Parallel Puzzles by dylanwolf 2014-08-28T17:09:00
Fun to play. An improvement would be if the blocks placement was blocked after board is cleared. Because currently it adds more actions.
Foon → Ludum Dare Explorer → Users → slowian
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 38 | A Small World | River Flow | jam | 389 | 3.36 | 3.31 | 3.00 | 2.95 | 2.90 | 3.19 | 1.80 | 3.35 | ||
| 2016 | 37 | One room | Souler | jam | 781 | 2.81 | 2.76 | 3.00 | 2.86 | 2.29 | 2.67 | 47 | |||
| 2016 | 35 | Shapeshift | Shaper | jam | 682 | 3.09 | 2.91 | 3.39 | 3.68 | 2.41 | 3.00 | 2.62 | 46 | ||
| 2015 | 32 | An Unconventional Weapon | Wheel Run | jam | 829 | 2.83 | 3.00 | 2.71 | 3.14 | 2.53 | 2.58 | 2.79 | 2.66 | 65 | |
| 2014 | 30 | Connected Worlds | Fourth dimension | compo | 1097 | 2.53 | 1.89 | 2.24 | 3.03 | 2.31 | 1.55 | 1.95 | 3.15 | 53 |
Fun to play. An improvement would be if the blocks placement was blocked after board is cleared. Because currently it adds more actions.
Good idea for the game. I've managed to get 1450 score before I ran out of matches and bullets.
I have a suggestion, that when there are no more matches, the bottom would be generated anew. It would increase the play time, and the game would more depend on skill and not on luck.
@HotBoxGames the enemies are split into damaging part and not damaging part. The ones that do damage are the top of the sign, tree branches and cactus top. Also when enemy is attacking, the damage taken from damaging part increases.
The best strategy is to attack the bottom part of all enemies.
Fun game with good humor, took me a few tries to make it to the good ending (with only 2.28 seconds to spare).
Great game, if it will be turned into full size game with more colors (and shapes) unlocked as you play and with more complicated puzzles I would certainly play it. Currently I managed to complete it in 61 seconds.
Small suggestion - add restart level button, because when trying to get better time I had to refresh the page after every mistake, and unity web player loading takes some time.
Great game, Its good that every different part has its own behavior and adds more shield slots.
Great logic game, reminded me of sokoban.
I have one suggestion - that it would be possible to click and select the shape, or if each of the shapes had a number keycode related to it, because in the later levels it takes some shift presses to select them.
Additionally as @The M mentioned earlier, shift causes issues on windows - pressing it fast 5 times causes windows popup asking to enable sticky keys (I had to disable the shortcut in control panel).
Great game, at first hard, but after getting used to the just in time tasks switching and getting some upgrades I managed to get through 50 days before stopping. A small suggestion - after getting full energy, auto wake up can be added, as it is possible to make the days go fast.
Fun resources management space pizza defence game with good animations. Hints were very helpful to get the hang of the mechanics. I've managed to kill 12 aliens.
If you're going to develop it further I want to suggest few things: * After selecting the bacteria to place, the button can be highlighted until it is placed, or the faded image of it can be shown and follow mouse cursor until placed. * After destroying enemies, new bacterias can be unlocked - for example ones that will increase attack power, do stronger attacks (other option to increase it can be by joining two bacterias of the same type), multiply earned resources, mine more valuable resources and provide a shield for the pizza until destroyed. * The enemies can also increase in number and after killing 4 or 9 next one could be an alien boss.
Even if it was 6 hours, you've managed to create a playable game from start to finish with highscores. Good work. I've managed to get to 1410 score. Also, thank you for providing the description for all of the bugs. It was helpful knowing why the timer decreases when no ants were approaching, and that there is highscore. I'm looking forward to new features.
Fun and addictive game with mechanics easy to pick up. It's best to play game in full screen, because in itch window there is a small issue - after moving outside of supported bounds, the enemies get confused, and shoot in incorrect direction - the one that earth left game screen instead of current. In full screen it is not possible to move outside of bounds.
Thank you all for the comments. I am currently working on post ludum dare version, and I am taking all suggestions into account. @jaenis I've changed the parts placement, so that they will be shown on top of the part currently hovered over and not in bottom. @howardcs Thank you for noticing this - I haven't noticed it because I've always clicked on the part. I've now changed all occurrences of Pointer Click event to Pointer Down @smbe19 Thank you for the idea, I will add a new game mode, that will allow to play the level without timer, and with option to manually start water flow.
Fun game with good use of procedural generation. For further development, I want to suggest few things - new obstacles and controls can be added, for example ducking, option to use fly ant (possibly with a powerup) and new moving directions. New timely events can be introduced, like rain, that you need to avoid by moving left or right and jumping over rain drops. Instead of health, ant could carry pieces of dirt, that could be dropped after hitting an obstacle or being stolen by enemies. For attacks like others suggested you could aim and shoot, with some delay between attacks, or with rechargeable pieces of stones that you can throw and shown on the ui. Before starting new level, the generation can be done in a background and after that option to start it can be shown - currently it is visible at the start that level is generated. The level could get harder in time, and not only time, but the distance traveled could also be shown after ending it. You can also add option to pickup fruits that could be used for buying further ant upgrades - more control over speed, ability to auto jump above an obstacle, available stones to shoot, speed of projectiles etc.
Fun game to play, like others I've liked the controls and the fact that every stage of the planet contains new look, and it made the game very engaging to complete.
For further development, I want to suggest few things: * multiple levels with different planets to expand and objectives can be added * on each level, asteroids containing various number of resources can be introduced * after collecting resources the ship speed can be slightly decreased * planet size bar with target size can be displayed * ship upgrades can be introduced that could be bought with use of collected resources - for example cargo load (or can be done by buying new ship type), speed, power (will make the ship speed decrease lower after collecting resources), attack types * after destroying an asteroid or enemy, the powerups can be introduced that could increase power, speed or attack type. There could also be a chance to gather more resources from each asteroids, that could be upgraded.
Level objectives can be for example: * defending the planet for specific time from aliens that will try to mine its resources and decrease its size * stabilizing the planet by increasing its size as fast as possible
Good game, I've managed to complete it on the last day. I liked the fact that every day required some planning.
I've found out one issue that can be corrected - after dying it is still possible to complete the game - after positioning yourself at the part of the screen with ship, bonfire, woods and bushes before dying, you can keep selecting no on the restart popup and gather resources, sleep and repair the ship.
Good game. Nice audio, art and graphics. Like aaranos I've also encountered an error - at some point the game music stopped playing, and after I've reached a teleporter to the boss, an exception was thrown. It may be related to the fact that one of the page resources in storage controlled by unity could not be found.
Great game with pretty good take on humor, interesting story and well matched physics implementation (making all other co-workers jump was very fun to do :smile:). I'm looking forward to next chapters.
I've noticed one little thing - in the main menu info, there are correct keys for movement, but in game there are also w and s keys that are not used ingame.
Fun game, with good mechanics idea. If you are going to continue development, I want to suggest a few ideas: * the level score can be added for destroyed planets, with score multiplier for combo of multiple planets destroyed with single one. * after destroying planet there could be a chance for it to drop a pickup with a special astronomical objects - for example, asteroid that will destroy all planets in line, comet that will create a small fire wave after hitting planet that will destroy adjucent ones, planet with moon that will destroy 3 lines at once * different astronomical objects can be used to change level properties, for example sun that needs to be cooled down by firing ice planets at it, big planets with gravity, that will pull the planets, and could be used to change their direction to reach ones behind it.
Great game, I liked the menus design, quick tutorial, background music and the increasing difficulty for each level.
I have two small suggestions: After level completion menu is shown, the movement can be blocked - now it is possible to fly with the ship and increase level time. The quit button for web platform can be replaced with option to return to main menu.
It took some time for me to notice that Ambassadors shape, with eyes and mounts positions and numbers are also randomly generated. I thought that it was a game bug when they were in incorrect places :smile: Overall good game idea that can be expanded in multiple ways.
Great work with MaruGen. It looks very intuitive, with a lot of configuration options. Replaying generated levels was fun every time.
I've noticed a little thing: The text in the Objectives and Conditions panel seems blurred. I have the same issue in my game, and while investigating it I've found out that unity renders blurred text when the position or size of the game object or parent game object contains decimal places. This might be the cause.
Great game, I like the fact that the gold that will be awarded for blocks placement is calculated on the fly.
Fun game, I've managed to get 4:23 time. I agree with PeachTreeOath, that some indicator about incoming asteroids would be very helpful, another option can be a minimap, or increasing the screen size.
Good take on incremental games genre, it is very addictive, and the UI is prepared well and fits the game.
For further development, an overview screen with all of the planets that are unlocked can be introduced, with information about current resources collected by them, it will also allow quicker switching between them. All of the planets could alongside their resources, also gather a fraction of them into global resources pool, that could be used for buying upgrades.