Alone in the Gloom by hulahulahest 2011-12-20T20:03:00
I liked it and agree about the ending.
Foon → Ludum Dare Explorer → Users → solkar
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 35 | Shapeshift | Cult Quest | jam | 737 | 3.03 | 2.71 | 2.42 | 3.47 | 4.38 | 3.44 | 2.29 | 3.34 | 52 | |
| 2015 | 33 | You are the Monster | Morko | jam | 925 | 2.73 | 3.67 | 3.20 | 26 | ||||||
| 2014 | 30 | Connected Worlds | Space Truckin' | jam | 22 | ||||||||||
| 2014 | 29 | Beneath the Surface | Introspectrum | jam | 633 | 2.71 | 2.18 | 3.08 | 2.93 | 4.00 | 2.24 | 3.05 | 50 | ||
| 2012 | 24 | Evolution | Atavic adventures | jam | 273 | 1.75 | 1.25 | 20 |
I liked it and agree about the ending.
With better collision handling it would improve a lot.
Instead of bar a number display would much more useful.
I really liked.
I had to do several tries to understood the mechanics. Some hint about the target of the game would be appreciated.
It seems a bit too difficult, the window to accept input should be longer. Maybe I'm just slow.
Also you could trivial "balls" when you have colored enough to pass the round. When you hit enough mistakes you don't have to wait. Same here.
It crashes on MacBook Air OS/X 10.7.4. I will try later though.
I really liked it. Very well done. It's a pity because I can't vote in this entry.
Superb
I know some people exactly like that.
I like the story and the mood created by music+pixel art. And I liked the lines of dialogue, they sound pretty good for me.
Did you though about making the captain and the ship/computer another character? Maybe a hidden stowaway? I think introspection monologue with the captain would be interesting.
I love bloody submarines!!!
I like it. Sometime is hard to find the worm.
Can't run it on Mac.
Exception in thread "main" java.lang.UnsupportedClassVersionError: com/me/LudumDare/Main : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:56)
Why is not working in Mavericks?
Killed everyone on Mavericks! Kudos!
Mac build works, but you have to give execution permission.
I don't understand what I'm doing. What's the concept you want to proof? I've played 3 times and I don't get it.
Sorry, I can't play on mac.
Exception in thread "main" java.lang.UnsupportedClassVersionError: MineDown/Main : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:56)
please make a zip
Thanks for your feedback. Yeah, the controls need a major rework. It's my first priority for the after-jam version.
About the menu: you mean that the menu is not animated at all, right? Where do you see a back button? I can't remember adding any, but maybe then I was already too tired. Hahaha
Seems clear that I must update the controls. I'll be back soon with an update.
I have updated the controls. Now it's much easier to walk around.
@Danvil, how would you improve the controls?
@flavio, I implemented something like that. It's available in the post compo. Not the keyboard though.
@Danvil, how would you improve the controls?
The music is a bit annoying
Cannot play
Super funny. I never knew I'd be so good being a bigfoot. I'm just an 8
Not working on Mac
Nice shooting game. Controls worked pretty well. The only thing that annoys me is the big blast when the game loads.
Not very playful but I like it.
If your kid likes it that's something, for sure. :D
You have included a level editor? That sounds like overkill
I don't understand how the game works at all. Maybe some more clear icons in the map would help to identify the different elements.
The gameplay is great and there's a lot of things going on in the game with so few element. The init menu is a bit weird. Graphics are also cool
Got an error and I cannot play "An error occured running the Unity content on this page. See your browser's JavaScript console for more info. The error was:
Uncaught incorrect header check"
Great concept. Shooting at the bubbles to make platforms was really exciting. I was afraid they would transform back and let me fall down.
Jumping I passed through the ground and that broke the game. It's not very clear to me what I should do in the game. Maybe a smaller map would help. That'd probably help the graphics as well.
All the artwork (graphics and music) is top quality. I don't get how to use the shield but the arrow is ace!
Very funny style. I only missed some more weird sound fx in line with the artwork and the music.
Très bien!
Hahaha, I wonder why you decided to switch to Unity right before the jam.
I was so focused trying to avoid the enormous amount of bullets that I didn't realise the enemies were shapeshifting. I should pay more attention
The character design is awesome... so many different character. I also think the 2d/3d mix works perfectly. Great job guys!
The concept seems good but it's barely impossible to control the monkey.
Two buttons to shoot seems like a very counterintuitive controls. Environment artwork is great.
A solid game. I wish the transitions between mecha and ship would be more fast paced. Anyway you managed to pack a lot in such a short time. Kudos
Those flying meteors are nasty! Nice little game!
Nice graphic design. The gameplay is simple but works, only sometimes is way to easy to get to the exit because there are many open areas.
WebGL version is not working, I got this message: "Out of memory. If you are the developer of this content, try allocating more memory to your WebGL build in the WebGL player settings."
I agree with the overall opinion that it's too hard. Maybe less freedom at the beginning would help. Anyway the gameplay is solid and it really works.
Thanks for your comments.
@Fumiko, I'll look into that glitch. And yes I decided to sacrifice (to the ancient ones) some of the mechanics I had in mind: new obstacles, boss fights; just to showcase the artwork better.
@MightyToastStudio: do you mean one button for each shape?
Thanks everyone for playing and for the valuable feedback. I've fixed a couple of problems with procedural level and now it should show some variety. Also the game speeds up a bit after some obstacles have been passed. You can find the updated version in itch.io.
@Sheepolution, @Decentsauce : thanks for your comments.
Post jam version has a small challenge: more obstacles variation and speed increase overtime.
I will probably drop the single control to change shape, in favour of a multibutton controls using on screen button so it will be playable with the mouse (or a tap). I knew I was not gonna be in time to implement so it was left out of jam version.
It's pretty clear what the game needs at this point: more gameplay!!! I hope to be able to find the time to do it soon.
@pirate_shell you made a very good point about obfuscating the cultist head, you're completely right. In the future I will consider how to spice up the change without hiding it.
Something seems to go wrong after the first game, sounds seem to be played several times and it's a bit annoying.