Guns are Gas are Life are Score by Josh Riley 2020-04-28T05:34:47Z
I had fun trying this out! The turning felt way too fast to me also, but otherwise everything worked nicely. I like the variations in the guns. Music and sounds are good. Great job!
Foon → Ludum Dare Explorer → Users → sorko
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | Move IT | compo | 3.25 | 2.50 | 2.75 | 3.00 | 2.25 | 2.75 | 3.00 | 3.00 | ||
| 2020 | 46 | Keep it alive | Cable Guy | compo | 284 | 3.68 | 3.68 | 3.90 | 4.00 | 3.48 | 2.81 | 3.72 | 3.25 |
I had fun trying this out! The turning felt way too fast to me also, but otherwise everything worked nicely. I like the variations in the guns. Music and sounds are good. Great job!
What a game! I really loved how the elements just get popping up to the dark screen, making me go from "meh" to "WOAH" when the game actually started. The graphics are just simply amazing, I love the way you set up the scene. Mechanics-wise the balance between the actions felt great, and there were just the right amount of those! Also the hills were a nice touch, I would've hoped for them to be visible in the progress bar tho.
Overall, amazing work in itself, but what's even more amazing is that you made this in 48 hours!
Nice idea and good job on working on it!
I did feel a bit detached from the CPR (like I didn't feel like I had anything to do with it), as the person kept pushing even if I did nothing, and because there's no feedback for hits or misses.
Interesting mechanic that definitely has some potential in it. I didn't run to any noticeable bugs and the game ran well for me.
UI-wise The bar was confusing, as it started going down by itself after inhaling and not exhaling, implying that the character would be exhaling by itself, but still I was unable to inhale again even with empty bar (without exhaling in the between). So I'm left confused on what the bar actually represents?
Graphically it felt incoherent (realistic clouds and pixel tiles with the 2D character sprite and weird grass texture). I do like the character and the expressions on it, just that other part of the games should've followed the same art style (in my opinion).
I also like that you added how you came up with the idea, it adds personality and is a nice touch!
Good job on the idea and the graphics were quite nice also! I would've prioritized animating the workers quite high, as I find the sliding t-pose characters disturbing. But anyways, nice work given the time frame. But overall nice game, I wish there would've been more to play
It is evident that you used tremendous amount of work in polishing, and it really shows! Looks and feels really good! Controlling the arm and catching the fishes seems quite hard because the hand moves behind the cursor (obviously as intended).
The retro theme on level 4 is really cool! I did not reach level 10, but will come back and try again definitely.
I also loved the art, brought my game boy back to memory! The game was quite fun, managed to save all in the first run. Music was distracting, had to turn it off.
I did like that you can actually queue the actions, it made for so much more enjoyable gameplay.
I really enjoyed the high-speed action. It was a bit difficult to get it going at beginning but developed a touch for it quite fast. At first I thought the tail flame was a sign for the critical speed, and got mad when the asteroids didn't break when hitting them :D
Very nicely done, good idea and solid game play!
Had fun playing this. The marshmallow grilling in the title had me https://imgur.com/a/ALrjDta , so that's good. I disliked the fact that i had to wait for the "rolling" to be over, would've wished that i could jump again as soon as i touch the ground. I'm very impatient and get frustrated on things like that, but that might just be me.
Overall, it was an pleasant experience!
Environment looks cool and alien. I am not sure why use roads with flying space ambulance tho :D. Ambulance would sometimes get stuck and require some wiggling to get it going again, but I always managed to remedy the situation, so not game breaking. It was a bit hard to navigate, some kind of quick toggle between far view and near view would be useful (instead of scrolling around like a madman).
Music seemed to fit well and the whole experience was coherent.
Quite good to play, the movement felt a bit awkward at times, but not nothing too bad. Level 10 was tricky, but the ending was nice (not too surprising). Graphics and audio were good and the whole thing felt polished. Great work! Very impressive what you came up in 72 hours!
What annoyed me is the drag when touching wall and falling down, made me lose couple of time because couldn't catch the flower in time because i was dragging.
Solid work, didn't encounter any bugs and game play was quite smooth! The music was decent at first but started to annoy quite fast when it was looping. And what others said about the collisions.
Also the chick is cute.
Oh, and I think you should update the page to reflect that the itch.io contains web build of the game! Some people might turn around when they see there's no web option available (or they think there isn't)
I really liked the tilting mechanic! Jumping did seem a bit sluggish to me. Also, for me it would make more sense to show the melting percentage as reverse of current (like remaining 100% -> 0%), but it might be just me. Also graphics are good and the menu looks great!
Overall great entry!
Interesting mechanic and the controls worked fairly well. I also exploited the "smash jump" thing so the levels were really easy :D The ending sound definitely was not my favorite.
Fun game, the boss fight came as a surprise. I really liked how clear the upgrade mechanic is, it can sometimes be overwhelming for short games, but in this case it was very clear and nice addition. Good work!
Really nice aesthetics, I like how you got the simple graphics working so well. The animations and sounds of the flower are great. Almost lost my mind on level 10, but otherwise it was quite manageable. Bonus points for the ending scene!
Nice work. Some of the graphics are blurry they felt disconnected from the sharp ones, and for some of the usable items I had trouble figuring out what they exactly were. Maybe you could add hover text that says what the item does, and more specifically what clicking the item does (like to use the plank as bridge over the river).
Nice take on the theme! I didn't really get any music box vibes from the sounds, I think softer sounds and spatial audio would've gone long way. Also I think the music shouldn't stop when winding it, would be cool if it would pick up speed when you do it and if you let it wind down, it would slow down (and lower volume) until completely stopping.
Like the idea and the game is fun. At the beginning I also had problems figuring out what are the obstacles and tried to jump over the walls. Also, i feel like it required a bit too exact landing on the "hole" to count, and it should count when you go over it with some speed (like in reality it would drop there, even with some speed).
Really liked the idea, and loved spreading my duck meme around. Everyone loved it, except the one person i just couldn't find. And i'm sure the car/shop owners probably didn't love it too much either.
But great game! Graphics are cool, and music fits well. Also the dialogues were short, but worked well, I liked them. It was quite easy to leave the playing area, but no other issues that i discovered. Sometimes it was a bit hard to know where i'm supposed to stand to be able to add the poster.
Nice work, kept me entertained for a while. I didn't really care for the enemy mechanics, they became really repetitive fast
Also, the game link is not working, it just 404's
@shigure Unfortunately had no time for there to be any difference in cable length :( I was going to implement something with longer cables transferring the load slower, but due to running out of time had to go with the simplified version of just making equally powerful links between the servers.
@Hoyr Yeah that's and excellent point, will have to work out some way to do this
@shaolin-dave I was playing around with the idea for using cable to move, but had to drop it due to time constraints. Definitely plan on doing an finalized edition where everything is better, and definitely will include this mechanic!
@Jarithius Yeah, should've definitely dedicated more time for getting the controls right. Went with the initial set, and never came back to it.
Really enjoyable game, you got the atmosphere just right! And good thing you added checkpoints, it struck just the right balance with having enough difficulty forcing you to carefully consider your actions, but without being infuriating. Really liked the aesthetics and the cover image is so good! Very well done! Sound effects were great too! :D Sound spatiality did feel a bit weird at times.
Good job, game play was solid and easy to grasp what i've supposed to do.
The idea is.. interesting, the graphics are nice and the animations work well! And damn, those are some aggressive wolves! The intro is cool, and the parallax effect on background gives it a nice depth. The thing I would most like to see improved is the aiming, very hard to hit the wolves.
I took a look at the code, 99% certain that the bug you are experiencing happens on reloads because you have called DontDestroyOnLoad on it, and the destroying code is not invoked reliably. You can fix this in your game by just removing the player from DontDestroyOnLoads, and add the player to every scene (create a prefab from it).
You shouldn't persist any objects if there's no state to carry over (like here isn't). when you keep your persisted state on single object (like game manager) and only persist that, you can just load the scenes without having to destroy anything and the scene will reflect the state properly always, regardless of the past. Also for the persisted singletons, you should add code that would destroy any other instances of it if they try to instantiate. This way you can add all of the necessary stuff to every scene (even the game manager) and start anywhere (helps with development). Keeping multiple objects alive throughout the scene loads you add unnecessary complexity and open yourself to loads of bugs when something goes wrong on the clean up (like here).
HMU if you need more help with this!
Also: Awesome graphics!
Graphics are cute and game play feels quite good. It did get pretty hard for me pretty quick
Adorable graphics , great voice acting too! I would prefer that the player be a little faster so it'd be more plausible to reach the target.
I too found it a bit hard to judge between the choices when there's no explanation on what they actually do
Quite funny! As an idea I like that the fps actually goes down, but for me it makes the game nauseating very fast (but no surprise there, I usually don't cope well with low/uneven fps), so I had to just give up after certain point and let the bugs finish it. Also there seems to be some issues with the collisions (if you are standing back against a wall and shooting away from it, the bullets still collide wit the wall)
I liked that the bullets were bug-fixing/debugging snippets, but hoped there would be more of those. Love the menu art!
I am unable to get off the ground, no matter what I do
Nice job on the title, really liked the graphics and atmosphere! For the pixel perfect camera, you just install it via package manager and apply to camera (see https://blogs.unity3d.com/2019/03/13/2d-pixel-perfect-how-to-set-up-your-unity-project-for-retro-8-bits-games/)
Gameplay was easy to grasp and entertaining. Graphics are cute, loved the sound effects and colors, overall very pleasant ambience. While playing I accidentally noticed that you can "surf" with the falling bricks if positioned correctly, and it was quite fun to see!
I was left a bit confused about what is moving the balloon, clearly not air escaping from the end, as it would have to move the opposite way then :laughing:
Nicely done, graphics looked nice and gameplay was good once getting the hang on how to gain momentum with the hook. Didn't notice any lags or any other problems, and made it to that tasty corn dog eventually.