Nom by codemaster 2018-08-16T07:39:12Z
@codemaster I also ran into the same bug by keep pressing space bar. You should be able to fix bugs after the submission hour ended. Check the rules out!
Foon → Ludum Dare Explorer → Users → Skyc
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | Dropa Poker | jam | 1267 | 2.41 | 2.35 | 2.57 | 2.82 | 1.87 | 2.10 | 2.19 | |
| 2018 | 41 | Combine 2 Incompatible Genres | Card Kart | jam | 621 | 3.41 | 3.29 | 3.68 | 4.04 | 3.00 |
@codemaster I also ran into the same bug by keep pressing space bar. You should be able to fix bugs after the submission hour ended. Check the rules out!
data_entry(enter * 99999999) = rich
Kind of like Wario Ware but with more actions in one mini game.
Hey. The itch.io page can't be accessed. I really like the visual, can't want to play it.
The game is excellent, and everything fits well together. This is the kind of game I really want to make. This game made me into the flow. Did you intend to make the game lean toward more twitchy or strategic?
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@rend I wanted to learn how to make the juicy part of your game. Can I code a clone of your game? I will post the result and will credit you and link to your game. The purpose is to learn how to make the visual effect.
I also didn't know to use WASD at first. The first time I played I didn't know how should I follow the compass because there are no white indicators at my first play. Also, I only use compass as a indicator for the direction to the North. I don't understand why I need a compass.
The control is a bit buggy. Sometimes, I have to restart the game for that.
Before downloading the game, I have to wait Google Drive to zip the files and folders. You should have zipped for us to download, which reduces the time for others to review.
There are few problems I've found after played for a while. First, the green mushrooms are so scarce, and I don't know how to trace them within the game. Second, the green mushrooms don't seem to reduce my insanity noticeably. Adding audio/visual feedback and increasing the numerical difference should make a difference. Finally, I don't know why there are blue mushroom in the game, you should've created them without a purpose or else it'll confuse your players.
I will never be an astronaut...
Platformer shouldn't have pit with instant death that the player can only prevent after trial and error. In level two, the problem was severe and having a heart made it worst. Having an extra life and jumping into a deadly pit is a torture. Instant death and trail and error pit make players felt cheated, but at worst, combined it with slow death wasted player's time.
I got this warning when I download this with Chrome. Windows 10 claimed the file had Win32/Unwaders.C!ml
Are you using a installer?
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Windows 10 seems to classify this .exe as malicious because it was once packed in an installer. Does anyone else here use Windows 10? I still couldn't download it.
Sometimes when I pressed the left mouse button the factory just died out immediately. Like the game sometimes has registered my single click into pressing. I think it can be prevented if the game doesn't allow consecutive pressing.
The game reminds me of Missile Command which both with scarce resource.
Is it my mouse's problem? Looks like I got two shots after a single click.
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The glitch is really cool, it takes away the precedence of oneself. I need to save the world!
The tension of loading the floppy disk can be enhanced if the "not enough space" appears after loading. The first time the error appeared was a surprise but with the error appeared at the beginning, I knew exactly what would happen at the next error.
I beat level one due to the bug of no new cells appear other than replicating. I think the difficulty is too high because once you missed the manageable point, the rate of replication will go up indefinitely.
@ratstail91 You are forming a hand of card on every row, and clear a line with a hand of scoring poker hand.
@ratstail91 Which part of the game you find is hard to understand?
@ratstail91 Do you know how to form a hand in a Poker game (like straight flush)?
@alexrose Sorry for confusing you. It was because the design was not meant to include all Poker hand types. I only included **Straight**, **Flush**, and **Five of a Kind**. The Poker logic and types of hand are changed to make the line to be visually distinct for clearing. Also, having all kinds of Poker hand included will make the line almost always cleared with four kind of cards. Straight is like: King -> Ace -> King -> Ace -> King or Ace -> King -> Ace - King -> Ace
@greenbluebit The purpose of abstract card block is to make the individual blocks not being too taxing for the players to play. (since it is in real time)
I am not a Poker player and I just can't keep track of all Poker hands and cards in the game.
@greenbluebit I agree a better tutorial is needed, but I didn't have enough time to make a proper tutorial.
@rend I have considered a keyboard control scheme after testing the game a lot, and I will change the design a bit. (I knew the touch control feels really buggy) But I worried with rotating a two-card long block will hover in the space and slow down the gameplay, but I will try it. Why not!
@ratstail91 @alexrose @greenbluebit @rend All of your opinions are precious, love to hear more from anyone. I am going to work on a post jam version of the game (full tutorial, keyboard control, rotation system, and better animation and visual). stay tuned!
@mrsylar59 Thank you for your play! Didn't notice the sound issue because I used speakers when developing the game.
@kack3y
The red mixing with the black on a line cannot be flush, but the line can be straight or five of a kind.
The dual color cards with black and white switch the rank, and the one with red and black switch the suit.
@player-2 The white joker can switch rank and the red joker can switch suit, so you can make combos.
@team-infernus Thanks! I will fix that after the jam. Keyboard control is much better for my game, and I think adding a letter on the card will help.
@johnnwfs Thanks for the review! The abstract blocks are really difficult to grasp at the beginning but I played it too long to not notice the problem.
I believe the music and visual style are from Japan. The art looks really pretty and I like it. One thing I noticed was that the direction of little skeleton spawning is kind of random, and sometimes it appeared on the direction I had been going to.
Love it. Adding more enemy types will add more depth to the already awesome game.
The game is fun in itself, and I tried to play more for a high score. I like there are no text explaining what the bar means. I filled the gap with my imagination.
It is fun at first but it doesn't last long. The space for design is very limited. I wonder if you made all the asset by yourself.
The mechanics matches the theme really well. At first I got surrounded by the enemies at the lower right corner and died. :laughing: By playing the game I can feel your stress. I like how the darkest space is under the light!
I couldn't really get into the game because my first language isn't English. Some wording are quite confusing, and figuring out what relate to what creates a steep learning curve for me. Adding some thumbnails will help me learn the game at a faster rate.
The polish of visual and audio is fantastic. I think the jump mechanics can provide more feedback when the player is holding the space bar. For example, a more obvious audio/visual clue appears after holding space bar for a short moment as a signal that is ready for accepting the move input.
Good game. I got an idea before playing the game. What if the adjacent grave should have a different reason of death because you don't want to recall the sad memory of the bereaved.
It is a very polished game. Platforming and Tower Defense is good when this game focus on tower placement and traversing. Good mix of mechanics!
These two themes have a good mixture. I think the stealth can be done better if I can do more things while I wait the dog guide and not having to restart the whole level (Maybe by making one long level with check point then you will have a better control of a level length. Since the current level is quite big)
One of the problem is that you cannot know the consequence of an action before you do the action. That just make the game more towards trial and error gameplay. The text is too long between levels. if you can break down and put the story within the action log, the story will be more readable.
I think your game can be benefited by playtesting. Can't rate it because I can't play through all of the level.
I love the graphics but the control is not under my control (the rotation and aiming with arrow key is not very convenient as mouse). The golf theme is good and I think melee attack with golf club should not be the main focus of the gameplay. Making the golf ball strike more powerful will make golf gameplay more smooth. The melee and golf ball strike are conflicting and interrupted in my opinion. If I am not mistaken, the golf ball strike has equal or less damage as melee. You can add more graphics feedback to the strike to make it (seems) more powerful too.
The control is ok but the pacing is not very good because you never feel powerful, just feeling overwhelming by the minions. There is no down time during play too.
The difficulty of the platforming is fine but there is not much value to replay after one playthrough. The theme is quite good as falling down the platform is what people can dream of. It is quite fun to jump and dodge too.
@david-boeger It is the design that allows the player to discard up to three cards. I put the text text at the bottom of the screen to explain that but it seems that no one ever read that. The core mechanics is swapping of position, which often happens when there is speed difference between nearby players. Originally, I intended this game to be learned through discovering animations. But then I added the tutorial explicitly teaching the player how to discard (I made this decision because discarding is a important mechanics that was always ignored in the early playtesting).
I can't find the right buttons for the player 2's control on my keyboard. The melee attacks are really good. It is a good game but it seems that you guys haven't made it feature completed as planned. Innovative mix of genres!
Restarting the game from scratch after falling down the platform just destroyed all the thing I spent time to play and build. This punishes the player so hard. Why don't you keep the progress for the player?
Combination of ctrl and WASD just made the game unplayable.