Minimal Shooter by robcozzens 2013-05-01T05:03:00
The comparison to Robotron was very apt. This looks and sounds like it was strongly inspired by it, which is great. I only managed to get 11,200 points, but enjoyed it a lot.
Foon → Ludum Dare Explorer → Users → SnoringFrog
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 30 | Connected Worlds | Super Interplanetary Space-Internet Saving Company Deluxe Task Force Adventure | compo | 372 | 3.39 | 3.52 | 2.78 | 2.74 | 2.67 | 2.78 | 3.18 | 3.04 | 50 | |
| 2014 | 29 | Beneath the Surface | Hughes | compo | 1060 | 2.63 | 2.79 | 2.26 | 3.38 | 2.38 | 2.13 | 2.91 | 2.53 | 66 | |
| 2013 | 28 | You Only Get One | One Life | compo | 554 | 2.95 | 2.32 | 2.49 | 3.48 | 1.90 | 2.08 | 3.25 | 85 | ||
| 2013 | 27 | 10 Seconds | Silver | jam | 405 | 2.85 | 2.63 | 3.07 | 3.12 | 2.37 | 1.45 | 2.86 | 2.18 | 79 | |
| 2013 | 26 | Minimalism | Paint It Black | compo | 1027 | 2.70 | 2.37 | 2.91 | 3.46 | 2.29 | 2.58 | 2.35 | 2.47 | 89 |
The comparison to Robotron was very apt. This looks and sounds like it was strongly inspired by it, which is great. I only managed to get 11,200 points, but enjoyed it a lot.
Nice. Took me a while to figure out the room with the plants, but otherwise things went smoothly.
Very nice! Never would have expected a game like this to have much story to it lol. Interesting mechanics, a few levels were a bit challenging, but overall it wasn't difficult at all.
Nice and simply. I got a bit annoyed not being able to move diagonally, but all in all it wasn't bad. The soundtrack was nice; I like how it also fit the theme.
Finally managed to survive all 40 days without killing anyone by ignoring food all together. I went crazy repairing the radio from the very beginning, and as soon as it was completed all I did was manage morale. If the fire didn't need to be relit, I would do group therapy. The only real challenge at that point was making sure I always had meds in case the doc got sick first.
Regardless, great game. Love the overall tone of it, and it a pleasure to play.
Very interesting little game. I thought the ending was a little abrupt, but it kinda made sense that it was. Loved the idea on this one, great work!
Fun game, love how simple it is. Actually vaguely reminds me of an idea that's been floating around in my head for a while, and thus is giving me some ideas about how to handle that particular idea.
Figuring out all the achievements was fun, although the last one I got "space looks red" took me a bit to find.
The game ends rather abruptly when I reach the stairs (whether I descend, which leads to an image I cannot interact with, or turn around, which produces the 'Fin' screen).
Am I missing something(s), or is something not working? issue?
Loved this. Very interesting, despite being mostly linear. Very nice way to read that story. Awesome stuff.
Wow. That was...even though I half-expected that ending after finding the first (only?) item, it was still very jarring. Well done. It would be nice to be able to see the structure of the tower better though (especially on the dark side).
Also, is there even any reason to navigate the darker end of the tower? I just avoided it because of how impossible it was to see while there.
Expanding/collapsing the story was an interesting idea. Seems like it'd be a fun exercise in stripping down a story to its bare essentials. The story itself was intriguing but never seemed to reveal a lot. Occasionally there seemed to be some spacing issues (playing on Google Chrome), but overall it was all done well. Good stuff.
The game looked great, but wasn't very fun. Audio was decent, but it felt a bit off for the mood/style of the game.
Powerful story, well voiced. I like the fact that you don't always get the same audio bits; I played through twice just to see how much would change, and actually ended up with what felt like a much more moving account of the main character arriving at the hospital and being told his partner was dead.
The game's a bit too monotonous for me to continuously play it to see what other audio pieces there are, but it is still a great touch that makes it feel a bit more natural the second time through.
Is it even possible to get 3 stars (or 1, for that matter), on level 10? I couldn't even get my score under 30 seconds. Other than that, I really enjoyed the game. Interesting idea, although it mostly involved just doing the level slowly once to learn how to do it quickly. Getting 3 stars was crazy challenging though, and due to not having much time I just contented myself with 1 per level.
I loved this. Managed to get up to 157 before blowing up another cop and realizing I really should go study for my exams xD. Great game though, very simple and addicting. Sound sound would have been great though.
While it makes no sense that the computer can opt to not move sometimes, I was fine with that since that was usually what enabled me to beat it. Found a couple patterns that generally always made the comp slip up, but even then I had to play to round 43 before I had won more rounds than the computer.
As others have mentioned, some animation showing the computer's moves would be nice, and maybe a little sound too.
It looked nice, but otherwise wasn't particularly enjoyable for me.
The second level felt very difficult, even after I realized where to go, it still took me a while to discern how to get there. All those extra red blocks floating out in the air really mislead me. Still fun though. Nice atmosphere, interesting concept that I'd love to see more levels for.
Very unique idea. Definitely would have been way too simple without the typing mechanic. I liked it.
Crazy difficult, but nice idea.
Easily one of my favorites for this LD, even if it did result in another failure to my "I'm going to go to bed earlier tonight" scheme. Great work, loved the audio in particular, and the graphics were simple but great. Had some issues with my cursor disappearing when it wasn't moving that threw me off a tad, but otherwise no issues at all.
Level 8 took me about 3x as long as level 1-7 combined, and after 20-30 tries I almost ragequit. Besides being horrendously difficult, it seemed like there were a few places I would collide with the walls when it didn't appear I was touching them, and then other places where I could slide partly into the wall and be fine. Not sure if that was an issue in all the levels, since I usually wasn't close enough to the walls to find out, but it soon became obnoxious in 8.
Even when I was pretty sure I found the optimal pattern for where to place the blocks, I never seemed to be able to actually complete a level without going way over the limit. I wasn't sure what else to try, so I got bored and gave up around level 3. It's an interesting idea, I just can't figure out how in the world to win when whether you get a red or a blue block seems entirely random.
Nevermind, I decided to try one more time as I was writing this, and I just realized that the ship will move all the way around the puzzle. That makes things much easier, but I still didn't get very far before getting bored lol. At least now that seems mostly because of my preferences and not because of the game design itself.
Managed to get a crapton of gold that wasn't there. Had absolutely no clue what was going on at all in this game.
Haha, very nice! Almost didn't catch what I needed to do at first.
I liked the idea of just looping the levels with additional enemies. Great way to lengthen the game. Things got a little crazy around level 7 for me, ended up failing on 8.
On Windows, I kept having the game crash. One time, I had <200 circles and <50 squares remaining, and the game crashed without warning. As far as I could tell, this seemed to be when I went off the right/bototm boundaries.
Also, some sort of radar system would be great (or even just displaying x/y coordinates on screen), because when you get down to low numbers of enemies remaining, it's very hard to find anyone else. It's also hard to get back to a cluster of squares after you have to flee to fend off a circle swarm since there's no way to remember where they are unless they're by a piece of wall/land.
Otherwise, great game. I and have to ask, does anything worthwhile happen if you manage to kill everything? After that last crash, I don't have the patience to try again.
Had one odd bug where there were static aliens all over the screen, no ship, and no bullets (even though the sound effect for them was triggering). I returned to the menu and then couldn't select anything. It was fixed with a simple restart though.
Otherwise, easy was surprisingly difficult, but after I beat it the other two difficulties weren't quite as bad. It just took some getting used to the game to make things feel more fair.
In playing the web version, I don't seem to be able to finish the tutorial. I roll over to the first goal and...nothing.
Haven't rated you yet, and still intend on trying the rest of the game, but thought I should point that out.
Ignore my last comment; I'm just an idiot.
I enjoyed the game, although the unpredictability of movement can be infuriating, especially when you end up spending 85% of your time in the air with no idea where you are. Otherwise it was great.
Ran into an apparent bug after the first wave of the second level several times. No more waves would ever come, forcing me to restart the game.
Audio would have been amazing in this; I look forward to seeing a more completed version eventually. Graphics were beautiful, and shrinking/expanding objects was an interesting mechanic.
Man, that was actually fairly challenging. I gave up once I finally broke 1000 (just barely...1004), but I really enjoyed this. Very nice entry.
Interesting idea, but it didn't really work for me (not talking about technical issues, everything worked smoothly there). Maybe it's just my own musical ineptitude, but my 'life' always sounded more obnoxious than anything, even when I kept it mostly simple. Only 'ending' I ever got was "your life was anything but well-defined." Again, neat concept, and I feel it's something I could have ended up loving, but it just did not click with me and I didn't really enjoy it :/
Web link doesn't seem to be working right now. :/
Took a minute to get used to, then was a bit too easy to stay interesting. Might be more effective if there was a lose condition instead of being allowed to basically rack up a score forever. Otherwise, nicely done.
Linux version would not work for me, so I ended up playing on Windows.
Control scheme made the game needlessly more difficult (the speed of the fire made things hard enough!), but it was definitely an interesting concept. I'd love to see this expanded into a more complex game with a few additional materials and more elaborate rooms.
mtrc, that link should be fixed now.
Aleksandar - That problem was actually a lot worse previously, though I know it still causes issues. It can be avoided if you leave something near the top-left corner open for most of the game, since the major culprit is the loop to check for the win-condition, which works from top-left to bottom right.
Yes, you can actually win! My final times were usually within 3-7 minutes, depending on how overzealous/inaccurate I got with the space bar.
Dietrich, the first link, the .ccgame, shouldn't require an installer, I believe. It'll unpack the files (kinda works like another zip file), but shouldn't need an install.
Let me know if I'm wrong about that though; I don't have another computer to test it on to check, and this is my first time trying to distribute a game from XNA.
Dietrich, meat_popsicle: I'm uploading another version that doesn't use an installer. Let me know if it works or not.
Sorry about that, frog. As soon as final exams are done, I'm hoping to look into moving my game to Monogame and hopefully being able to export Linux/OSX versions. Unfortunately, that's still 4-5 days away, unless I can squeeze in the porting amid studying over the weekend.
The reason you're required to press the space bar is because missing an enemy incurs a time penalty. Removing that aspect would ruin that part.
And yeah, it is fairly boring after you clear them out. That was something that I realized about halfway through development, but never did come up with a fix for. Part of me wanted to break this up into various levels and throw in some obstacles or new enemy types, and part of me thought implementing an online leaderboard would at least provide incentive to beat other people, but I didn't have time for either of those to be implemented, unfortunately.
So, I can't blame you for getting bored. My main goal here was to finish. This was my first Ludum Dare, my second game, and my first game made with graphics or with XNA; so I just told myself to get something done.
Thank you very much for taking the time to play it though, and thanks for the critique as well.
And actually, I just thought of another mechanic that might have made this game much more bearable. Oh well; too late.
Nice take on the single button platformer. There were a couple bombs that were extremely challenging, and I got within view of the end numerous times. One complaint/critique is that some of the bombs seemed excessively picky about when you had to throw your star at them. A slightly larger blast radius would probably alleviate that, but then again it might make it all too easy also. Hard to say.
I think this would be an amazing infinite platformer, though I can imagine those are much more difficult to create.
Hm...interesing.
Very nice, very simple. In 3 tries I managed to max out at 23 points (apparently I did something wrong on the last level and missed a point, oh well). Nice game, I look forward to the future levels.
I can't understand this at all, but it is funny.
I liked the shooting/charging mechanic, pretty much the only thing that made the pre-boss game challenging at all. That said, I couldn't beat the boss. That massive horde of goblins made it pretty much impossible. Otherwise, very nice (although not very minimal?).
Love this idea, fits the theme perfectly. Nice job. Words words words.
Beautiful. Only was able to find about 5 different trees (not sure how many there are), but it was a beautiful game.
Loved this, especially the character graphics. Did feel a bit easy though.
Hm...interesting. I'm on board with the group that thinks the main character is crazy.
Unfortunately, I didn't care for this one too much. Got too repetitive by the time I finished :/
I don't think I really understood what I was doing till it was almost the very end of the game, but it was beautifully done.
Absolutely loved this! Final score was up around 180k (see screenshot), but I could have done better. Before that, I died shortly after the potato with 160k, so if I'd planned more I definitely could have gotten 200k if not 250k. Amazing game, the combo meter made me play in some interesting ways (sending the spotlight way ahead to lure in tons of red mines). Looks and sounds beautiful as well. Great take on the theme. I think this is the highest set of ratings I've given.
https://dl.dropboxusercontent.com/u/356324/budgetsquadhighscore.png
This is beautiful. Found some really awesome messages, had fun following a huge tunnel dug by Lies, and then spent some time extending it even further myself. Tried to make sure to leave some inspiration bits around too. Amazing stuff, I love it.
Hm...interesting. I found it entertaining for a bit, then noticed what turned out to be the gray fish way down near the bottom. Other than that minor challenge though, the game gold old fairly quick for me. Still enjoyed it until then though.
Fun game, managed to rack up about 45000 points on my second try.
Excellent game, although it drove me crazy for a while because I didn't realize you could ready another arrow while you were still swinging on a vine, I had previously been trying to leap off the vine and then ready an arrow and somehow hit the next box, making a couple sections extremely difficult. After I realized my error though, it wasn't too bad.
"The program can't start because MSVCR71.dll is missing from your computer." Unfortunately, this means I can't play apparently.
Windows 7 64bit.
Ok, had to go download the apparently missing dll's and drop them in the folder with the game, but I got it working. And I'm glad I did, definitely was worth playing. One small issue was the apparently infinite range of the rockets from the 800 soldier. It really came in handy, but felt a bit cheap.
Vaguely reminds me of the Wipeout games, only not tethered to a track. Very nice, but I couldn't get the + and - to modify my speed, which was disappointing because I wanted to just amp up my speed ridiculously.
Regardless, looks and sounds beautiful; I loved playing it.
Two things that would have been nice: 1. Some indication of the price of the various towers; 2. A way to start over w/o closing/restarting the game.
Otherwise, it was an enjoyable game. Challenging but felt fair. I managed to get a high score of 87.
Also, since having an .exe that works without XNA is helpful for getting more people to play your game, and went ahead and used Inno Setup to make a setup .exe for you, if you want to use it: http://www.filedropper.com/simpletowerssetup
Very nice game, was mostly relaxing (except for the two levels that drove me crazy with how often I had to repeat them due to minor slip-ups--especially the final level. Having the level zoom out to reveal the kanji was really cool (not sure if every level made one, I only realized that on the final one). Looked great, music was perfect. Awesome stuff.
Beat it on both easy and hard (tried impossible, got beaten badly). Hit a bug with elixir in the compo version, and it spiked by HP/MP well above their limits. Other than that, no problems and I enjoyed it .
A little to easy, but congrats on getting it done! Just getting a working game that you can submit's the main ordeal, right?
I hit one bug (I struck early in round 2 or 3, then the game never let me continue), but never hit that issue again after a refresh.
Otherwise, excellent game. Samurai Kirby was one of my favorite things as a kid, and this is a great tribute to it (with a nice twist as well!).
Adorable game, beautiful sounds. Got stuck looking for the third star, but that's because I had completely overlooked the existence of the area where it was located. Great work.
Wow. I absolutely love this. I ran for about 18k cycles with a high score of 801 ants before giving up and letting the last 150 or so run amok without any guidance as I typed this. I didn't get bored of playing, I just really need sleep haha.
Great game.
I 'won' with $14569. It got to the point where I was just filling everything that wasn't a lumber yard with workers (since lumber yards didn't make much money, even when wood was in demand). Instead of shifting workers around, it seemed more useful to just get more workers. Regardless, it was quite fun. Great work!
I liked the idea of exploring the concept of minimalism more directly, it was interesting, but the game itself wasn't particularly enjoyable apart from that.
I can't seem to win, but I liked the idea. I at least managed to survive once haha.
I see why everyone seems to complain about the difficulty lol. Definitely challenging, and the difficulty goes up fairly well from one level to the next. Loved the falling sound.
Looks good, runs well when it doesn't crash (and is set up so the crash doesn't ruin the game, since you can pick whatever level you want, which is quite nice), and has a truly captivating backstory that I really wish was in the game (I want to pin the final tail of the game on Bill :P. Nice job.
Including these because the description says you already fixed the crash:
If you fixed the crash in the Windows version, then you need to fix the crash still (I crashed at the end of levels 2, 3, and either 4 or 5).
Also, I got this: http://s24.postimg.org/rkmzwdbqt/Extreme_Pin_the_tail_on_the_donkey_bug.png which personally I thought was extremely helpful, but I get the idea that it's not intentional :P
Wow, that was more difficult than expected. Not bad, but some more hints (even if they were just slight visual or audio hints) would have been nice. Wouldn't want to have to sit through a pile of tutorials to learn all the traps, but they seemed oddly picky so I think something would have been useful.
Beautiful game, but felt too short/simple. Also didn't really know what I was doing, just kinda guessed and usually won.
Is there an overall end to the game? Or do you just keep playing random levels each time?
Either way, great little game. I died too often and had to start a new maze on my first go, but after completing the 2nd maze fairly quickly, I then had very few issues with the next 3-4. Are the diamond rooms always in the same general area? or did I just get super lucky that way?
My only complaint it that it was too easy. After using the ranger/mage to level up on the first floor or two by killing every enemy I could find, it was pretty simple to just rush through the rest. I ended as a level 6 and killed the wizard in two hits of the paladin's attacking skill.
Other than low difficulty, I really enjoyed the game and the concept. Would definitely love to see a bigger, more difficult take on this concept.
Haha, definitely getting points for humor on this one. One second really is blindingly fast when you're trying to think of what to do, but after some trial and error it was easy enough to work with. Nice job.
I also like that you have an HTML5 and an XNA version. I work with XNA (well, sorta, switched to Monogame) and have wanted to try my hand with an HTML5 game, so comparing the code of the two could be useful.
Level 7 was definitely more difficult than the rest of the levels; I'd kinda hoped the subsequent levels would be a bit more like it in terms of difficulty. After finally beating 7, the rest felt like a joke. Regardless, nicely done. Great audio (wish I'd had time to try Bosca Ceoil to get something in my game) as well.
Well, chemistry like this is at least a bit more interesting than in class haha. Game was surprisingly difficult on a few levels, mostly because I'd already forgotten all the compounds I could create except for NaH, so I ended up just button mashing numbers to get through things xD
Aside from timing being pretty close on a few levels, nothing stood out at me as a major issue at all. Looked good enough, sounded good, used the theme, yada yada. Good stuff, I enjoyed it.
One minor glitch: I touched an endpoint as I was dying. The dying animation played, then the endpoint opened/closed like I had reached it, then the game started to respawn me as if I'd died, then took me to the next level. Not a big issue, since it didn't force me to reply anything, just looked odd.
Aside from that, the game was great. Loved the music/sfx, and though the checkpoint/grav-flipping mechanic was great. Also feels like this idea must have been a "death is useful" + "10 seconds" idea.
Very addicting game; sound was great. Music was simple, but didn't get annoying. Visually the game looks amazing, and generally goes up in difficulty fairly consistently.
One thing that would be great would be a high score system. I'd like to have some record of the scores I got (even if it only works until the page refreshes). Other than that, didn't have any problems with the game.
Well, once I thought I figured it out it was pretty cool, but now I have a level that, as far as I can tell, is complete but it's not letting me advance. Because of that, I ended up just quitting before the end.
Maybe I'm just not understanding something about the win conditions, but here's what I had: http://s17.postimg.org/nrmpzkp67/Screen_Shot_2013_08_29_at_11_12_26_AM.png
very nice, thought the graphics were great.
Looks cool but both Windows versions fail to run on my machine (Win7, 64-bit). :(
Made it to wave 59 on my first try! Nice game :)
Never was able to beat it, but I did really enjoy playing it. If classwork wasn't piling up, I think I'd sit here half the night until I won. Great work!
Interesting game, some of the effects choices had felt a bit random, but it was still near to try and see how many different things I could make happen. There was a bug on the final frame that usually made Carol's ending extremely difficult to read, so I'm not always sure what happened to her, unfortunately.
Never managed to get very far in this one. Really could have used keyboard controls instead of just the mouse. Playing with a trackpad was a nightmare.
Level 5 took me a while to figure out, but apart from that I didn't have too many problems figuring things out. Just sometimes still took me a bit to actually do what I knew I needed to xD
Absolutely loved this game! I played until I spent most of my time flying with my guns (their shots covered the entire screen if I centered myself at the top), 7-8 rockets at a time...it was awesome. Really glad you didn't cap the upgrades really low.
Yep. You pretty much nailed it. xD
Yeah...hurdles kept giving us problems too. I nerfed their difficulty several times, then finally opted to just leave more room in their time ranges. If you just brute force your way through them you can pretty much make it in time.
High jump is...well, you just have to complete it to magically get 2nd for a reason. That was another case of "Crap...this is difficult. Um...well this one's gonna suck too because I can't shrink this hit box any more and have it make sense."
Up instead of space would have been great. Not sure why that never crossed our minds. Especially since I had a tendency to use my index and ring fingers for left/right, so my middle finger was basically sitting on that key the whole time.
I tried to stretch the theme. I didn't want to take 10 seconds as a "do something in 10 seconds," since I figured the vast majority of games would go that route. Seconds = second places was all I could come up with; the rest of our ideas were substantially larger.
We just tried to do too much, and my partner got slammed with homework and comp issues that cut into his coding time, so I ended up rushing most of this together, which I'm sure did the quality no favors.
I really wish I could figure out what to do about all the people this game won't run for. Half the reports of gotten describe my exact system to me, and I can't find any other common traits to pick out why it fails for some people.
It's really quite aggravating, and if anyone has any idea where to start I'd love to hear it.
Not very difficult on my 2nd run through (I found the dragon the first time, but couldn't kill him, then I died trying to find the southeast corner), but still quite enjoyable. Nice work.
Lol, nice title. Game's short, but that was probably unavoidable since you said you were away from home and short on time. Good attempt (looks nice), and it would have been interesting to see how you would have progressed with more levels.
Not badly made, but I didn't care for this one too much, sorry.
Nicely done. Jumping felt a bit clunky at first, but I adjusted to it. It would have been nice to have some sort of "you've fnished" screen once reaching the end though, but I guess as long as you make it before you get the 'don't go left' rule you could just run around afterwards.
Nice. It crashed on me a couple times (thankfully near the beginning) on Mac, and the piece of chicken entirely disappeared (thankfully, it was only that), but otherwise it played fine, was challenging, and quite enjoyable. I liked it.
Mac version doesn't seem to run. I open the jar, and the frame of the game flashes up a couple times (pure white) and then nothing.
For a while I thought "well this game feels pretty impossible to lose" and then suddenly everything fell apart and I died. xD Awesome game; it'd make a great mobile app for killing time.
Impressive game for 3 hours of work. Nice level of difficulty as well. Took a few attempts, but didn't make me want to break things.
Interesting game. Took me a while to beat the first level due to misunderstanding part of how things worked, but otherwise it was great. Loved the graphics.
Very cool game. At first I thought I was terrible at it, then I found out I'd inadvertently started on level 6 (game was much simpler when I went backed and worked from level 1 all the way up).
Can't seem to get either version to start up on a mac for some reason. I'll have to revisit this one on Windows.
Not a bad game. Nice job.
Wonderful idea. I completely wasted my 10 seconds, unfortunately, but I still love the game and will definitely be coming back to watch more of it. Awesome stuff.
Loved that the sound effects were all "mouthmade", great touch. Game made you think some, but could have been improved with a bit more difficulty (or maybe just more levels, that'd've been good too). Regardless, great stuff.
The third level took me much longer to beat than I expected, but it was still a great game. I got really lucky on my winning run and had most enemies only spawn from one side long enough for me to wipe out the spawn points on the other side. From there it was just keeping everyone tight together till I got to the exit.
Might be more enjoyable multiplayer, but I didn't find the solo game to be that interesting. I love the interpretation of the theme though (and am hoping to find more games that went this route with it).
Only played through long enough to get two endings (tried to polarize things: kill everyone or save everyone), enjoyable game though. Graphics were great, and I loved that you tl;dr'd almost everything lol.
Amazing game! I loved the interpretation of the theme, and it was a surprisingly long game for Ludum Dare. Awesome stuff.
This was much more difficult than I think it should have been, and as others have said the transitions got quite irking after a while. Despite that, it was still a pretty enjoyable game. Loved the comments about sharing the needles.
Background graphics make it extremely difficult to see projectiles, which was irritating. It was also irking to have to remember to click the play area every time the button was pressed. I enjoyed the concept though.
Nice job. Seemed a bit too easy since you could still see fairly well in the dark and didn't seem to be able to lose, but still good. Looking forward to seeing what you come up with for the next LD!
Almost never found the squirrel, which made the game a bit difficult to figure out. After I got that it wasn't too bad though.
Absolutely loved this interpretation of the theme. It hit me about the time I figured out my 3rd dish. Definitely great work for a first game; a little boring, but I imagine your primary goal was to get something done and on the table (pun completely intended). Nice spriting as well. Hope to see you in future LD's!
http://s21.postimg.org/5a0a313mv/screen.png
Well, we got to level 20 and beat it, but we might not have got there in quite the expected way...if you catch my drift. I won't explain what we did here so that it's not ruined.
I still want to go back and beat 19 though. That sick, sick torture chamber of a level.
Decent game, but since I don't have anyone to play it with I can't really enjoy it properly. If I was playing with someone else though, I think I'd probably enjoy it.
Ran out of ammo for a bit and barely managed to survive. Just as I was making a comeback, the tab crashed and I had to restart my browser.
Figures.
But regardless, I loved the game. A lot of fun, and I"m looking forward to giving it another go (not sure if the issue was purely my comp, or the game bugging out with Mac, or a Kongregate issue or what)
Very nice. But I have a question, does breaking into their little room count as bothering the workers? http://s23.postimg.org/kpld02k3v/test_Subject14756_Screen.png XD (walljumping)
I also didn't initially realize wall jumping/climbing wasn't the proper way to beat the last level. Regardless, great little game. I liked the Portal vibe to it.
Very interesting idea. I had a weird bug with my boat always turning the first direction I pressed in the game for a while, but it randomly disappeared and started working as expected after a few seconds, then never happened again.
Apart from that, game was really fun, and I loved the audio.
Terribly addicting game that ripped two hours away from my development time for my game for the jam, lol. Well, more than two hours because I came back to it today and played for a while longer.
So, I think that's enough to say that it's pretty dang awesome. Fun, simple, addicting.
Woah.
Controls were a bit weird to get used to, but otherwise it was interesting. Definitely not a type of game I'd ever've expected myself to be playing, that's for sure xD
Nice idee. Everything worked well and it was pretty fun.
Nice game. I didn't get very far, but still thought it was pretty cool. No way I could last 30 levels though xD
Jumping felt a little buggy, which made certian jumps nearly impossible.
Nice attempt, would have been nice to see more levels in it though.
Very nice looking game. I can't help but feel that I'm missing something, even though I dug through the source code after playing to see what I could fine and didn't find anything particularly interesting that I'd missed.
Hahaha, very nice. Art is...interesting, to say the least :P
But, now that I have achieved the rank of sleeper, I must stop typing this comment and go perform my sleeping duties.
No idea what was going on, and it seemed overly difficult. Also felt like I had an infinite number of lives to work with, so it really didn't matter how well I played.
Reminds me of the game Sanctum, which was an FPS/Tower Defense game. This was very difficult, and I didn't like that if you played a map for a while then failed, it would remember what difficulty you failed at and start you on that on every single map. Otherwise, I had no issues with it.
Can't say I really "got" it, but it was very interesting (and it got me to go and read the story you based it on as well, which was quite interesting). Amazing Twine work though. Makes me really want to dive into how to make more interesting Twine things like this, since so far I've only made very basic ones.
Using a grenade for a puzzle game was interesting. Definitely felt well done. I was going to suggest having some sort of indicator about when the grenade was going to detonate, but then I realized it was there all along and I just hadn't been looking at it lol.
Not too difficult, but still had to stop and think about a couple of the levels for a minute or two. I liked the extra bit of ending for the no-failure completion too.
Audio was great, and art was good too. Nice game overall.
Very interesting and thought provoking. Although the "you can't play again" message is very easily defeated by refreshing the page. :P
Even though they were shorter, I liked having the alternate perspectives, particularly the boss character. Very interesting story bit with just that little bit of text. Other than the music not loading after I died, I didn't experience any problems with the game.
All my scores were in the 34-39 range, never could break 40 though. Nice game.
My only complaint is how similar the mines looked to the red healing pads. Making one of them orange or yellow or just some other non-red color would have been helpful. Otherwise, it was a good game. Fitting music made for nice atmosphere to it.
Definitely would have been nice to have more levels, but what you have here is definitely a great start for a game.
Even though I was pretty sure I knew both endings at the beginning, the "good" ending was still...rough. Took me a few tries to be able to get it though. The heartbeats and thoughts appearing on screen were a very interesting/unique feature; they definitely added to the panic of the situation.
Very interesting. I can't decide if I prefer sword 2 or 3 more, but all of them were interesting to work with. I never did find the numbered rooms that someone mentioned. At the end, I fell down a long tunnel into a room with several enemies that was connected to a very small room on its right. I couldn't progress any further than that, was I missing something?
That wave of 4 stronger looking enemies is surprisingly difficult. Never was able to beat them. I agree with the person who said the time between waves is oddly long.
Got screwed over by circles that appeared off screen a couple times, but otherwise it was a nice game.
Easier than it looked at first. I was able to get a couple of the spheres by sheer luck--I just rushed in and hit shift when things got cluttered. Regardless, it was still fun and reasonably challenging. Nice work.
Interesting game. I played it 3-4 times, got both endings and managed to find "must we always hide things?" and "Merry Christmas Emelia".
The story/message of the game didn't really click much with me, but it was nicely constructed regardless. Graphics were well done, and the background music was good and unobtrusive.
Having that platform up there with the person that I can't reach was very irking lol. Also, I'm very glad to see that there are "no bugs in the game" although I did keep doing the floorslip trick on accident (that's what I named the one where you spin through the floor). :P
Nice idea, but it needs some work.
I managed to reach the wizard, but can't beat the section with the rising purple goo. Regardless, I still very much enjoyed it. Awesome concept.
I like the idea, but it did get a little monotonous. I am about to begin my 3rd playthrough where I will attempt to make my human smart enough to find me out.
Never could get past level two, but it was an interesting game. It was weird trying to figure out how it worked, but even after I understood it I still didn't do very well haha. Loved the design of Juan.
I like it; I failed a surprising number of times on the first two levels lol. Looking at this, I feel like I could replicate it from scratch in Unity, which is good for me because I need to make something in Unity without just following a tutorial step by step but never could think of anything.
Felt a bit short, but this is LD, so I tend to expect that. It's also partly because I got lucky on the last couple levels and got them both on my first try lol. Nice sound effects as well, it's surprising how much something that simple adds to a game.
This game was challenging, but extremely fun. Great work.
I had just finished day 22, had 2 people alive and 2 rations. Then my computer restarted itself. I don't have the patience to try to get that far again (it was my 2nd attempt, my first got me to 16 days), but I did very much enjoy the game. Wish I knew how far I could have made it though.
Also, (not sure if this was by design or not) it seemed like there really was no ending. On my first run, it said "Day 16" on the screen and just never went anywhere past that and the music just kept looping. Having the music fade out or having some sort of text appear to indicate that that is indeed the end would be nice.
Pixelbear's review stated my feelings exactly (I think I found my soulmate! at least in terms of playing this game): "Screw soul mates when you can do FLIPS in a BALLOON. FLIPS. That soul mate should be finding ME. "
I spent most of my time seeing how far I could stretch the ropes on my balloon. I managed to get my basket to go off the top of the screen for a bit. Finding my soul mate otherwise was kinda boring. Also, my soul mate totally interrupted the shoving match I was having with a couple green balloons, so I wasn't entirely thrilled about finding them haha.
Overall, not really my kind of game. I'm find with the calming, do almost nothing kinds of games, but this one just didn't click with me. However, it was well made. Fitting soundtrack, relaxing atmosphere, just not for me.
Endless bouncing, jumping tends to make me fall through the floor, and when I reached the red cone and pressed "1", nothing happened. The idea sounded cool, but it just doesn't seem to be executed well enough.
Instead of fighting, I just lured the zombies into suicide. It was easier than dealing with how they bunched up. Giving each color zombie a unique speed (even if only slightly different from the rest) would have been very helpful. Either that or an increased attack range/speed. Otherwise, it seemed impossible to defeat groups of zombies that had different colors. Apart from that, it was a nice game; I thought the audio was great.
This was more difficult than I expected. I only was able to make it to the 6th floor, but it was still a cool game. Very nice.
One typo I caught: you misspelled "something" in the crater in the "alone" side of things.
Overall, I preferred the 'awake' side to the 'alone' side. I thought the writing style for that path was more interesting. I was a little disappointed that the choices didn't have any significant impact on outcome, but it was still a great story regardless. Loved how you worked the animation into a twine. Very cool and gives me some interesting ideas for future twines myself.
Interesting. Until I'd figured out how to progress, I was a little confused/disappointed with the game. After that, I thought it was nice.
Hmm...interesting. Very fitting music.
Based on the number of tries it too me to get past the first set of yellow enemies, I'm never going to be able to finish this. I did manage to get to the second set of pinks though.
One thing I would change from what I saw: the first set of green enemies is extremely slow and boring. Most of the time, I didn't even look at the tab I had the game in to get past them.
Hm...Jim doesn't look anything like he did in his previous games. Looks a lot more like an Arrakin sandworm. :P
Really cool little game. Wasn't able to win, but I thoroughly enjoyed playing it.
Quick answer to your comment on my game (haven't had a chance to play yours yet, though I will be back to do so): my game was made in Twine, which is in interactive fiction/choose your own adventure software that gives .html files as its final output.
The odd jump from cops & robbers to Mexican food is mostly due to me running short on time and not being able to implement as many paths or as fitting of an opener as I would have liked. The sudden shift from getting food to a major life decision was supposed to be jarring, since all of the endings would be something sudden that you would not see coming.
I couldn't even complete the first level :/
Nice job recreating Lemmings, but between glitches (elves getting stuck in walls, walking through grappling hook lines) and just not being able to drop down without killing everyone, I just couldn't manage it. Seems like it could be fun if i worked a little more consistently. Not sure I understood the connection to the theme either.
Interesting idea. I didn't care for it myself; however, I noticed in the comments that you said it is meant to be an interactive CV, and I think it seems to work well for that.
Well that was...interesting. Can't see where/how Angelina used the theme at all. Quite simple game, liked the choice of music, and I really want to know who that guy is that got placed everywhere.
Found you page finally!
Well, I managed to finish the game with the arrow in my possession and using it to kill the cyclops thing, but the ending seemed the same, so apparently I missed something. Either way, it was a nice game. Looks great and the music is good too.
Two locations? Hm...well, I was going to play and try and find the second one, but it seems I can no longer save by dropping and recollecting the arrow, which makes the game much too difficult :/
Oh well.
It would have been nice if it was more clear that the fireworks level was some sort of bonus level. Until digging through the source code, I assumed I just couldn't find the door there.
Additionally, two levels prior to that (the level with the door on the left where the wall is labled "nope") was impossibly hard. I managed to pass it twice, but I don't feel like I did it correctly. I just jumped around randomly till the key happened to get blown onto the platform, then kept jumping till I too ended up there.
Other than those two levels, the game was good and I liked the idea behind it.
Nice game, though it would have been great if you'd had time to make more levels.
Regarding your comment on my game (One Life): Do you recall which line repeated itself, and/or what the sentence was that didn't go with your choice? I'll need to fix those for the post-compo version (Alternately, if don't remember those specifically, but do remember the path you took or at least the ending you got, that will help me locate the possible errors)
I got a missing MSVCP110D.dll error when I tried to play your game. I noticed one or two others who had the same error, so you might need to include that .dll also, but I couldn't get the game to play even after I added that .dll to the directory. Now I just get a "application was unable to start correctly" error. Gonna see if I can just compile it from source to play.
Yes, I did have version 1.0.1.
And if you're on twitter, I'm @SnoringFrog. Otherwise, just email the stuff about my game to dokppyht@sharklasers.com (temporary email address, so if you don't see this within about an hour I won't get whatever you send)
I was able to make it to level 20 by never upgrading my direction. I found that most of the time, direction upgrades severely decreased the amount of the path I could cover with bullets, even though they did add additional bullets.
I'm currently in the middle of wave 22 or 23. I pretty much feel invincible at this point. I emit a pretty much unbroken stream of projectiles that will reach from one corner to the center of the screen. At the moment, they do 9 damage each (I think current enemy health is 5 or 6) and I move quickly enough that I'm starting to have trouble picking up gold. xD
SPOILERS:
Interesting idea. After playing through a few times, I was slightly disappointed that most of the decisions seemed to bring me to the same final point, but otherwise it was a very good, through-provoking story. I particularly liked Kyle's portion.
Having zombies appear out of nowhere in front of me (and, in one case, directly on top of me) was annoying. I think increased zombie speed would be acceptable to have them not get beamed in all over town (or, say in the "story" that they are being beamed in, then I can't complain :P). Otherwise, the game seemed rather easy, even when I got grabbed by 10-15 zombies I was able to sprint away once I got the hang of things. Regardless, I still enjoyed it. City generation was really cool though.
What I immediately noticed about this game that set it apart form almost all of the other IF I've played: sound. Very nice touch, even just the click when you select an option is extremely nice to have. That's something I want to look into adding to my IF if I continue making them.
Based on the fact that a trigger warning existed and the first few passages, I realized pretty early on how things were going to end (although, at that time I thought--hm...how to say this without spoiling anything--I thought the character would be given more power) and was dreading it for the remainder of the story. But nothing could compare to "The Moment The Choices Stopped" (to borrow the subsection title from one of your follow up posts). I thought--no, I desperately hoped I had encountered a glitch at that point. Extremely effective mechanic.
I managed to get to level 3, but couldn't beat it. I don't have the time or patience to get through all 5 levels (glanced through the source to see how close I was to the end). I think the game might be a tad too difficult, but it seems made well. I don't see how it relates to the theme though.
Would have been great with some background music but was still a very fun game regardless. I managed to get a high score of 9015 before I quit playing. Very addicting game. ^_^
I think one of my earlier ideas was headed in this direction, but my brain was never able to put it together. Glad to see someone did though. Love the concept.
Very nicely done, I loved some of the endings--definitely got quite a few laughs from me. I think the coolness one might be my favorite. Or ponies, I'm not sure. Either way, great game/IF.
Very cool, and pretty challenging (the part right after the checkpoint was a nightmare the first 30 times I did it). When I finally beat the game, I managed to do it from start to finish without a death. ^_^ Background music was nice as well.
Also, for entering something in the compo, you're also supposed to make the source code available, so you need to add a link to that.
Very simple, but fun and surprisingly challenging at some points. My only complaint is that the single-word timer would often kick me to the next word while I was typing in a word that had stumped me for a second, which often meant I typed the wrong letters into that following word. Other than that, I thought it was very well executed and a very clever use of the theme.
Absolutely gorgeous, and I love the music. Playing this reminds of the SNES shmup Phalanx, for some reason, which then made me realize how mindblowing a shmup made by you would be.
But back to this game: it got surprisingly difficult for me quickly, but I still enjoyed it. If I play a bit more I'll get more accustomed to the controls and last a bit longer. Right now my high score is 48.
Interesting idea, it was more fun than I thought it would be.
Web link displays nothing for me, but I'm trying to play from ChromeOS so there's a good chance the issue is on my end. Figured I'd mention it just in case it isn't an issue with me. I'll try to play on Windows on another day.
xD I loved this. Extremely simple, but it looks beautiful and was quite entertaining. The walking animation looked funny (but given the way the rest of the game went, it kinda worked), but the walking sound seemed out of place (to me it sounded like you were walking on wood even when outside). Other than that, I had no issues with the game.
The random respawn locations and speed of the enemies made this game feel nearly impossible. I did almost as well by just holding up and never letting go as I did by actually trying. Although, after a while I did somehow manage to get a score of 11. I liked the idea of it, it just needs something to help it not feel so aggravating, especially if you respawn on the far right of the screen.
Maybe if there were bars that moved left/right up/down on the edges of the screen to indicate your respawn position? That way, you could have an idea of where you would end up. That's what immediately comes ot my mind at least, not sure how well it would actually work.
Very interesting idea! There were a few moments where I was sure I got the correct shot, but it still said I failed them. However, my zoom work was weird (no mouse, so I had to use a trackpad that has poor scrolling; a keyboard alternative for zooming would have been nice) so that might've led to some failures when I thought I had decent shots. Either way, I really liked the game.
The game got difficult for me surprisingly quickly (not that that's a bad thing). I managed to get a max score of 900 points on my best run. I liked that there were multiple music tracks, and overall it was a pretty fun game.
Haven't played your game yet (I'll be back to do that later), but to answer your question on mine (One Life), it's a Twine setting. In the StorySettings passage, you simply set "Undo: off" and it disables bookmarking and the use of the back button within the story.
Playing on Windows 7, my event log kept getting bigger and I couldn't resize it. By the end of the game, I could barely see my player.
It was also difficult to manage inventory because I had way to much. I had 5 friends for a while (which basically made me invincible) until I accidentally killed them all when trying to find my inventory menu after losing it behind the then-massive event log. That wasn't a big deal though, b/c I had enough massacres left to just kill every other enemy I saw. I wish I hadn't picked up so many urge to kill's though , b/c I didn't want to use them and they pushed all my good inventory out of sight.
It was an interesting game though. Apart from the difficulties managing the menus, the only two things I would change are marking your "friends" somehow, and allowing you to select which target on a square you want to shoot. I think I killed as many of my friends with my gun as the other enemies did, since I shot them trying to get to the enemies.
Otherwise, fun game with an oddly relaxing soundtrack and unusual ending.
Very nice! I really enjoyed this entry. The music was amazing (I could definitely feel the Megaman influence in it, even before I read where it was mentioned in the jukebox), and the gameplay was challenging but not difficult enough to make me hate it.
Except the final level. I'm pretty sure most of my 150+ deaths were on the final level in hard mode. Gr...
I feel like I would have enjoyed this game, but as soon as their were two elves on screen the game lagged too much to really be playable. Apart from that it was nice, although I didn't realize I could pick up crumbs for a while (couldn't see them, I just happened to run into a few).
Amazing game. Feels like a shrunken/retro version of Shadow of the Colossus--which is a very good thing. Music was great, and the game was sufficiently challenging but not impossible (although the box with the bullseye had me VERY frustrated initially). I feel like there should have been a bit more to the ending, but it wouldn't take much to overdo it so how it is is probably good.
Is there even a secret bottle? I'm inclined to believe that that's a ruse.
Got a little boring after a while, and I found castle level 4 significantly harder than level 5 (due solely to the platforming elements). Game looked great though, I liked how you used the theme.
If you hadn't repeated the final line again on the last screen, the pun would've missed me entirely lol.
Oh, and in response to your comment on my game: I actually thought I'd put button explanations in-game too. Apparently I forgot most of those, sorry about that!
And I had a feeling I might not have made the breakable rocks distinct enough. That's why I added the 'rockslide' upon collecting the pickaxe to ensure that the player realized they could break those kinds of blocks, but they probably should have been more distinct nonetheless.
I might try to make a simple puzzle game like this for one of my next games. I felt like a lot of my time (what little I had after dealing with homework) got eaten up by my obnoxious jumping/collision detection bugs, and a couple LD's back it was physics glitches that took up a lot of time too. With a game like this I could spend more time focused on graphics and level design, which I haven't had much of a chance to work on as of yet.
But back to your game: I enjoyed it. Felt a tad short, and I think it was easier than your past couple LD's, but not bad at all. Last level took me a little bit to figure out.
My only issue soundwise was that the game seemed extremely quiet. I had to ramp up the volume on my speakers quite a bit to hear anything, but when I did, everything sounded great (for whatever reason, the movement sound while underground particularly caught my ear). As far as visuals go, everything looked good but nothing especially caught my eye.
I told myself I would stop playing at level 50, but when I hit 45 my fps dropped to 1 and never came back up, so I had to give up there. Awesome game though. Surprisingly challenging.
$2475! Took me a while to get that score. Before that, my high score was still under 1000. Very addicting game you've got, and I like the complexity added by the different behaviors of the various fish.
Awesome game! I barely made it back alive with the big treasure, but I made it nonetheless. :)
The idea seems like something I would like, but I'm terrible at it. I'm not new to the circuits and logic gates idea at all, but for some reason I just can't get make it work in this game lol. Nice work though.
In response to your comment on my game: I'd love to have more levels for it too. If homework hadn't robbed me of so much of my time to work, I probably would have tried to make the game a bit longer.
Haha, I'm glad to see someone else who tried to bring the Surface into their game somehow. I had to play this one player, but it was still pretty funny. Nice work.
Nice little RPG. I liked the combat style, it was neat not having to deal with any sort of transition into the fight. You could see the enemies ahead of time, and when you approached them the fight just instantly started.
Had difficulty finding any cream that I could pick up, but otherwise the game had virtually no challenge at all. Seemed like an interesting concept, but I ended up not particularly caring for it.
This was a really cool idea, one I loved even more since I am in the midst of reading The Hunt for Red October (which is making me wish I still had my NES and my dad's copy of Silent Surface to try my hand at again), but, as others have noted, the enemy subs fly by extremely quickly. The only way I had any success was by purposefully keeping my periscope raised to lure them into a corner, then bursting away, spinning and firing all I had. It would have been great if there was some way to get more torpedoes, or really just anything I could do after I was out of them.
This would be a really great multiplayer game with a fixed camera though. I can definitely see my friends and I enjoying something like this together.
Hm...weird, when I checked the file wasn't up at all anymore. Should be up now and should be a 3.06mb download for the Win-32 build.
Interesting. Aside from the camera losing it's mind if you swim to high, it was well made, but not particularly fun.
Interesting take on the theme, but I had difficulty figuring out what I was doing. I seemed to always win.
Lovely game! The odd window sizing really fit the game, as it made everything feel deeper. I also enjoyed how the music faded out as you approached the surface. Like others, I eventually committed suicide when there were no upgrades left for me to buy. I bought my final item--new ballast--gave it one test dive to see how it worked, returned to the surface, and then took a dive I knew I would never return from. I skirted along the limits of the pressure my adamantium suit could withstand, then, eventually, went down anyways to be forever claimed by the depths.
My opinion's about the same as everyone else's. It was rather boring, and I don't see how it fits the theme.
The green frog portion of the game got quite difficult at the end. One thing I would change that would make it heaps less frustrating is making the first single block platform of the horizontal section (with the big black monster trying to catch you) two blocks instead of one. I feel like the final room of the area still has enough difficulty that this wouldn't make things too easy, but having both of those sections made things obnoxious enough that I almost never finished the game. Regardless, still a great game. I loved it, particularly the audio!
Took me a while to get good enough to kill any bats, and then a while longer to finally beat the beefy bat, but I managed it somehow. Some of the collisions felt a bit off, and the rock would do weird things on occassion, but otherwise it was a good game.
Haha, fun little game. Took me 3-4 tries before I could beat it. I found it hilarious that the scientists bodies keep sliding even after they've been bashed.
Looked great and seemed like a cool idea, but lagged ridiculously whenever things got interesting. It eventually ended up crashing flash, so I didn't get to play much.
Very nice! And I especially appreciate the notification that there would be no new content, as well as the sudden increase in difficulty at that point. Game looked great and was interesting to play. I was pretty terrible at collecting aliens though.
Wow, you weren't kidding when you said it was difficult! I didn't get as far as I would have liked, but I thoroughly enjoyed trying it. Extremely challenging game.
In response to your comment on my game: I honestly never thought about what they grey was. It's pretty much just the boundary of the game, and not actually supposed to represent any substance. I guess the idea is that you fell into some deep hole and probably died on impact? The grey color was just there for me to put text on, mostly.
Gorgeous, and I loved the simple bg music. I wasn't really sure how to tell how much health I had left. Other than that, this is another great little shooter. I'd still love to see what a full shmup/bullet hell from you would look like, but I feel like that's a bit beyond the scope of an LD.
I think this game needed some sort of challenge or something detrimental mixed in to keep it interesting. Some fish/sharks that make you lose resources when you crash into them or something. Without anything like that, the game quickly becomes monotonous. Other than that, however, it was a pretty good game.
Also, I'm glad you 'liked' my memorial in the credits of my game :P haha
Interesting idea. Unfortunately the audio didn't work for me :/
Apart from that, it was well-executed, but not really my type of game.
Pretty cool game. I feel like it'd be great with a few different levels or just a little something to add some more complexity to it, but what you've got is definitely solid.
Max depth of 5694. Interesting game, adding the lasers to the sharks is a very...unique touch lol.
This game is hilarious! Definitely feels a bit rough (the one time I jumped off a building I was airborne for almost 30 seconds and flew an unbelievable distance) but is still extremely fun to play. Awesome foundation for an awesome game if you keep working on it.
Looks beautiful, and initially seemed like something I'd like, but it felt really slow/boring to me. I was able to track down one barrel and one valve before I lost interest. Just wasn't my type of game, apparently.
It looked really cool, but I couldn't seem to control my character very well, so I never did enjoy it very much :/
Looked cool, and I liked the concept. It's a shame you didn't get to get the finished version up for the LD!
This was surprisingly more difficult than I remember most of the Spike Dislike variations being. Had lots of trouble with the light blue spikes, and never ended up feeling comfortable trying to slide under any (which I do all the time in Spike Dislike). Only managed to get a score of 259, and that felt mostly like a fluke since my 2nd-10th scores are much closer together but don't get any higher than 150-160 or so.
Awesome twist on SD though, always fun to play ^_^
Doesn't seem to want to load right now, which stinks, because this looks interesting. Hopefully it comes back up.
Losing all of my cells and weapon upgrades made round two almost impossible to beat for me. Otherwise this was a great game. Looked great, and aside from a bit of lag in the aiming it felt great too. Awesome stuff.
Scratch that. Just beat level 27. Dave lived an additional 67 years and 228 days.
The procedural generation was really cool. That's something I've been meaning to play around with, so I might actually end up looking at your source to see how you handled it, particularly since you wrote this in something I have experience with.
However, combat was very difficult (so difficult, in fact, that anytime I saw an enemy I died without even having a chance to just run away).
I kinda felt like I was cheating as I took advantage of the fact that the bacon doesn't reset when you die to lure all of it near the spawn so I could speed past it and continue on unbothered, but other than that everything seemed spot on. Nice stuff.
11 days have past, and 68 villagers have perished.
I don't think I did too bad, especially considering my 2nd villa was built just to the right of the center of the forest (misclick) and somehow managed never to fall (although it did drop to 1 occupant a couple times).
The biggest problem I had was waiting for tents near the mouth of the forest to get completely removed to make room for turrets, since I failed to leave spaces for turrets when I initially started building.
Really neat idea. The only "issue" I had was not being able to adequately sabotage myself to death lol.
Nice game. It was surprisingly difficult to survive encounters with the gun-toting enemies.
Pretty cool game. It would be awesome if it had multiplayer. However, dying at the very beginning seems almost inevitable, which is annoying. I managed to get a high score of 37. ^_^
Initially I felt like I kept getting reset to the beginning for no apparent reason. Then I finally noticed the health bar and realized some of the tiles were lava. Once I got the hang of that, I found this to be a pretty interesting idea. I managed to only fall outside of the levels once.
I didn't do too well, but I loved the game. I'd probably have played this for a quite a while if I wasn't in rush-mode to get a few last games played and rated before judging ends.
Interesting game. I have no idea how I didn't fail the first level since I obviously had no clue what I was doing lol. After a bit I got the hang of it though.
That's a really cool puzzle mechanic. Would've loved to see more, but it was still a good length (particularly considering this is LD).
Haha, glad to see someone else took the theme down this road. I was pretty terrible at this game, but I still enjoyed playing it. It would've been nice if there was some way to control my speed a little better.
This was a really awesome little game. Not too frustrating, but still complex enough to not be boring either. Nice work.
Sometimes movement was a little buggy and I would pass through solid barriers, but otherwise it was a really fun game to play. If the movement had been more reliable, it would have been awesome to zip through everything really quickly, because the game felt like it was built perfectly for that.
That last puzzle took me a bit to figure out. I almost gave up on it. I had the right idea, but it took me a bit to do it the way you intended. Very funny game. I enjoyed it :)
After getting the virus, I found trying to turn the engines back on while falling too frustrating to be able to land on the 7 and 8 gravity planets. Would have been much easier if the engine controls were on the left so I didn't have to try to do everything with one finger or hold my phone in a very unusual way.
*points at title screen*
The Z button is the undo button. :)
Definitely would've been better if I'd had a controller...and friends. xD Regardless, it was pretty good. A little weird to control, but I think that was due to using the keyboard.
I never did manage to beat it, but aside from the level I got stuck on being ridiculously irritating, I loved it.
Hm...Chrome is flagging your .zip as malicious (not uncommon--which happens a lot for LD games--malicious). Not sure what there is to be done about that, but figured I should point it out to you.
Pretty awesome stuff. Really awesome work!
Gorgeous game, as usual. Took me a bit to realize what the shopkeepers actually were because I wasn't watching my health at all lol. Made it to level 8-2.
Not being able to turn except while moving foward was a bit annoying, but otherwise it was a decent game. More levels would have been nice, but the ones you had were good and sufficiently challenging without being overly difficult.
Chrome claims the file is malicious and refuses to let me download it :/
Nevermind, just saw your note about Chrome.
The game looked great, but I didn't care for it too much. I made it outside of the maze, fell off the long ramp by switching worlds, then kinda lost my desire to play when I respawned inside again :/
The game lagged a lot on my comp, which made it nearly impossible to kill anything at all, but it looked nice at least lol.
Pretty solid little game. More challenging for me than I thought it'd be lol. Nice work.
I feel lik ei was missing something that kept me from progressing very far, but otherwise I thought it was put together well. Love the audio.
Not really a game, so I'm not really sure how to rate it since this is a game development challenge. The story wasn't particularly my thing either, sorry :/
Super interesting idea, but I just couldn't seem to make much progress.
Crazy addicting. I played all the way up to rank 100 before finally calling it quits.
There's no 20, and you have two 26's lol. Good game though, but it did get boring after...well, I don't know how long it took, which brings me to my next suggestion: put the level number on the actual level somewhere. I hit 'esc' once and never could figure out which level I had just come from. Also, the way the music sped up like you were running out of time when it really didn't matter was kind of annoying.