Uballto by Omiya Games 2019-10-10T05:52:40Z
Saw this on stream and jumped right in, incredibly imaginative and well thought out. Good on you for detailing when bug fixes occurred and what versions are for judging. Great work!
Foon → Ludum Dare Explorer → Users → Smitto
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 45 | Start with nothing | 👥 | Big Brain Boy: An Intellectual Odyssey (now with GALAXY EDITION) | jam | 470 | 3.54 | 3.63 | 3.77 | 3.66 | 3.45 | 3.98 | 3.33 |
Saw this on stream and jumped right in, incredibly imaginative and well thought out. Good on you for detailing when bug fixes occurred and what versions are for judging. Great work!
I like the collage style of art here, had this unique late 90s aesthetic to it. I think adding a bit more animation or pause on enemy attacks so players can anticipate when to eat will make things feel a bit more fair. Nice work, keep it up!
Really liked the minimal presentation here, and all the dialogue with Mr "If you know what I mean". Spelling caused some confusion at points but I understand that happens when pushing something out in so little time. Keep it up!
Very charming, love all the titles that progress as you build! One thing is I found staying on the raft a little finicky at first since there's a water animation tied to the player, so it seems like they're swimming on top of the raft. Great work!
Great core concept with a surprising level of depth once more robots were incorporated. Also that jumping animation is absolutely adorable, that alone was enough to power me through! Great level design sense as well - the way new elements were incorporated in simply without any onscreen prompts was expertly done. One of the best games I've played so far!
The artstyle here is really charming and everything runs so smoothly, especially the great zelda-like screen transitions. I'd definitely be interested in seeing this expanded on!
Really creative combination of mechanics here! Unfortunately I ran into an error around night 5, but I was thoroughly enjoying it. All the different powerups brought a lot of variety out of a simple core concept.
I've played quite a few clicking puzzle/adventure games and this is my favorite thus far! The dynamically building music was a really nice touch, the art and writing were charming, and the zebra was indeed cuddly
Really liked being dropped into the game without any info, the interactables here were pretty limited but starting with curiosity added to the experience. It wasn't totally clear at first what the colors represented, I was able to get things to all yellow and then flipped them all to escape. @ryuu's comment explains it though, nice puzzle!
Bro I can't believe you stole the concept of my screenplay, "Small Man, BIG PANTS!" The assets here are insane, I can't believe you made them all. You've got a beautiful singing voice, can't wait to see your work in the MoMA!
This is some absolutely galaxy brain stuff my dude, I need to bust out the Dreamcast controller. Perspective was really neat and I was BUMPIN' some slow boys, although some of the track curves seemed practically unavoidable. Always fun to see that radical explosion though.
Great color design, character and polish! I was running into that issue pretty frequently where I couldn't remove blocks unfortunately, but really enjoyed it.
First time trying a physical game, great idea for Inktober!
Very enjoyable with a good level of polish, I made it to what I think was the first boss! A few notes: - Enemy spawns in the center of the room seemed a bit abrupt, and at first it felt almost unavoidable to occasionally take a hit from them. Eventually I learned to stand at the edge when finishing the least enemy so I could dodge the next spawn, but some sound design here would help a lot with players anticipating new enemies. - I really liked the simplicity of the interface. It was immediately clear what everything represented and when powerups were available.
Took me back to growing up reading the Warriors novels, keep it up! Also that porcupine is terrifying :)
Never thought I'd experience such a cool date with Reeblor in scenic Crenglorcrumb, but it seems my interest in cuties was too strong :< Fantastic as always!
The core concept here is great, brought me back to how I first felt playing Into the Breach. Clarifying information a bit more and allowing the player to click off a unit before moving them would be nice (actually this might be possible, I didn't explore all my options), but I did a full playthrough and had a great time. Nice work!
Charming graphics and everything ran really smoothly on the web. That's a big rarity with such rushed releases, nice work!
@sver clearly your brain IS the brain of galaxies, this was great! Graphics were very polished, although there were a few instances where things didn't read that clearly as top-down objects, the generator room console comes to mind as it kind of looked like other objects that hadn't been interactable. The little console puzzle to bypass the broken generator was a nice touch.
@sver thanks for the kind words! Yeah, in the build we threw up to make time the alien model is floating above the scene, and it seems there's a collider on the ground you can get stuck on. Your teammate @simonl left some great suggestions that I'll be responding to, we're currently working on a post-ludum patch to add sounds/fix bugs and he hit all the main changes we'd planned!
Really enjoyed the atmosphere here, as others said seeing this semi-translucent figure standing ominously in the last car is unnerving in the best of ways. I'd suggest fine-tuning the controls by decreasing movement speed and mouse sensitivity, it was difficult at times to navigate due to that.
Unfortunately kept running into 'WebGL Context Lost' but really enjoyed what I saw! Pixel art was all charming and polished and a great music track.
The presentation in this is so cohesive, love the bassy chiptune and movement, it all brings me back to a classic dungeon crawler. The core puzzle of getting crystals configured to shoot consistently was really neat, it would be interesting to see how it could be expanded to different levels and initial cave configurations.
Nothing wrong with focusing on style when it's this beautiful. Especially enjoyed the little opening sequence and how naturally the music and backgrounds transitioned, great work!
Really liked the art style here, I don't see this kind of late 90s cartoon aesthetic in games very often. Liked that the boombox remixed the song, and the boss monkey was an absolute baller. I think tweaking the knockback for enemies so they're not stunned for quite as long would do a lot to improve the flow of the combat. Great work!
The voxel graphics, lighting and general ambiance of this all were lovely. Also good on you guys for logging all the bugs to be addressed after the competition, they cover pretty much all the feedback I'd planned on giving (text speed, camera angle with the maid). Keep it up!
@sver @demuss @hajden @seabird @callavicka @daanvanyperen @susumu-asaga Holy wow thank you all for the feedback and comments! The game's a bit of joke but it's heartwarming to hear people enjoyed it. And @itsdanidre thanks for being a GALAXY BRAIN and making it all the way to NASA! The build we threw up at 6 had a fair number of issues, including the alien floating up there, but we should have some fixes and sounds added in the coming days.
Thanks again, I'll be playing all your games once I'm home!
@hydezeke oh SHUCKS thanks so much for playing, we just added a patched version with an exclusive cinemachine animation waiting for the bulbous brains out there, with an audio overhaul and some bug squashes (((some))). We highly suggest everyone try out the GALAXY EDITION!
(edit: galaxy edition isn't up yet, we'll try to have get it out ASAP!)
(editit: it's out!!)
@niborious thanks for the feedback! Yeah, in the OG edition without voice acting a lot of actions don't read well, such as taking damage from not answering a question. There's definitely more work we could do to make the gameplay clearer without being overbearing.
@gigahood BASED. Was there enough water though??
@gamefive @penguinboy @paulhocker Thank you! I'll play your games soon!
@inferture Heh yep, by the time you get to the thermodynamics questions it's meant to be a total joke. We tried to keep the difficulty of the bullet hell pretty toned down so that even with inevitably taking 3 damage from those questions you can make it through. You also gain one brain after each death and eventually become invincible to ensure everyone can get a full playthrough. There IS a dumb answer to all those questions though!
Unfortunately can't play on windows atm, but wanted to say the art here is really endearing and reminds me of some classic games I grew up with. Cheers!
@jakemchugh1 Sorry for the confusion, just meant that 'm out of town and only have a mac to play things atm. If it's working for others I'm sure it's all good!
This is super cute, kero. I'm having some trouble talking to some of the pinecones but maybe after another playthrough of Big Brain Boy I'll figure it out!