Heartbreak by elemel 2014-12-09T22:22:00
The control for the paddle felt really loose, I felt like I was always guessing where the paddle would end up. Nice animation with the falling bricks.
Foon → Ludum Dare Explorer → Users → solarexplorer
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 33 | You are the Monster | Agent | compo | 799 | 2.70 | 2.07 | 3.41 | 2.19 | 2.63 | 2.96 | 3.24 | 42 | |
| 2015 | 32 | An Unconventional Weapon | Dye | compo | 1138 | 2.00 | 1.49 | 1.67 | 1.57 | 2.66 | 2.49 | 2.89 | 49 | |
| 2014 | 31 | Entire Game on One Screen | Growth | compo | 921 | 2.83 | 2.88 | 2.65 | 3.48 | 2.44 | 2.63 | 40 |
The control for the paddle felt really loose, I felt like I was always guessing where the paddle would end up. Nice animation with the falling bricks.
I couldn't get it to run, here is my terminal output:
/Users/me/Downloads/seabirdsbreakfast-osx/seabirdsbreakfast ; exit;
dyld: Library not loaded: /usr/local/opt/sdl2_mixer/lib/libSDL2_mixer-2.0.0.dylib
Referenced from: /Users/me/Downloads/seabirdsbreakfast-osx/seabirdsbreakfast
Reason: image not found
Trace/BPT trap: 5
logout
[Process completed]
controls are a little difficult
Wakka, I agree with you somewhat, I think a 100mb file for what I packaged is unnecessary. I am currently in the market for a new "prototyping" framework that's readily cross platform (and lighter weight). Kivy is good for some things, but I think it doesn't do too much to optimize its packaging, and just includes everything (I haven't audited how the packaging works, so it's not very fair for me to criticize it much more than to say the packages seem large).
I chose Kivy because I'm familiar with it, and it can be reasonably packaged for Mac, Windows, and Linux.
Very cool, controls feel a little loose.
Cool concept, I thought the controls were a little frustrating/unforgiving. You should be proud of this, well done.
fun idea, controls felt loose and imprecise
Good idea, thought the enemies required a little too much erasing, also games where "move this really fast!" is a mechanic become very tiring very quickly. Couldn't fullscreen the WebGL version (game ran fine though, OS X + Safari).
good music good atmosphere, controls felt imprecise
Nice work, teleport preview didn't work for me (web version, safari, osx) due to ctrl+arrow being a default OSX hotkey.
Nice art collision with the black rabbits felt a little too sensitive.
Sorry, no action! It's less game and more "interactive story".
@texdata totally agree, I drew each scene separately then stitched them together, I tried some blur filters in Gimp but none of them looked good. Next LD I hope to have a little better foresight (and parallax scrolling!).
@sathorn: Yeah I realized too late that I should have made all my art in separate layers.
@HeuGamer: It's a very short experience.
@nightlord: Thanks for the heads up, I'm not sure what the cause is.
@Issacchaos: I thought about that but preferred the idea of the player stopping at each NPC, thoughts?
@MGhareeb32 thanks for the comment!
@DiegoEscalante thank you for playing (experiencing?)!
@Photon yeah I had trouble with the music not looping correctly sometimes, not sure what the issue is but i might need to use an alternative lib for sound instead of the phaser ones. do you think the length was an issue for mood? didnt quite sell it? didnt feel anything was at stake? I wanted to make it longer, to make the other colors really likable; to give the ending more punch. Not enough time though :P
@dwemthy thanks, I agree I wish it had a little more interaction
@GAFBlizzard yeah it was my fault for not planning the art out well enough in advanced -- also i agree, there should be some notification to the player
@Evergreen Games thanks for the feedback, fade to black would have been a simple way to show that the game was over, im glad you liked the story.
@seankimdesign I do too, and I agree, more interactivity would have been better.
Thanks for all the feedback everyone.
@ChronuzZ agree, more story more character development would be better, thanks for the feedback
@kristof nice username, not convinced about having obstacles, but if the puzzles fit the narrative they would make the game better
@flummox3d yeah i think the screen should have faded to black or something at the end, appreciate the comment
@Jacqueslelezard thanks, I agree, I think a well thought out puzzle might help tell the story better
@chromebookbob sorry it was confusing, it's a little artsy fartsy
@lochmann-apps yep a lot of people have said this, agreed
@jk5000 thanks for playing, glad you liked it!
controls and camera movement made it difficult to accurately move/jump
i liked it, introduced new colors a little too quickly
Good start, it didnt seem i could kill rocks, just slow them, which might be what you intended.
Great game, fun, simple (i.e. perfect for Ludum Dare). My favorite I've rated so far.
Great idea and you implemented it really, really well. The limitation of this game is human multitasking, it's just too tiring to make the mental switch between "eye" and "character". That said, I'm really impressed with the polish on it.
Spherical area is cool, aiming felt difficult.
Awesome work, felt like the game needed a stealth mechanic to really flesh it out. Lot's of polish for a 72 hour game.
Interesting concept, controls felt non-intuitive. Seemed like there was little strategy other than waiting to grow more spawners (maybe I misunderstood something).
The YouTube annotations let you down more than your idea/ability, just made the whole experience feel clunky.
Great idea, well executed.
Simple and fun, controls felt good. The speed increase was a little too fast for my taste.
Character movement controls felt strange, slippery maybe.
Thanks for the feedback everyone. Sending the player back to the beginning was a last minute change to increase the difficulty (I wanted to allow but punish using a "try everything" strategy).
Controls felt odd, character didnt turn smoothly.
Unclear what to do, graphics were nice.
Great art and sound; controls were a little disorienting at first because the grid is at an angle.
Fun and silly. Running targets were a nice touch.
All the blocks were flat rectangles on OSX/Safari. The game seemed to be at a fixed difficulty and never got harder, maybe spawn more enemies as time progresses?