Foon → Ludum Dare Explorer → Users → Smaxx
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 26 | Minimalism | Rocky Flight Balloon | compo | 546 | 3.18 | 3.03 | 2.41 | 3.58 | 3.74 | 2.21 | 2.97 | 50 | ||
| 2012 | 25 | You are the Villain | Black Knight Blockade | compo | 190 | 3.31 | 3.20 | 2.52 | 3.44 | 3.85 | 2.69 | 2.94 | 2.71 | 73 |
Very nice, could imagine this being one of the first gen Game Boy games.
For those looking for a link, they're obviously in this journal entry only: http://www.ludumdare.com/compo/2012/12/17/android-apk-is-up/
Nice idea, the style of the "chocolate earth" is interesting, yet it fits. But as others said, I'd change the environment to not show the brown squares/bricks. Either show stars or - might be interesting, too - the interior of a Mayan temple.
Interesting and entertaining concept. The graphics are minimalistic but sufficient. It could need some sound and I think once you've understood the gameplay, the only thing that can stop you are bugs or stuck marbles I guess. One badly placed orb and you're essentially screwed up.
Very nice game... At first I didn't understand the ghost, but that's me sitting in a control room? Lol! Really nice game.
Very interesting approach, also having the sound "sing" the text is really nice, reminds me of some old console JRPGs. :)
There should be some easy way to restart the game without having to reload the page (although it's probably the easiest approach). And, yes, the trajectory of the human is a bit unpredictable (not sure whether that's actually intended).
Nice Point & Click for something made from scratch(?) within a day or two. Being able to pick up the gun immediately without being able to shoot (as well as noticing how to look in different directions) has been a bit tricky.
Haha, very nice! It gets a bit repetitive and the cops are definitely zombies in uniform. But apart from that, interesting idea.
Only two things I noticed: Police cars don't collide with each other? Unfair! And it seems like the exhaust from other cars is going into the wrong direction and/or straight up. But apart from that, very entertaining.
Interesting little game. I like the graphic style (Mrs. Mr. Hero is a bit "overdone" I'd say). Only real downside I could find are the controls. Sometimes I've had quite some issues properly grabbing or dropping traps just in time (IE10/Win7).
The title screen definitely adds to the humor. But yeah, it's a clickfest and my poor mouse doesn't approve. Also, the collision detection is a bit off (sometimes not being able to move into free tiles).
Nice little game. Only two small bits to complain: The clouds don't fit, they should be pixelated as well. Jumping is odd. When you bump your head, you still continue moving upwards (in case you move away from the obstacle). Plus it's easy to fall off a platform, when hitting the jump key too late.
Interesting idea, although I agree: It's a tad bit too hard and I blame the controls/physics.
Not bad, although it's a bit odd Santa lost all his stuff on a long road, and presents always behind some barrier (or did someone place them rather than picking up the presents?). Feels a lot like Audiosurf.
Hm, I don't think I really understood the game. I can click on printers and water dispensers, but besides the timer nothing is happening? Should I keep people from using them by keeping the timers active? What are the bars above people's heads? Not sure whether it's intentional, but there doesn't seem to be music, just that persistent deep tone? This would work, but it's too loud and there should be at least some additional notes (maybe I just missed on that). You'll definitely need a better description though.
Interesting idea with the graphics, but the difficulty curve seems to be rather steep.
Neat - too bad my minions get stuck on my own walls. They should have some maximum life span so they respawn if stuck.
Very nice, except the sounds. They can be a bit disturbing (probably just a bit too loud).
Hm... feels okay, but the shots seem to be buggy: Shooting two or three at once gets them stuck on screen. Also I don't know what the red lines are there for?
I like the idea, but the controls are too complicated and you essentially have to remember color/item combinations, which isn't that bad, just making everything more complicated than necessary.
Yep, the Dropbox link is broken and shows HTTP 403 (access denied). The standalone executable works fine, although I really miss some visual feedback regarding building placement (didn't even notice it working at first, till I kept an eye for the money counter).
After a while it seems like buildings appear late (like once they're in the middle of the screen; might be related to different widths?). Also it seems like it's almost too easy, the AI always trips into a gap after hitting one of the bumps on top the house with 2 bumps.
Nice idea, I like the art inspired by Zelda 3, but I'm having lots of issues being swarmed by the enemies, while not being able to defend myself. The attack range seems to be so short that I'm always hit, if I try to move while attacking. I'm not sure whether that's intentional, definitely something making the experience a bit worse.
Web version doesn't work with IE10 (Win7 Preview) due to "document.body" being null.
Very interesting approach. I like the art style, the band could need at least some animations I'd guess, but overall very nice.
The windows download won't run out of the box:
- Your startup script is a sh script. Windows won't know how to execute it by default (it should have the extension cmd or bat).
- The game requires a valid Python interpreter as well as pyGame installed, so I'd suggest you provide precompiled binaries or link all required components (in case there are more).
Okay, got it running after installing pyGame. I like the style (and Zelda'ish games in general). However, I haven't been able to leave the first room, maybe I did something wrong?
The background is distracting, I'm never really sure how/if I'm moving, plus I hit some invisible border at some time? Other than that, interesting idea, although I'd wish there'd be some more effects, e.g. cells not just appearing or disappearing.
Very nice. Also great art style and animations (except for the villain, it could use some more I'd say).
Really nice, although it could need quite some more balancing, especially that annoying superhero.
Nice idea - the UI is a bit misleading (I thought the buttons would be clickable, too).
Got two or three tiles to drop down (no idea how/why) in IE10 (Win7 Preview), then the animation stopped. Probably needs some more tweaks.
Nice idea. So far I haven't found any use for the second ability - the delay is just too big considering how fast they grab the stuff. You should consider having the thiefs run back/forth between treasure and border (unless they do so anyway at some point in time).
Minimalistic... but it works. Someone being a fan of ID4 I guess. Took be some time to figure out I can't shoot down the planes, though.
Really nice game, although I'm having some tiling issue (gaps between tiles running on a Nvidia GTX 680 and 1920x1200 desktop resolution). Think I'd blame subpixel precision on that (make sure to draw your stuff exactly at whole pixels/rounded).
Interesting idea! Took me a bit to figure it out, but it's rather nice. But I have to agree with Lidfrid: Sometimes it didn't register my moves or they weren't allowed(?). That part lacks some better feedback or different possible approaches (like being able to click rather than drag moves).
Interesting concept, but I'm not really sure how to determine the wrong floors for people. Also, not sure whether it's my system or the game, but after playing once I'm no longer able to view the instructions page, it just autoconfirms upon start and shows the game.
Random idea: Maybe show a small up/down arrow on the elevator showing the direction the people picked. This gives you a rough idea in the early stages without spoiling the whole challenge.
Partially. :)
Well, let's see - maybe I'll do an expanded version with some more features, enemies, weapons and different ground tiles.
Spacebar mashing: I know both sides and I dislike both. Maybe I should just make hitting a bit easier, so you don't have to mash that excessive.
Zip folder: I usually extract stuff to sub dirs. named after the zip (not by hand), so I hate included directories - can't make everyone happy there. :)
bigbadwofl: Okay, will have another look.
Balance is a bit based on luck, there should be one new additional peasant every ~ 15 seconds. The explosion is that way due to the armor being really tight and protective. As for the bridge... I'll definitely create a more advanced version some time soon incorporating all suggestions posted here (like the bridge one).
Didn't expect so many people to actually like it due to it's simplicity. Keep the comments/suggestions coming. :)
Drawn pixel by pixel. :) Used GraphicsGale for a first mockup of the walking animation.
You should actually be able to move in 8 directions, so might be your keyboard.
I've just incorporated two of the most often whished items:
- Water now slows down the player as well as peasants.
- It is now possible to hold down the attack key to keep poking.
I've added an updated binary above (separate link). Updated source code can be found in the repositories.
Interesting idea, although I'm always getting "0 coins", which seems to be a bug.
Took me a while to figure out... graphics and sound are great, just gameplay is a bit too complicated to figure it out at first.
Took me a while to figure it out... I can confirm, my Xbox 360 Gamepad isn't working properly (only control that seems to work is the right shoulder button starting the game?). Interesting concept, although a bit hard to understand at first (e.g. just keep orbiting rather than bumping to infect cells).
Forgot to mention: Sometimes I fly straight through cells, not sure whether that's intended, but feels like a collision detection glitch (warping).
I like the lighting, however the controls feel very sluggish and "gooey", it's hard to describe, just doesn't feel right.
Interesting idea! Although it seems to be too easy to accidently click outside the window in case you want to shoot some of the guys running away. Maybe you should add some border below or move everything up a bit.
Awesome game, although some of the spawning feels a bit too "spammy" (maybe that's just my way of trying to solve it). Would be awesome being able to place traps or more static things (similar to chests).
Really nice, but why do animals start to smoke once stung? Some kind of infection?
I like it. Although the light seems to glitch at a few occasions, especially lights other than the player's (e.g. shadows in the very first room or lights in other rooms). Some guards seem to just stop with some beeping alert sound, but nothing happens?
Haven't tried it yet (no one to play with), but you should add on this, maybe you can even combine it with some kind of mobile game (Android/iOS) similar to those old 90's games working with a VHS cassette (just make it more interactive ;)).
Not bad for a first game, not bad at all. The only thing that really surprised me was the "warp" through the woods and no way back, when using the first yellow key. Also I somehow couldn't pass through the green lock next to the green key.
Very nice and with a fitting Game Boy style. I guess the similarities to Pokémon are intentional? But, hey, selling your "Critters" to the Butcher? :D
I like the tile set, including the background. The gravity feels a bit odd, which might also be related to the low gravity (slow falling) as well as the low jumping height. It's not bad in general, just requires some more tuning.
Very nice, also seeing it work without WebGL as well rather than some "Uhh, lame, use another browser!".
I'm not sure I want to play this game. It's so evil looking, it reminds me of the Virtual Boy... :S
Winterblood: Look at the URL. Make sure you remove the "s" in "https://". Otherwise you'll get mixed content, some browsers won't show due to security concerns.
Not bad at all. It definitely got its own style, but I couldn't figure out all controls (force bar?) and it felt rather slow with most time being wasted trying to navigate and find any cats at all.
Hm... I like the looks, but the hit boxes feel unfair (i.e. it's too easy to get hit; especially while moving). Also, what makes you the villain? Is it in the story?
The art style is trange, but at the same time interesting (and still hurting my eyes). It might be interesting to advance it a bit more (it really reminds me of post-it notes).
I really like the idea, also feels like the original. The only downside for me, I've had issues picking the right ghost in time (yes, it's on screen, but I'm usually too distracted keeping an eye on Pac-Man). I guess just requires some more practice.
Dungeon Keeper in my browser? Yay for that. Although it feels a bit slow having only one minion.
Where should I start, I'd say rwos said most already. It's a bit confusing at first, but overall... okay. It could Need some more feedback like sounds to make it more clear whether you did something good or bad (rather than staring at the score).
Tried to compile it on Windows, but would have had to downgrade SFML first - well. :) Just one minor thing regarding your source: you should include SFML using <> brackets, because it's essentially a system library not included in your local source. Having a video definitely won't hurt, so people can at least look at the gameplay, it seems to be looking very interesting after all.
My favorite game so far this time. Although I'm having some issues jumping from the platforms behind the third waterfall. Not sure I'm missing something.
Yep, same here. Invalid or corrupt jarfile.
I really like the graphical style, but some things aren't explained well enough or simply too minimalistic, e.g. toggles or the ability to drop down through the ground. Also the "walking on water" in the beginning. You should definitely work on the collisions, I'm not sure it's intentional you're getting stuck if you push against solid things (I'd just move the character away as long as he's stuck), plus at least once a platform spawned inside me so I got stuck and then dropped dead into the liquid below.
Oh, and forgot to add: You could expand the general appearance (ignoring "Minimalism") and add colored lights, which might give it a completely different (and awesome?) vibe. Just as an idea for later on.
I like it. Only annoying Thing are the jumping "physics". It's hard to explain, but that one stage where you have to jump around a platform right above you is very tricky to pull off. There should probably be some short extra time where you're still able to jump despite running off a platform.
Nice graphics, the game is missing sound and I had to give up twice because I somehow got "out of bounds" skipping some obstacle by accident, so I could no longer leave the current screen.
Ah, disregard my comment regarding sound. Should check I didn't forget turning on the speakers. :)
Nice, but the controls feel a bit odd (why aren't they rotated by 45 degrees to match the block alignment?). Also, please don't use Z for a keyboard shortcut, unless you add Y with the same function. Not everyone has the Z down there on the left.
Movement reminds me of some old ufo movies. Really interesting, although I didn't get any enemies? Only my own orbs spawning for a while, then the big thing disappears and that's it?
Nice Little game. The game screen doesn't appear in the right Position on IE 10 (Windows 8) for me (half way off the left side of the window), works fine in Chrome. You should definitely add some kind of loading screen. Everything going blank when loading is as odd as seeing only sprites between Levels. Oh, and I think the Angry Video Game Nerd would hate this game. It's too easy to fall through the borders of the dark cloud platforms, cause they're smaller than the actual graphic. :)
Interesting, yet very confusing. I still don't get it 100% I think. :)
Very nice, I like it - also runs great in IE10. The only complaint I've got is the sword fighting. That's introduced almost a bit too late. I nearly lost interest "oh it's the same over and over again", and then that fighter pig appeared... :)
I've updated the Linux build, which should now run properly without spitting out permission errors due to me misspelling "null" and using true fullscreen.
The music is a bit too minimalistic for my likings. I'm also having quite some issues with controls: when switching Tabs (in IE10) sometimes I'm no longer able to control the character, plus some gaps seem to require perfect timing (starting at the third or fourth Screen below that arrow thingy). Overall, I like the idea, but it's - as mentioned above - almost a bit too minimalistic.
Very nice, although I've had a few issues gliding alongside the borders (getting slower/stuck at some point if you don't use a second direction in time (despite not being on the outermost part of the side).
Very interesting concept. I don't really understand why a spaceship would have to flee some kind of saw(?), but it's really nice. That replay feature reminds me a lot of the Prince of Persia.
Nice idea, but I really think it suffers from the minimalistic graphics and sound. I'd even consider the sound to be annoying, but I like the general idea. You should try expanding on that, although making it a bit more complex (like a mix between The Settlers and Dwarven Fortress).
Nice idea, but my biggest gripe is possibly the forced coop and rocks getting stuck on tiny Corners (while you're being unable to move due to enemies nearby). It could need some short tutorial stage rather than a wall-of-text instruction.
Well, the graphics are quite nice, but the animation is a bit odd: The character moves back/forth, which looks less like walking to me, more like stuttering (I know it's most likely intentional). Also the fireball shooting others have mentioned: The balls should fly from the same height Monsters try to attack you (especially goblins). Oh, and that "boss fight"... before being able to realize I'm in a boss fight I'm dead because he charges at me and almost instantly kills me. At least that part hasn't been fun. ;)
Really like the game, although I'm no real fan of "play two chars at once" games.