a great mood, and I was kind of sad when it ended.
Neat little game. It's buggy on my computer, though. The mouse controls do not work, and dashing crashes the game.
I loved the game over screen!
This was a very clever interpretation of the theme.
It's a bit too easy, since I can just hold all three keys down and keep firing. Other than that really fun! I really liked the ship graphics.
Really impressive! The game was difficult, but not frustratingly so. I liked the mechanics you put into the game, and the graphical style suited it well.
Not bad for a first time project with an unfamiliar engine. Also, I found the secret room. :3
We had similar ideas! Yours turned out much better, though. I really liked the 8-bit voice.
Really nice puzzle game. I hope you continue the project. ^_^
Well, that ending woke me up O_O
I liked how the different enemies shot different types of bullets. Some of the platforming was a bit rough, but not too bad. Solid entry!
Fun little game. It's a bit too hard to kill enemies as the Human though.
Playing on the Windows version and I'm having the same problem with the grenades. Also, shooting the obstacle with the gun doesn't change its size, making the game unplayable. :/
I really liked the graphics. Great job!
This game is difficult x.x
Solid entry, though. I like the simplistic graphics.
Hi all! Thank you for all the great feedback.
@profit You can jump (space). However there is a relic which its effect is to disable your jumping. Relic effects aren't displayed anywhere to the player in the jam version (there just wasn't enough time), so sorry about that. We also wanted to have full screen mode, but we realized at the last minute the entire gui wouldn't resize and align properly, so we locked the window resolution.
@comicsans Unfortunately if web version is not working for you there's not much we can do. Web export in the Godot engine uses GLES 2 which the engine historically had problems with (apparently). I recommend downloading the executable for your platform and trying the game on there if the web version refuses to work.
@cyzaine We made it in Godot! c:
@iuunno You're correct we wanted to have the pickup system display on the gui. The objective of the game is supposed to be collecting relics on each level and we wanted to show which relics you currently have on you and which have already been recovered. The gui wiring never got done even though all the art assets were made.
@matt-swieboda Thanks for this suggestion, I've went ahead and added it c: It should make the initial controls clearer. I also really like the idea of a retrievable arrow. We really want the bow to be a weapon you have to count your shots with and limiting it to a powerful, single shot use would do that nicely I think.
This is a nice little game c: It's a bit frustrating to die at the end and get sent back to the beginning of the level, but the game is plenty beatable even with that. Good choice in music, too, it really brings everything together.
This was a fun, short game c: I really enjoyed the simple storyline and "Stephen Squaking"