Legend Of Single Screen by limbster 2014-12-13T01:23:00
Some good amount of humor (although self-referential isn't really my thing), and good use of the theme. Would love to see some mechanics integrated into this idea. Liked the patchwork climates!
Foon → Ludum Dare Explorer → Users → sorlok
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Falling Into Dreams | jam | 413 | 3.82 | 3.73 | 3.14 | 4.19 | 3.51 | 3.20 | 4.17 | |||
| 2019 | 45 | Start with nothing | 👥 | Starting From Nothing | jam | 1002 | 2.88 | 2.51 | 2.94 | 2.27 | 1.96 | 3.14 | |||
| 2019 | 44 | Your life is currency | Phoenix Game | unfinished | |||||||||||
| 2018 | 43 | Sacrifices must be made | Pew! Pew! | jam | 277 | 3.69 | 3.82 | 3.09 | 3.71 | 3.59 | 3.56 | 2.50 | 3.30 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Ok Tactics! | jam | 3.50 | 3.00 | 3.33 | 4.16 | 3.00 | 3.00 | ||||
| 2017 | 40 | The more you have, the worse it is | A Boy and His Card | jam | 134 | 3.90 | 3.86 | 3.89 | 4.12 | 3.84 | 3.68 | ||||
| 2017 | 38 | A Small World | A Tower in the Mists | jam | 641 | 2.90 | 2.90 | 2.70 | 2.29 | 2.66 | 2.88 | ||||
| 2016 | 36 | Ancient Technology | Perambulator | compo | |||||||||||
| 2015 | 34 | Two Button Controls / Growing | Junked | compo | 24 | ||||||||||
| 2015 | 33 | You are the Monster | Trump 3016 | jam | 631 | 3.09 | 2.91 | 2.62 | 2.91 | 3.70 | 2.85 | 60 | |||
| 2015 | 32 | An Unconventional Weapon | DATAWIN Lite | compo | 701 | 3.02 | 2.76 | 2.68 | 2.40 | 2.53 | 3.00 | 2.80 | 2.84 | 100 | |
| 2014 | 31 | Entire Game on One Screen | Sad Little War-Bot | compo | 485 | 3.26 | 3.33 | 2.68 | 3.33 | 2.63 | 2.84 | 3.47 | 3.09 | 100 |
Some good amount of humor (although self-referential isn't really my thing), and good use of the theme. Would love to see some mechanics integrated into this idea. Liked the patchwork climates!
Fun, although I only tried the hotseat game. Some minigames were a bit unclear, and some audio feedback would have helped a great deal. Overall good game, enjoyed it!
Cool concept, and decent mechanics. Love the double-themes. A bit sparse on content.
Talk about a game with an "a-ha!" moment! I really enjoyed being all confused at the beginning, but then figuring out what the "entire game on one screen" meant in this context. Great idea! Also, pretty solid platformer, but boxes should "snap" into position is possible (too easy to stack boxes slightly off and wiggle up them). Excellent game!
Lots of fun! A bit tricky with some of the jumps. I like how, in tough levels, you'd end up losing tons of lives through these combos. :D Great job!
Clever idea, and the mechanics were pretty good. Some of the "powerups" were pretty frustrating to play with, but I guess that was the point. Great job!
Really, really fun game. Love the concept. Minor annoyance: because you have to click near the hero (and the window's not full-screen), it's very easy to click off the screen and iconify the window when dealing with barrels. Maybe make a "left leg sweep", "right leg sweep" key for barrels instead, or start in fullscreen?
@vidarn, Thanks, I totally failed to read the instructions. Works now.
Comments: Really cool! I loved all the content that was folded into this game: once you figure out that you can walk off the corner of *any* grassy screen, the game becomes a lot more fun! I think a world map (Tab) would have been helpful. This is one of the games I would really like to see expanded on. Great job!
Really great stat to a game! I thought that "1" should match with "A" though (since it's a jump-type attack). Good setting of the mood, and controls are solid. Also, it's just an interesting premise.
Loved the feel and mood; the graphics and audio were spot-on. The dialog trees were ok, but the game needed something to break up the monotony. Also, considering that the game's major draw is reading text, it's odd that the font wasn't larger, or more "animated" (like, sound plays as it types out, or something). Would love to see a full release!
Loved the "zoom in" idea, and I feel like it really fit the theme perfectly (which is very tough given this theme). I felt like "space" should have been mapped to "flip the jeep", or maybe I just rolled it too much. :P
Would love to see this polished up and the concept extended upon!
Stuck on the nav screen (linux).
Sure, I'll give it a try Wednesday. Good luck!
Cool idea! Feels like the "buy" and "sell" phases should be interleaved a bit more smoothly. I like the idea of maintaining stock and keeping customers happy. Good job!
Lots of fun, but wow that damage can add up fast! Some mercy invincibility would be on my list of requested mechanics. :D Really cool, enjoyable game, and love that it's all HTML5 --great job!
Excellent! Lots of fun, great mechanics, and easy to control. Great game!
Clever and interesting, but I had a hard time figuring out how to play.
Fantastic! I had a lot of fun, and played far longer than I needed to judge the game. Definitely needs a chat window! Also, controls are kinda wonky. Anyway, great job!
Solid entry, and lots of fun. Wish that we could zoom in on other parts of the image, or upload our own images to zoom in on. Very clever take on the theme! Great job!
Good concept; done well. Sometimes I get weird visual glitches when walking N/S. Good job!
Cool idea! I never really reached a "corrupt" point like the instructions stated, but the idea of building your way through a computer as a "2" was neat! Maybe some more exploration into what a 2 actually means? Nice game overall.
Lots of fun, but some issues with collisions (as the enemies are dying). I love that you can attack the UFO, and in general enjoyed playing the game.
Solid game, great art, and nice mood. The mechanics are a bit tricky (the snowballs' arcs are tough to aim right) but it was fun to play.
Fun and cool, but the fact that the controls don't rotate with the view makes it tricky. Also, "bouncing" off a wall and back into a portal is no fun; feels like a cheap kill. Neat idea overall, though, and well programmed! Good job!
Very solid. I like the whole... er... narrator perspective. Would like to see more, and also more variety in terms of the murderer, etc.
Really fun take on the theme (although I think there were some balance issues --death as soon as you were off the screen? What about the overbleed area?). Would love to see this concept expanded on into a full game; you had a very creative take on this!
Plays fairly well, but it's hard to tell what to do. Good job overall.
Really cool idea! Solid in every category, and just generally a lot of fun to play. Great job!
Wow, just wow. This game is hilarious! I liked the concept of dodging projectiles while following the hilarious commentary. Great job! Also, your family is wonderful.
Good game, and loved how quickly the weapons expanded! Would love to see an expansion of gameplay! Right now, it's basically infinite and unwinnable. Great job!
Cool game, challenging and fun. Excellent job!
I like the general idea, but the game was too frustrating for me. Good mechanics overall.
Couldn't get the ships to move; maybe I'm doing something wrong?
A solid game, and cool mechanics. Would like to see it developed more, and maybe some cues so that it doesn't need such a complicated set of instructions? Also it was not clear to me what the difference was between the two workers. Anyway, great job! Would love to see more!
Fun game, but not really sure what the "attack" button does. Great job with an online game in the limited time constraints of the jam!
Lots of fun! Collision detection was pretty brutal. Some audio feedback would be helpful (it wasn't clear I was "saving" people until partway through the game). Good job!
Great art, sound, and very intuitive! Easy to learn, too. Needs a little more mechanics-wise, though; something to make it less repetitive. Overall great!
Leaving a blank comment to add this to my queue; I'll see if I can get my hands on a Mac to try it.
A solid entry! Strange to say, but I enjoyed it! You really captured the mood of a menial job well, and made it interesting. Would like to see this idea expanded on!
Really fantastic visuals, loved the setting. The gameplay was good, but needed a bit of variety. Good job!
Has everything a good game should: tight controls, a nice establishing introduction, time pressure (but not unfairly so) with the oxygen vials, and cool visuals. Oh, and I love how lighting was used to hint at the locations of the platforms in the jumping sections. Bravo!
Surprisingly fun! I love the feel of the game, and the stuff you find in the lint trap. Probably has the maximum "fun you're having" to "coolness of the thing you're doing" ratio.
Fun, and good use of the theme! I like the picture-taking mechanic.
Lots of fun! I got 20 stars, but couldn't make it to the exit. :P
The movement is glitchy if you try to do diagonals, or along some walls.
It would be nice if "up" and "down" warps were different colors.
The mechanic needed to get star 19 was a little too cheaty for my tastes.
Overall, great game! Would love to see tighter mechanics though.
Cool concept, and controls just fine. A bit hard to figure out how well you're doing at any one time.
Really cool concept. Enjoyed playing around with the various options.
Good game; solid mechanics. The green circle collision detection is a bit too precise, but otherwise the game is fun.
Absolutely fantastic: the mood and mechanics were spot-on, the game felt balanced (!), and the objective was both clear and challenging. I felt that some "sonar" to hint at where oxygen is located might be helpful. Great job overall!
I really like the idea of multiple people trapped on an island requiring ridiculous things. Would love to see the game expanded, some new mechanics introduced. Great job!
Cool idea! I wish there was some way of checking for spikes (when zoomed out) without just trial and error. Anyway, it was fun and interesting!
Very clever take on the theme, and cool evolution idea! Gameplay was good, but controls could have been a little tighter. Great job!
A great first game! Enjoyable and intuitive, but I feel that a custom mouse cursor would help (because it's hard to tell exactly what you are clicking on due to input lag). Great job!
A nice approach to the theme, although I found the text boxes were a bit mis-aligned. Good focus on the visuals and dialogue, and interesting spell variability and "wait" system. Bravo!
Points for innovation! Interesting concept; really clever take on the theme.
Excellent game, lots of fun and really creative. I found the controls maddening in the lower-right quadrant, but I still really enjoyed the game (I just didn't finish it. :P )
The game is good, but there are some design issues. A cross-hair would be nice (playing on Linux; maybe it works in Windows?) rather than just the mouse. Power indication is on the right side of the screen; if we are shooting from the left we have to take our eyes away from the player. Purchase system does not provide enough feedback.
Couldn't seem to get the installer to work, and the RAR file asked for a password to download. Any advice?
Lots of fun; left me wanting more content. :D Great take on the theme!
Thanks so much for your feedback, everyone! It really means a lot to me that you enjoyed this game.
Regarding the music, I apologize: I added the music loading code in the last 5 minutes of the compo.
Regarding ☃, I am super happy I was able to get that guy in the game. :D
Oh, and regarding the grenades exploding on you, yes, your own explosions can cause a grenade to explode. :P
@all: Thanks for your additional comments! You've all made good (and very true!) points on what I could do to improve the game, and I'm grateful for your feedback.
@Zi: Can you try again? I tested the link from a few machines here and it seems to work... Google Drive is usually pretty stable. You're not behind a company firewall or anything like that?
@all: More great feedback, and thanks for that! My original goal with "grenades exploding on contact wit your own explosions" was to subtly discourage you from shooting wildly. (I had this idea early in the design that you could complete the game without actually killing anything and that would change the ending, but I didn't have time to implement it.) Clearly, the mechanic just ended up frustrating players, so apologies for that!
@masterhyjinx: The directory view is just how Google Docs lists zips (not sure why; I also find it a bit counter-intuitive). I'll check into the 404's --not sure why people keep getting them.
@all: Thanks again for the feedback! I've said it before, but I'll say it again: knowing that my game let you smile or have fun is really wonderful to me.
@DomNomNom: I like the idea of providing feedback on the snowman; maybe it can melt or lose coal "buttons" as it takes hits.
Whew, I think I caught up and reviewed all of your games thus far. If you left a comment but I haven't reviewed your game yet, please reply again and I'll get to it!
@crazyrems: Glad you enjoyed it!
@csanyk: Some balancing certainly is needed; thanks for playing! A good strategy for level 4 is to focus on keeping a corner clear. I made a video showing this strategy: http://youtu.be/5mU5bTAxW0g?t=2m35s
Great use of theme, lots of fun, but a little touchy on the mechanics. Glad to see the post-compo release! (I'll be playing it after the review.) Overall great job!
Wow, I don't know how to say it, except "I enjoyed everything about this game". Felt like MegaMan meets Metroid. Loved the lighting clues. One of the few game setups that I felt really benefited from being on one screen.
Fun, and a good use of the theme topic. Feedback (when squares are in range) is a little tough to gauge; maybe side-lights so you can see when you've passed squares?
The art was great, and the mood was getting there (needs a bit more animation). Would love to see this game expanded on. Good job!
Great! I loved the mood of the game, although I found some of the mechanics a bit hard to grasp intuitively. Still, very intense and enjoyable. Great job!
A cool mechanic, and a legitimate use of the theme. A bit hard to grasp intuitively, but there is definitely some depth to this game.
Good game! Needs some variety though, but it sets the "arena" mood very well!
Interesting idea for a multiplayer game; I like the color-shift mechanic. Would be better if the "hunted" player was a little more obvious; right now it is not directly obvious why 1 player can shoot, but the other cannot.
Cool idea, but controls get "stuck" a bit (I can't move around all the time). I like the real-time plus farming idea. Good job!
I really, really liked the idea and mechanic behind this game. A few problems built up:
1) Lack of audio feedback; animations when you find an inconsistency. This is supposed to be a big moment, but stuff just kinda fades out.
2) Steep learning curve. It would be nice to start with a very obvious inconsistency that is required to get into the main game.
3) It wasn't entirely clear to me (within the game) what the lights did, or the "fade in of the black parts of the screen". I know you explained it; I just didn't get it.
Still, 5 stars. Great job!
Got this error:
Spike Jumper/res\clear.tmx (No such file or directory)
Can you push a fix with "/" instead of "\" (works on both Windows/Linux)
Good game overall; I love the re-arranging mechanic! The controls are nice and responsive, but it's frustrating that hitting your head on the ceiling stops your forward movement. Good game!
A cool idea, and evokes some interesting emotions. Feels a little unfocused, but definitely worth a play!
Loved it! Great way to set the mood, and solid, reliable mechanics. Loved the ending!
A good game, and very nice art + mood. However, I found the dialogue a bit long-winded. Either way, good job!
Good! Lack of strafing makes the game frustrating. Bullets and no "hit" feedback are tough, too. Nice idea for the upgrade system (but don't play the "fire" sound when playing upgrades). Good job overall!
Cool idea! The mechanics were a bit touchy, but I liked the end result. Great job!
Hard to rate; the game had a nice look, but a lot of design issues (18 artifacts??). Overall good, but I wish there was a 3.5 star rating for this.
Some trouble getting it to work; will try again on Linux later.
Very imaginative, and I loved the main mechanic. A bit hard to see (and thus control), but that's mostly because of the theme. Great job!
A solid first entry! The mechanics are solid, although the "sticks to walls" thing is a little weird to use effectively. Great first game!
Game was a lot of fun! A few points:
1) Collision detection should use the "base", not the whole body.
2) If we can't shoot at angles, why use the mouse to shoot? Why not use the arrow keys?
3) It is possible to spawn on a rock after crumbling.
4) It is possible to spawn directly near the exit.
Some cool ideas, like portals and wall-jumps. This game seriously needs local networking, though. Also, it didn't scale to the full window on my machine. Great job regardless!
Totally won me over on innovation; I would love to see this as a real game (polished, of course). The AI was decent, but there were corner cases that made it frustrating (i.e., ignoring health packs, the same person picking up multiple pills (I think?), etc.). I feel like you should have had thousands of fighters rather than 6 --why not make it totally off the charts?
A solid entry; a bit tough to control effectively, but a really cool concept. Would like to see more of this, and tighter controls! Great job!
Really creative concept; I wish there was more! Decent mechanics, and fun to experiment in this game. Good job!
Good game! A bit weird with determining whether or not you can switch levels, but I like the idea of putting multiple levels on one screen. Nice job!
Solid use of theme, and fairly fun (once you figure out the basic mechanics). The music was really well integrated, and the mood was great. Collisions were a bit strict for a floorplan view. Great job overall.
Great, creative, and moderately fun to play. I feel the screen space could have been mapped better (player screen in the middle?), that attack options were limited (couldn't figure out the shield), and that the objective was a little vague. Still, great game!
Solid game, very fun. Liked the control scheme. Found the jetpack very hard to use right.
Really fun, really well made. I loved the spell animation in particular! Very challenging too. Great job!
Enjoyable, but has a few issues:
1) Player moves very slowly, multiple keys down at the same time seem not to register (on Linux, anyway).
2) Collision detection uses the entire sprite, so colliding with the player's head is possible.
Good overall, keep up the good work!
I feel like either I didn't get the joke, or the designer didn't really finish the entry. For the latter, a note to that effect on the entry page would have been nice. For the former, maybe a hint?
Really clever idea! You packed a lot of gameplay into one screen! Kind of had some trouble mechanics-wise (it's very easy to get stuck, which is frustrating, and I couldn't figure out how to delete parts). Overall great game, regardless!
Great first entry! I loved where you were going with this, although some sound-based feedback would have been helpful. Great job!
Overall good attempt! What you have is kinda fun; would like to see more next time. Good job!
Solid entry; looks good and is creative and fun. Liked the level progression. :D
Fun and interesting. Controls are a bit wonky, and I'm not sure what the "action" key actually does.
Fun take on the theme; enjoyable. Good job!
Cool take on the theme, but I found the hit detection to be a bit spotty. Neat game overall!
I liked it! Very solid controls, although the white-on-green text was a bit hard to read. Like how the enemies' shots could kill their friends, as it was the only way for you to attack. You could definitely do some cool story-telling with this game!
A solid game, lots of fun. I found the reload button to be a bit finnicky, but otherwise good job!
Very solid entry! Loved the visual feel of the game, and enjoyed the clever take on the theme. Wished there was a bit more to do, but nevertheless great job!
Nice idea! Love the simulation approach. Would like to see more! Kind of moody, relaxing game.
Good game, but builds up a bit slow (TD games are less fun when you can only build 1 tower with the starting money). Would love to see the game expanded!
Great idea for marking progress (the colors). Some of these levels were really creative! The movement physics were kind of frustrating; I kept getting stuck on corners. Overall great job!
Game was fun, and impressive for a "from scratch" game! Needs a bit more feedback, though (like sounds/flashing when taking damage). Good job overall!
A cool concept, but some netplay would have really helped. (I know, limited time.) Interesting start!
Great mood and graphics, loved the writing in general. Felt a little too rail-roaded, plot-wise. (Haha, punny.) Overall good game though.
Very cool game! Loved the balance between "rewinding" to exploit duplicates and accidentally undoing your own progress. Cool ending idea. Would love to see more!
Very cool concept; it's fun even as it is now! Would be fun to see what the final game would have looked like. Great job!
Great start to the game! Feels like this could be a really fun game with a bit more content. Has a really nice mood to it. Love the result of the button press. :D
Fantastic game. Tight mechanics, cool idea, and well implemented. Would love to see this as a released game.
Game was really enjoyable and had a great mood, but the jumping was a bit touchy (which is bad, considering it's the game's primary mechanic). Would also benefit from a 4x HD monitor. :P Great job!
I really love the mood for this game! The random character talk is just beautiful, too. My only problem is, surprisingly, the gameplay; all you do is mash buttons (slowly) to win; it'd be great if there was some "inference" or "deduction". Also, I was kind of expecting that having two cops in one room changes things (like good cop/bad cop). All in all, the first game I rated that really drew me into the world.
Enjoyable, and pretty clever! Good use of theme, interesting spin on memory puzzles. I think a gradient-based light source (or even a full 3d-rendered light) would have made the "lights going off" idea clearer. Great job!
Great combination of labyrinth and pacman! A clever way of putting the entire game on one screen! I sure hope your friend got his cup of coffee in the end. :D
First game I saw that actually had a clever take on the theme! Very fun, very balanced, very clever! Great job!
Game is a lot of fun! Really wild art style, with a whole bunch of gore added to a cartoony world. Love the juxtaposition.
It's not clear to me how long the enemies will crowd around the carrot until you "lose". But either way, it's exciting. Great job!
Great concept; I felt the hit detection was kinda spotty. Enjoyed it, would love to see more!
A very clever use of theme! I do wish there were some visual clues to help figure out which screens are connected where, without having to rely on trial-and-error. Maybe gradients or something? Anyway, great job!
Lots of fun! I love the SWAT team thing that happens, it motivates you to not just blast everyone. Bombs are fun too. Great game, but needs a way to complete a robbery without any killing.
A solid entry, and I loved how the rooms kind of combined to make totally different new rooms! I wish there was more in this game, but what's there is done well. Great job!
Very interesting! Would be cool to have a little more of a goal, but definitely fun to play around with.
Wow, nice idea! I feel that the switching mechanic made gameplay tough in some places, but for a prototype that doesn't matter. Really cool, fun game!
Very cool evolving map. Mechanics need some work, but the concept is cool and worth exploring more. I had fun!
Good game! Generally fun, but needs a bit more feedback (like damage sounds). Diagonal shots FTW!
Really cool; love the terrain. The interaction is fun too; would love to see this concept in a full game.
Excellent game! I liked how missiles could explode in chain reactions, although I felt that enemy missiles shouldn't hit each other naturally (who's firing these, anyway?). Good use of time pressure with multiple silos and cooldowns. Some special attacks (tornado?) would be cool!
Cool idea! I like how the 'cycle slows down when you are running out of power, making the game feel more like a survival horror game than an action one. Terrain is a bit bland.
Fun and clever idea! I didn't know you could win elections this way, but it makes total sense now that I've experienced it. Collisions are a little sticky (although my game is guilty of that too).
Great game, and one of my favorites. Love the humor and pacing. However.... jumping while a platform descends doesn't work and is really frustrating (since some platforms don't have the ground for comparison). Glad to see you're working on this past the compo, and good luck!
Fun and action-packed, but could really benefit from a strafe button. Also, why are the enemies also shooting corn? :P
Haha, really fun and also humorous! Could you make the central eye look different, so it's easier to tell where you (vs. your projectiles) are? Great game, lots of fun!
Neat take on the theme! Really enjoyed this, although tracking the tune and the screen movement was tough. Cool concept!
Really nice; way to take a simple mechanic and run with it! Enjoyed the feel, and the ability to go at my own pace (fast or slow). Very easy to figure out, and neat color-draining mechanic.
Really funny take on the theme! I think you should be able to block their bullets while hugging, but either way, cool game!
Really cool take on the theme! Fun and decent puzzles, but some of the hit boxes were a little aggressive.
Really nice mechanic, and creative use of various non-weapons. The path-finding (of the enemies) was pretty good too! Some of the hit detection (picking up stuff) was a little hard to grasp; maybe flash the objects you can interact with when you get close enough? Great game!
Perfect! Loved the concept, and great take on the theme. Controlled well too!
Hah, fun and action-packed! The controls were good, and I like how you had to look at the book shelves to get the books. I feel like some expanded mechanics would have helped make the game more replayable.
Very fun! Zipping around in the starship was great! The counter to indicate distance was helpful, but some more feedback might have helped (often the ship obscured the enemies).
Very cool idea; love the aesthetics! The controls are a bit floaty though, and some of the spike placement leads to experimental gameplay.
Solid game; it's very hard to make a typing game fun, but the humor you added made it enjoyable. :) Great!
A solid game, good mechanics and well paced. Wish there was more!
Nice idea! Very unconventional weapon, and played a bit like a single-person tower defense game. Some more feedback (flash the moles red?) would have helped, but overall good job.
Cool game, lots of fun, and mechanics were pretty easy (though I think it would have been easier to play on a touch-screen).
Really cool idea! I feel like the movement was really choppy, though (maybe to make it easier to code the rewinding functionality?). Would like to see more puzzles!
Adding to my list; will try later!
Really clever, and controls quite well. Would love to see this as part of a larger game, or with some larger goal besides just building up material counts. Quite fun!
Excellent visuals, tight controls, and a wonderful mood. Top it all off with a cool mechanic! Way to go!
@tentabrobpy: Thanks for the feedback! I realize the genre's not for everyone, but I'm glad you liked the aesthetics!
@Pixel Heart: Glad you liked it!
Thanks all for the feedback!
@ss64games: Good point about the battle speed. Regarding MP, you should always have at least 1 (there's a safety in there so you can always cast Quartz level 1). Glad you liked the animated world!
@jesterswilde: Yes! Someone caught the homage to Quest 64!
@cdgugler: Glad you liked the aesthetic of the world. I agree battles are too slow, esp. when grinding.
@aeveis: Some of the "flash" spells upgrade your STR and AGI, but there are a *lot* of not-quite-finished spells. There was supposed to be a secret with demi-quartz in that if you learned enough about it you would unlock a totally new type of magic: "Mimic". There are still hints to this scattered around the world, but I didn't get time to implement it. Also, I think you just figured out an MP bug I was puzzled by! Thanks!
@Garris: The battles definitely need balance; and there was supposed to be a "run away from battle" mechanic, but I didn't have time to add it. Glad you liked the dancing world!
@Mantlair: Hope you like it! This game has all the elements. All of them.
Thanks all for the feedback!
@PapaCheech: Glad you liked it!
@bentglasstube: Yep, the slow battle system is something I definitely need to fix.
@Goutye: Congrats on beating the blue guy! Mana recovery is faster on the overworld (+25 every so often), but I agree that if you run out of MP in battle it becomes real tedious real fast. Definitely needs some tweaking to the MP mechanics!
@CowShark: That's actually the same place I got stuck, and (of course) it happened while recording the demo video. Collisions need some work, sorry you got stuck!
@BlakeB: Enemies were supposed to have ranges on spells, and you were supposed to be able to move after casting as well as before (to make those long-range spells more useful). Sadly, I didn't have time to program either of these things. Glad you could still enjoy the concept despite its shortcomings!
@SpringCabal: Glad you enjoyed the story telling! The combat definitely needs work; thanks for the feedback on that.
@TeamCalcium: Glad you enjoyed it! :)
@Mantlair: All the ideas you mentioned are really good! I had wanted to add skill descriptions but ran out of time. (FYI, if you build from source it will work on 32-bit systems, although building from source can be a pain).
@Shivur: I originally wanted to make it so that leaving the fight area would cause you to run away, but ran out of time. Also, sorry about the buggy collisions, that's definitely my own lack of skill showing.
@uheartbeast: Glad you liked it!
@tummyache: Glad you liked it! Parasite Eve's combat was geared more towards the horror genre, but there are definite similarities! Wish I could have added weapon upgrades like PE. And, yes, some of the spells are unfortunately unfinished (or worse, buggy).
@all: Thanks for all the helpful and constructive comments! I'm through about half your games!
@Dorgam: Glad you liked it! I wish I had made the combat system faster; that seems to be the main complaint (and it's a valid one!).
@monkeedude1212: The spell attack areas were supposed to affect the gameplay more, kind of like a mixed RPG and RTS. Sadly, it didn't mix as well as I'd have liked.
@Logicon: Sorry you got stuck in a tree! Regarding the hitboxes, I made the mistake of using the same collision mask for walking collisions and for spell detection. This means you really had to target the enemies' feet ---which isn't really that intuitive.
@crazyrems: Yeah, I kind of cheated on behalf of the player and made Game Overs impossible --if you die 10 times you'll have "-1" continues and can keep continuing. :P Basically, I realized too late that the blue guys ambushing you might be too frustrating, so I tried to compensate.
@ArcturusDeluxe: Glad you liked the elements, I'm really proud of them! The game was a bit too ambitious for 48h, but I'm glad what I was able to produce was fun!
@Supernaught: This is exactly why babies should not be allowed to dual-wield XBox 360 controllers!
@mathmadlen: Glad you liked it! The control scheme went through a few different phases --I'm really happy that you found it easy to control!
@jacobturn: Oh no, another victim to the blue guy!
@rogberth: Glad you found some things to like in the game!
@alyphen: Thank you! I wish I had time to program in enemy attack ranges; you're right, the fights are quite unfair.
@Omiya Games: Thanks for playing; I think you ran into nearly every single bug in the game. Glad you found some things to like in it regardless!
@nameoftheuser: Yep, it's an homage to Quest 64! Very observant!
@Embalaje: Glad you liked it! It was a bit more ambitious than I expected!
@Andrea: I also wish I was better at graphic design. ;) Glad you liked the mechanic!
@all: And with that, I've rated all your entries too. Thanks so much all; I really enjoyed this LD!
Has some interesting things about it. I like the egg mechanic and the visuals.
Really great game, excellent dialogue (and not walls of text!), and nice fight mechanics (for the genre). Great visual style too; great job!
Really cool and interesting take on the theme. Loved the mood, but some of the controls were tricky (like jumping) and broke the immersion. Overall great job!
Cool idea, and fun mechanic! Really fits the theme, and the graphics/audio are great! Controls are a bit off sometimes (esp. mouse in fullscreen mode) and gravity seems a bit high. Otherwise, lots of fun!
Excellent game! Wish there was some way to recover health (or maybe there is!). Felt like Rogue with crafting!
Perfect use of the theme, and lots of fun! Some checkpoints would have been helpful, and a few of the controls were hard to remember (could have combined glide and ledge grab into one key). Great game overall!
Interesting idea, but I had some trouble figuring out how to get started. First game I've seen in CoolBasic!
Solid game: lots of fun, and really clever take on the theme. Looks great too!
Really well done, and fun! I loved the game over screen. :D
Haha, really funny and enjoyable! Loved the enemy animations, and enjoyed the unique take on traditional RPS. Was a little unbalanced (easy to win by mashing QWE and clicking) ---maybe you lose points if you hit an enemy with the wrong weapon?
Cool game, good mechanics, and nice ambiance. Definitely would be better with more content, and also some feedback (like a death animation instead of flashing immediately to the title.)
Wow, I never thought a one-dimensional game would be so much fun! Cool exploration of mechanics, and definitely an unconventional weapon!
Very nice idea with colors! Very creative! Would have liked to see maybe some puzzle solving? But painting enemies was also fun.
A neat idea, and really fits the theme, but instead of starting with the fun mechanic (soul stealing) you start with a series of very hard platform maneuvers... and the spikes blend in with the background. Despite that, it was fun and controlled well (I just felt the barrier to entry was too high).
Now that's a cool idea! The controls are really tricky though, and the mechanic is tough to use right. Once I got the hang of it I did ok. :D Wish there were checkpoints.
The teleportation mechanic was cool, but the void mechanic made it really interesting. Great job!
Really funny! Cool combination game, and I like the way the dialogue flows. Great job!
Cool idea; very frenetic! It wasn't clear if you were supposed to be able to move around, though. Maybe a quick README would help?
Neat idea; very creative! Needs some more polish on the mechanics though. Overall fun!
Really quite fun, and nice leveling mechanic. However, it took way too long to get enough speed and shot speed for the game to be less tedious. Loved the artwork!
Awesome concept; great game! Really could use a minimap and some health pickups.
Fun combat, cool weapons. The game crashed sometimes, and it was too easy to win by just letting everyone else kill themselves. Otherwise, good job!
There were a lot of things to like about this game, but the controls really got in the way (jumping while objects are descending, general floaty-ness). But, putting that aside, there was a LOT to like in this game! Great mood, cool mechanic, very survival-horror like, but in a platform genre! Great job!
Very cool idea! Loved the mechanic; wish there were more levels. Decent story-telling; just right for a fast-paced game.
Neat mechanic. I had some trouble running out of ammo, and the mouse was sometimes glitchy. Despite that, quite a bit of fun!
Loved it! Things get out of hand real fast! (Audio was a bit too much for me to handle.)
Nice idea; I like the pulling mechanic. It's kind of tough to control though.
Cool unconventional weapon! Enjoyed the various floor tiles, would love to see more enemy types. Great job!
Nice game! Needs some music, loved the humor. Talk about an unconventional weapon (if any!).
Great mood; exciting and good mechanics!
Love it --perfect! Wish there was a *little* more "fwoosh" when you open the umbrella, but that's my only tiny grievance. Love the audio, love the unique mechanic, love the implied back-story. Great job!
Neat idea; with there was some audio feedback (and maybe a gold counter). Good job overall!
Nice game, good mechanics, and quite fun (although not really my type of game). Wish the difficulty ramped up a little more slowly, but otherwise good job!
Interesting; I loved the opening! Overworld was very big and a little repetitive. Loved the secret coins and the overall aesthetic.
Cool idea, but I was a little unclear as to the controls (instructions could have scrolled faster too).
Nice use of competing styles of gameplay; felt a little bit like Locke's Quest. Good job!
Cool game, nice jousting mechanics. Would like to see more bread types!
Really solid and fun... I love the "tells", and I love the name of the first bandit. Some of the tricks (the third guy) were hard to figure out, but overall it was fair and fun (and the art was just gorgeous!)
Cool idea! I love the idea of having a weapon that hurts you and the enemy at the same time. Neat!
Now *that's* how you do the Unconventional Weapon theme! Very intense for a game with almost no animation! Great use of mood, and fun to replay!
Very cool game, but I really wish the mechanics were tighter: audio feedback, non-glitchy tiles, and somewhat more intuitive shopping card mechanics. Loved everything else --the story, humor, and pacing-- which was spot on! Great job!
Hah! Very interesting idea, and good mechanics. The candies look a bit visually off (of the grid), which can make them hard to line up at times, but it's not a huge problem. Good game!
Interesting idea! A little to heavy on the dialogue at the beginning, and a little too light at the end. Would like to see this as part of a larger story.
Nice and clever! The solo game was fun, but it sure seems like it would be fun with more players. Tight controls!
Interesting and fun. It was a little hard to aim; usually the fire direction follows the mouse (not the character's facing direction) in these types of games.
Funny and clever! Loved the randomized hats, and all the powerups. It was a little unclear what exactly is foreground vs. background, and it was easy to get stuck on corners while jumping. Otherwise, quite fun!
Great use of the theme! Wish there was a way to *not* set off a badly-fired grenade. Also, some of the levels could be solved via spamming. Regardless, you did a great job, and I really enjoyed the game!
Now *that's* how you use a weapon unconventionally. Really cool puzzle-solving game. Some speech bubbles would have made certain interactions hilarious.
Cool idea; kind of hard to tap some of the spaces if a piece was obstructing the view. Good job!
Very fun, and fits the theme quite well! I had a few issues with rock placement not working quite right, but overall I really liked the game. Nice actiony puzzly game!
Fun and interesting, although I had a hard time determining what "too much" was. Also, some of those spike pits were really unfair! Neat concept, though, and well executed. Great job!
I liked the mood and visuals, but the mechanics really got in the way of my enjoyment of the game. A few ideas:
1) Allow diagonal movement.
2) Allow walking behind the tops of trees.
3) Fix jitter when walking into obstacles.
4) Provide feedback when you get hit, so it's clear you're losing HP.
Really off to a good start though! I really liked the world you set up and the concept of the hero and his weapon.
Good overall, and very nice clearly drawn graphics. Could use some improved collision detection. Great work!
Great use of the theme! Nice jumping mechanics too!
Fun, creative mechanic (reminds me of Anodyne!) and well made. A bit too easy to get stuck on corners, and some audio feedback (when taking damage) would be nice.
Cool idea; wish it was longer! Would love to see the mechanic expanded upon.
Neat idea! I found it a bit hard to control, but I liked the concept.
Very fun and interesting! The jumping was a bit floaty, but the overall gameplay was well done. Great job!
Really great game! Loved the music and visuals, and the game flowed well (loved the level transitions). Wished the animations were a bit faster though.
Overall really cool. Fun to play, with a few glitches (stuck on corners). Nice mechanic; very creative.
Adding this to my list to come back to later (sorry, I don't have a Mac).
It looks like you developed this with Unity, so why not export a few additional backends?
Cool and enjoyable. Loved the visuals; would have liked a little more exploration in the world.
Very awesome! I enjoyed every minute of playing; even the failures were a lot of fun, because they usually involved you throwing exactly the wrong item out to defend yourself! Great game, great execution!
Great game! Not only are the mechanics solid, but the world it's set in is a lot of fun! Doing a food fight was a really cool idea! Great!
Very cool mechanic, and pretty good platforming. Loved the fish clouds!
Cool idea! Well executed and enjoyable. That helicopter is relentless though. Maybe you can Tractor Beam some soldiers to shoot it down?
Dropbox is being a little fussy, so I'm adding this to my queue. Looking forward to playing it later!
The mechanics are really interesting, I just wish I wasn't dying so much.
Cool idea, but I feel like it needed a little more cohesion. Definitely had some cool mechanics going once you got some good math attacks lined up. Maybe some more variables?
Very nice! Solid mechanics, creative puzzle solving, and a nice difficulty curve. Great job!
Very nice! I like how you can fly around (and some NPCs won't attack you while others will) and I liked the area-based combat. Found it very difficult not to die!
I really love this game! Great choice of theme, by the way. ;)
Controls are pretty good, but I got power ups stuck in the wall a few times. Overall great game!
Very cool take on the theme, but had a hard time with combat (HP bars, as you said, would have really helped).
Kind of curious what this builds up to, if you manage to win several times in a row.
Neat concept; I had trouble with the view jumping around a lot (and the level up audio hurt a bit), but the game was fun to play and progressed well. Good job.
Having trouble hosting my own server; it complains it can't connect to the database?
Nice entry, and fun level progression. Gravity and collisions were a bit off, but it's certainly off to a good start!
Fun and interesting! Decent mechanics; never seen a scroll wheel used for primary motion before!
First 5-star on both innovation and fun! I really liked this game; it forced you to make choices (since killing an enemy always stole their power). The mechanics were a little off, but not enough to break the enjoyment of the game. Great concept, great art, and great game!
@miotatsu,BoskoSokolov: It is pretty amazing; I guess we all have the same thing on our minds.
@squirrelbot: Yep, pacing's a problem in the game. Glad you liked the intro!
@Slashee the Cow: Totally correct. A good first room makes the first 10 floors trivial. Also, if you equip the "Rainbow" Robe, it gives death immunity.... which includes immunity to *actual* death! Whoops!
@DruhinM, Resonious: Thanks! Glad you like it!
@El Cabaro: Glad I could surprise you! "Trump roguelike" is a real goldmine!
@kaitokidi: Thanks so much!
@Drogulisk: Glad it drew you in!
@Arnage: Thanks for the fair review! Glad you enjoyed the writing.
@bodsey: Glad there was enough to enjoy; I realize it's a bit American-centric (next game will have global appeal; I promise. :)
Fun, and nice feel to the game (Transylvania-wise), but I had some problems making progress --maybe I'm not that good at runners? :P
Anyway, nice take on the theme. Good job!
First perfect game. Really captures the theme well, and is a lot of fun!
Very fun, and a solid take on the theme. Got a little lost on the overworld. Loved the NPC dialog! Hit boxes were a bit unforgiving.
Thanks for adding a Spacebar option, but I get:
Error: You have no mic.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Create Event
for object obj_main:
Push :: Execution Error - Variable Get 100002.audio_recorder(100002, -2147483648)
at gml_Object_obj_main_Create_0
############################################################################################
I have to say, I like where you took the theme. ;)
Very funny, with a few minor graphical glitches. Great job!
Really enjoyed the mood, but got confused very quickly! Fun tile actions though!
Very solid (and dark!) take on the theme. Cool spin on a press-to-win kind of game.
Probably the first game that makes me feel like a generic monster. Great job! The mom mechanics were pretty cool; would love to see more things added to the game!
Now *that's* what it feels like to be a monster! Great mood, great mechanics. Got a bit stuck; I guess hunters don't respawn? I left some skulls somewhere before I realized they were necessary.
Very cool concept; not sure how the theme applies. It's also not 100% clear how the green/red gauge works (w.r.t. stories having general appeal). Fun game!
I murdalated the astronauts!
Really liked the atmosphere and dark edge.
Would have loved more content!
Also it's not clear which screen have exits and which ones don't.
Great job!
Can I say that I really loved this game? My only complaint is that the first croissant doesn't respawn (what an odd sentence!). Also, not sure how this relates to the theme..... ooooh, wait, I get it!
Fun moody game! Enjoyed the focus on setting the mood. The rhythm game was extremely tough, though, and the key presses were a bit off from the boxes. Good job overall though. Very original!
Very cool mechanic! It definitely had a Mafia Wars feel to it, but with more spatial goings-on. I didn't get far enough to where I needed to conserve my violence. Otherwise, very fun!
Short but fun! Nice execution of your concept, and congrats on your first game!
Lots of fun, but the hit box math made the last phase of the boss very frustrating. Cool idea, and impressive work for 72 hours!
Neat idea, clever take on the theme. A lot of the solutions were clever, but I wish there was a way to restart the level.
Very cool idea, but it was super hard to catch the kid (and collisions were frustrating). Would have loved to see a more gradual learning curve. Loved the mood!
Game fails to start on my computer (with no useful diagnostics). Does it rely on anything like .NET? (I am running Open GL 4.4)
Fun and well thought out! I kept getting stuck on corners, slowing me down (but maybe that's a limitation of the Unreal engine?). Enjoyed the ghost-swapping mechanic (when they chase you), but wish there was a little more of a visual warning when that happened. Great job overall!
An interesting idea; I certainly like puzzle games in RPGs!
It was frustrating that there were no mouse controls, and that the entire puzzle wouldn't fit on the screen all at once. But otherwise, quite fun!
Very interesting; fun game. Not sure exactly how best to survive (and nothing seemed to happen after getting the potion ---maybe I did it wrong?) Great job!
A neat concept; wish there was more visual indication that you'd turned a particular person. Good job!
Wow, most 4th-wall breaks per minute! :P
Loved the ending; wish there was more! The boulder challenge was hard, but overall the mechanics were pretty solid. Good job!
Very interesting! Loved the take on the theme, but wish it was a little more obvious what "rush" did (seemed to have no negative consequences when I used it). Also, no forced worker layoffs? :D
Very cool mood to this game, and loved how you could "hide" as a tree. Graphics were pretty nice too (in a minimalist way). Some reason to *not* be a tree (i.e., lumberjacks) might make the game more tense.
Very solid: this is a very good use of the RPG Maker Engine! Loved the mood and especially the ending.
The battles were very difficult: the hit boxes for the arrows was about 1/2 tile off, and there was no way to really affect the battles that much. Still, very good overall!
Very innovative, and solid controls ---I don't think the fly was too frustrating, although some of the puzzles were close. Cool concept!
Solid idea, and you got quite a lot of content in there. I think the mouse is kind of cheating for "two buttons", but you made up for it with a nice focus on "Grow". Neat idea, and would like to see more!
*Edit* By "cheating", I don't mean "actually cheating". Just that the mouse is kind of like a mega-button. :D
Very clever, very fun! I never thought I'd see a snake game with a GTA wanted level meter!
Very fun! Has a feel sort of like Act Raiser? I liked the way that things grew without your control, so the whole system kind of evolved while you tried to manage it. Would like to see this "grow" into a bigger game!
Neat idea, but a bit hard to control. A fun platformer!
Wow, that was great! Really good use of the theme. Loved the upgrades, had a lot of fun playing this!
Really cool game! Tight mechanics, and clever puzzles. Jump+Switch was a bit tricky (recommend switching puzzles 2 and 3), but actually not all that hard. For puzzle 2, consider "switching" when the block is in front leading to the block being destroyed.
Nice focussed use of the theme. I enjoyed the Civ-style quotes, and the general Necro-like mechanics were fun. Seemed like there wasn't enough incentive *not* to mash, and would have been cool if some levels had pre-loaded patterns that you had to follow (for parts of it).
Cool idea, and I really liked the music. Found some of the controls tough to use (rope not connecting when it looked like it should, wall jumps intentional?). Enjoyed the moody atmosphere.
Very fun! I liked the real-time combat after the turn-based movement. Really loved the death animation, too! Would like to see more levels, maybe more character types? Great job!
Neat idea, and nice art style. It was not clear what the different weapon types did, but I was able to make it to the end.
This game was really, really fun. Great sense of humor, great mechanics, and great visuals. Awesome job all around! My only regret is that I ended up with a plaid pyramid.
@t3h_3lyk Glad you liked it! Hint for your level: It is possible to beat this level with only using your magnet once (On+Off).
@AWOL: Hmm... ok, so hint #2 is: if you turn on your magnet and jump, you can pick up boxes that are higher (vertically) than you might normally think is possible.
@iMer: Yep, the last level in particular is way too repetitive. Glad you liked it in spite of this weakness!
@Nichii: Good point about restarting; I agree that it's cheap. Thanks for the encouragement!
Really cool game, and loved the random artifacts. Kept getting stuck on corners, which was a minor annoyance. Great "secret" ending (at the beginning).
Really awesome feel for a game, but the controls got in the way of the better puzzles. Main reason being: If you're going to require the user to click while jumping over lava, don't hide the cursor! Also, I wasn't sure if "sticking" to the walls was expected behavior. That said, even with the control issues I really enjoyed the game: very creative, and very well drawn. Nice fluid incorporation of the story into the game. Some hidden areas would be cool!
Wandering around was fun, and the procedurally generated world was interesting. There were a few orbs that seemed impossible, though, and I wasn't sure exactly what the controls were (maybe I missed something). Also, an orb counter would have been helpful. Note also that the vblank was messed up on OS-X, although that may be a Java thing. Good job overall!
Neat concept, and well executed. The various things attacking the planet were very creative, and it definitely got the "small world" theme across. Good job!
@antaresvaldemar, glad you liked the writing; I put a lot of effort into it. There is a little strategy in the combat (e.g., you can fake the opponent out by building up a finisher and then not using it), but I agree that more could be done. :)
@tat2tim, thanks for the suggestion! If I continued with this game, I'd probably use this system for "high intensity" boss battles, and add a separate, faster combat system for normal encounters.
@toonteamj, glad you enjoyed it!
Enjoyable, well-scoped game. Controls are good, although the camera sometimes "snaps" a few pixels too fast. The different power-ups were great, and really allowed you to explore the "small world" in different ways. Great job!
I like the idea of fighting inside a sphere; made good use of the "small world" concept. A targeting cursor would make the combat easier, and maybe having shots bounce for longer? There was no-one online, so I mostly just explored single-player. :)
Excellent use of theme, and good visuals. My planet never stood a chance!
Solid entry! I liked the wrapping bullets, and using the other snails to explain things and heckle the player. I only wish it was possible to move left and right as well as up/down. Loved the retro style graphics and audio!
Overall fun and creative game! Thought it made good use of the theme, although I reached a point where I was just clicking through turns to get to the end (i.e., why bother building more once you're at 100+ energy per turn?). Great job overall!
Cool concept, but I found even the first level very hard (given the fact that the movable pieces all rotate around their own centers). Overall well done.
Very cool idea, and fits the theme well. Enjoyed the music, but got stuck on the level with the laser; pushing the block away from the switch didn't seem to do anything. Anyway, great job!
Solid puzzle game! I think there probably should have been a "step counter" or similar, so that the player could be rewarded for finishing in a minimal number of moves. Overall, though, it was great!
I really liked this game; I lost a lot of time just wandering around and enjoying the various encounters. Settling 30 tiles was a tall order, and I only got ~5 of them before I lost. Would love to see this developed into a full-fledged game; felt a lot like a cross between A Valley Without Wind 2 and Neo Scavenger.
Really good! It matched the theme well, and had a nice buildup of tutorial prompts. I could see a definite strategy with when/how to buy chickens vs. fences, and keeping the pens clean made sense. Good controls too. Great job!
A+ on the mood, and good storytelling with minimal interactions. The puzzles were good, and the use of the theme was decent. If the map had been any bigger, a map would have been needed. Overall great job!
Nice game! I liked the concept of the player's thievery weighing him/her down. The drop-off of mechanics (double-jump, etc.) was a great way to implement this. The game was fun, and the controls were good.
Really cool game! I loved the aesthetic, and found general control of the game fine. I had a somewhat difficult time tracking down leads, but that's mostly on me. Great job!
First game I've played that I think really does the theme justice (it's a tough theme this time, obviously). Very good build up of tenant obnoxiousness; however, I'm not sure I understand all the mechanics (like trust). I'm also not sure how to actually get a Game Over. But regardless, I clearly have no future in real estate. :D
A solid letter puzzle game. I found making long words very challenging; not sure if the letters were purely randomized, but that might have been it. Neat use of the colored tiles to do different things. Good job!
I'm super proud of the fact that I somehow managed to flip the truck! Great concept, and the computer voice really brought the humor up to a nice level. The Game Over screen stayed up when I restarted a level. :( But then it went away after restarting again. :)
lol, 5 on humor. I really want to know how this idea occurred to you. Either way, it played out well. The cars in that city are crazy, but at the end of the day, all that matters is that everyone got "Adopted". Also, awesome intro.
@lot9s, Glad you like it!
@all, thanks for the comments! Glad you all had positive thoughts on the game.
@logicon211, @nardandas - Yep, the "stacking debt" strategy is killer. I'll go into the details on *why* that's true in a post-mortem, but let's just say it's an interesting collision of two features that do *not* work the way I expected together.
@justking144 - Sorry that it is causing you trouble! Which browser are you using? (I have tested it only in Chrome.) If all else fails, you can try one of the OS downloads (Windows, Mac, Linux) or Android.
@gankei - Thanks! Music is from one of my favorite Open Game Art resource packs (see attribution.txt). Not sure what you mean by "restraint relationship" --- the Sword does more damage to "Fire Only" enemies, etc., but the hero has no "element".
@yuripiano, @britt-henderson - Amazing World Levels! I played it up to Level ~33, so it definitely unbalances after that. There's a bug in the debt calculation that I found right at the end of the Jam, which makes high-level runs like yours possible. I decided not to fix it, since that risked unbalancing the first few levels. So the game ramps from "hard" to either "impossible" or "medium", and then "very, very easy". Just don't try this with your real credit cards. :D
@adsilcott - There is no end. The goal was to make it become clear that debt is insurmountable, but due to a curious interaction between Debt, Fashion, and Penalties, it actually becomes quite easy to survive indefinitely with a specific strategy (see screenshots of @yuripiano, @britt-henderson).
World Names are randomly generated, which added a lot more variety than I thought it would.
@fasterthanlime - Holy cow, that's some amazing progress! I think it's fair to say that you saved the world. :D
@fluidvolt - Really glad you liked it! The theme was really tough for me this time, but I'm super happy with what I was able to get done.
@tiberiusuciu - And we all learned a valuable lesson.... (kind of). :D
@gizmolo, @krassenstein - Glad you enjoyed it! There is one debt level higher than "Too Big to Fail", but it's an in-joke.
@kirun, @owc, @mcovert, @jk5000 - Thanks for the positive feedback! There's definitely balance issues (after level ~10 or so), and the elements+stats system is never explained in-game. Glad that you found it intuitive enough to get through a few levels!
@kerneltt, @jlreymendez - Thanks! Spend spend spend!
@ale, @csanyk - Yeah, I ran out of time to add healing, and the main character never gains Max HP. Although I'm happy with the balance of the game the way it is, if I developed it further, the first thing I'd add is a healing mechanic.
@thrillho, @soldierbear, @lazard, @boorik, @arron-fowler, @flubz, @jfraser314 - Thanks so much; glad you liked it!
@yishalee - Good point! The battle system is a little obscure, and I didn't have time for a tutorial. The post-mortem explains what Fashion does: https://ldjam.com/events/ludum-dare/40/a-boy-and-his-card/postmortem-a-boy-and-his-card
@lereveur - Yes, I should add a "micropayment" option to buy better credit cards. J/K, that would actually be evil. :)
@deathray - Thanks! The "sword" is strong against "fire", and "fire" is strong against "shadow", and "shadow" is strong against "sword". If a monster has 3 weapons of the same type, then it has an element. More is explained in the postmortem (see @yishalee's comment for link).
@zax - Thanks! I will check it out if I can get my desktop set up before judging ends (right now I only have a Mac available).
@aeveis - Thanks! This is one game that I think I could flesh out more, given more time.
@all - Just to re-iterate: my desktop is now back from the shop; as soon as I can hook it up I will have access to a Windows machine, so I can try your games (if I haven't already).
It's fun and clever, and does a great job with the theme. Love the little additions, like the opponent's tells and the Game Over screen. More arms is AWESOME though.
@weeping-rupee - Ooh, so *that's* why I ran out of stamina.
Solid game, met the theme well enough, and controls were generally responsive, leading to some tense moments! Like other reviewers, I, too, would have killed for a double-jump.
It was definitely interesting; I had a little trouble figuring out exactly how the controls work (but eventually got it). I think some visual feedback on how long until the next "doorbell" would have helped. Good job overall~
Cool game (couldn't hear the audio for some reason). Had some nice social commentary, and I liked the "zoom out" approach to see your desk, the hospital, etc. The $6,000. for the "good drugs" at the hospital wasn't actually that expensive; apparently you can make good money doing stupid stuff and then selling that data to... mysterious people. Good job!
It's interesting! I liked the general concept, but some of the collision was a bit weird. In particular, I had some issues walking around bushes or walls (the hero didn't "slide" along obstacles), and her overall collision circle seemed a bit too big. Anyway, it was fun! Groupies are the worst!
Lots of fun to play! The higher resolutions renders the text way too small to read, but otherwise things were fine. Loved the "randomized text" effect when picking up an item. Great mood!
Very good overall. I found it extremely hard to avoid enemy attacks at the beginning (maybe a bigger health pool, or faster movement?). The application of the theme was very good! And, the art style is really solid. Great game!
Excellent take on the theme (although I am biased, since my game also features debt). I liked the "race to the top" approach --as long as you had no debt and all items, it didn't matter how you go there. The pop up blurbs were pretty good too: "Lost a Bet on How to Pronounce Ludum Dare". :D Nice jazzy remix of a classic theme, which went well with the feel of the game.
Really liked it! The graphics were cute, the music was fitting, and the mechanics slowly built on top of each other. I'm not sure that it gets "worse" the more on fire you are --the blue blocks are the best part of the game, in my opinion! Either way, this felt very polished, especially for a compo game! Great job!
That was really, really awesome! What a cool take on the bullet hell theme. Also, that wrecking ball was OP. Great job, loved the game!
Definitely felt worse the more drinks I picked up, so check on the theme. I was curious why some of the enemies spawned inside the walls. (Also in Chrome on Windows the arrow keys still scroll the page, which makes it hard to keep focused.) Sometimes it was almost impossible to pick up the last drink, due to the way the pushback worked. Still, was enjoyable and had a need mood.
The game looked great, and the map+cities was really cool. The only thing keeping me from really enjoying the experience was the combat --I just found it really hard to aim, so I usually died after one or two enemy encounters. Good job overall!
Really cool take on the theme, and enjoyed the general level design +rewind effect. Would like to see the game developed more!
Great concept, and very big scale for a Compo game. Lots of useful help screens! I had a hard time figuring out when I was doing something wrong (i.e., I stopped at a planet and picked up 3 passengers, and then the game wouldn't let me move any more), but the general promise of what was offered was very good. I feel like with a bit more polish, and some streamlining of controls, this could be a solid short-timespan (mobile) game (take it as a compliment, regardless of your opinion on mobile). Great job!
The game was fun, and the mechanic of banks+stores was well done. I wish the map wrapped around; I died when I got stuck in a corner. Good controls, too.
Interesting idea; I definitely had trouble keeping my health up. Loved the audio clips and some of the powerups. I didn't quite get the theme, and double-jumping was hard (for me). But enjoyed it anyway. Great job within the time constraint!
Game was a lot of fun, although zombies ended up being murder on the frame rate. The "ultimate" attack didn't seem to do much, but perhaps I was using it wrong. Did a good job with the theme.
That was a really cool concept for the theme & a game in general. I found it hard to effectively balance the car, but that was part of the fun. Two minor points: I wish the music didn't restart when you start the game over, and I wish the "game over" animation of the car falling off the mountain wasn't blurred ---because some of the "falling" animations were hilarious!
A very solid entry: excellent gameplay and powerup progression, as well as humorous dialogue. Got a bit stuck on corners from time to time, but that was a minor issue. Overall great job!
Lots of fun! I loved the voice quips, and enjoyed the general combat. Some more feedback would have helped (i.e., punches didn't seem to always "connect", even if they did damage). Theme wasn't entirely on point (in my opinion), but it did provide a good explanation for why one shouldn't just use knives the entire time. Finished with a PG rating!
Does the theme justice, although "the more" in this case is "any amount of snow whatsoever". Still, the real hazard here was the minefield, and the ever villainous "corners". Great job! (Also jumping was really hard to do right, but I'm not sure if that was my keyboard being silly.)
That got worse the more drinks Santa had. :D Cool idea, and the sleigh controls are pretty good.
Really cool idea, and the game plays well. The text is kind of tiny on my screen, and the corner collisions don't always make sense (i.e., walking off a platform and immediately hitting spikes). But overall, very good job!
I really liked this game; it was a lot of fun, provided good audio feedback (when a critter was unhappy), and had a "figure it out" feel to the minigames that mostly just worked. I just wish there was a plausible way to keep it going when more than ~8 critters were on screen --at that point a single minigame just takes way too much time. Either way, great job with the theme, and adorable game!
Fun game, and great mood! Play flowed well, but I feel like I never really got a full 100% understanding of the mechanics (a visual tutorial might be helpful, although I'm not one to talk given my game's mechanics).
Cool & simple; was fun to control, and the theme made itself apparent very subtly. Good job!
"Cool" game! The ability to use "arms" as a necessary way to spread the flames was interesting, and made for some good puzzles. I wish the global "melt" timer was visible; otherwise levels just seemed to end for no reason. Excellent mood, and I liked all the hidden snowmen.
Very pretty, and flows well (difficulty ramps up). I wish that multiple keys could be pressed at the same time; I tried remapping to WASD, and still couldn't multi-press (so I don't think it's just my keyboard). Even the game over screen was adorable!
Fun and interesting. I liked the idea of "multiple paths", but I couldn't figure out how to use the axe correctly (and I never did figure out how to unlock the secret chest at the beginning). Generally controls well, and I liked the zoom out effect on the bridges a lot. Enemy attack animations would have helped make it clear when the player was actually in danger. Great job!
Fun and pretty. It seemed like bumping into things... didn't affect much? But I liked the alcohol effect, and found the controls pretty enjoyable to figure out. Good job!
Hmmm.. I'd like to try it, but it's not un-raring correctly. Would it be possible to provide a zip as well?
Overall interesting take on the theme! Loved the simple controls leading to complicated behavior (i.e., not being able to see the hero that well). Great job!
And now I know why helicopters are hard to fly! Fun game, and very good controls. Good tie in to the theme!
This was a clever take on the theme! Game played well, but I think it would have been helpful to have some checks on "impossible" combinations. I.e., my game started with two "when green light flashes", which turns it into a race against time when the green light is on, and absolutely nothing to do otherwise. But that's just a minor point; overall the game was pretty cool!
Really loved the overall mood of this game. The spirit world mechanic was well done; I just wish the platforming controlled better. Interesting multi-ending concept! Good use of the theme.
Extremely clever (and simple!) take on the theme --one of the best I've seen so far. The timer was buggy, which was frustrating, but the game did not punish you for failing a trade, so that was good. I wish it was possible to get some idea what you were going to be trading for, since I never ended up with any threads. The retro world was really cute! Loved the tiny kitty town.
Very interesting! I made it to the end, but it wasn't always clear how my choices were having any effect. I liked the limitation on using too much magic (i.e., taking more damage). The look of the game was quite good too. Neat storytelling!
Interesting concept, but the actual controls+UI were a bit confusing. I liked the potential tradeoffs between integrity and bribery!
This game exposes everything I dislike about the theme..... because I had a blast playing it, despite it not really having much to do with the theme. I especially liked the need to "drift" with reversed controls when the bee flipped over, and I generally enjoyed that the bee couldn't really fly. No wonder honey bees are going extinct! Anyway, except for the theme, I gave it all 4+. Great job!
The game looks good, but the controls leave a lot to be desired. The jump animation is very fast, which makes it hard to control (even with zero bags). I also got stuck on corners a lot. I enjoyed the game, but wish the controls were a bit more responsive. :)
Neat idea (is the caffeine effect supposed to only partially obscure the screen in fullscreen mode?). Some feedback when chopping/smashing would be helpful. Well done within 48 hours!
It was interesting! The platforming was good, and the enemy obstacles on the way back were clever. Good job!
Game was fun! I kept getting stuck on corners, though, which was not so much fun. The mechanics worked well --any chance of getting this as a multiplayer game? :D
Excellent use of the theme! I liked the use of the train operator with the shotgun to balance your band of thieves (did he come out more often if you stayed in one place?) Seems like this could be expanded into a fun incremental game (or phone game). Great job!
Shame you didn't elect for "Mood", since I really liked the mood of the game! The controls were good, and the general mechanic fit the theme. I wish that there was some way to "shake off" the barnacles, since after ~4 it was hard to avoid hitting more, and after ~10, you basically couldn't avoid rocks. Nonetheless, great job!
Given the short timespan for making it, the game was quite a lot of fun! Having duplicate letters in a single zombie seemed wrong, since typing one would remove all the others. Also, after a Game Over, I always started with 1 less shield than I should have. Despite this, it was a lot of fun to play. Good job!
Cool game, and interesting take on the theme. I enjoyed playing it, and it controlled well. Sometimes it was hard to avoid a blue tile appearing directly under me, but otherwise it was good!
Very well done. It's got a nice progression, is fairly balanced (that last orb is killer!), and has a wonderful mood. Not entirely sure how the theme fits in, but overall this is a fantastic entry! Great job!
Really impressive doing procedural generation during a game jam! The controls were good, and the use of theme was excellent. It would have been helpful to have some points pop up when you hit each object, since it's hard to figure out that, e.g., decorated trees cost you more. But otherwise it was great! My score was negative. :D
Really an amazing amount of work done in such a short time. The game was fun and interesting, although it got pretty easy to stun-lock Garry. Good use of theme!
Good use of the theme, and interesting mechanics! I liked the various trade-offs. It seemed a bit too easy to get "stuck" before filling the first order (I had to reset a few times), but after that I got the hang of it. Good job!
Neat idea, although the controls were a bit counter-intuitive to me. Good use of theme!
Neat idea given the theme! I wish the prince had >1 HP, so that I didn't have to start over after 1 arrow. Wonderful FPS counter!
@snugglehero Thanks! Fortunately, your plane has no motor, so the DMV can do nothing to stop you!
@samh Thanks for the feedback! Level 2 definitely ranges into unfair territory --actually, I did not know that the super beam could destroy metal boxes (it wasn't supposed to, since "sacrifices must be made"). Glad you enjoyed it, and good luck!
I mean, I kinda loved it. :D
Cool idea, very unique! The flow of battle in this one was fairly interesting, although it took me a while to get the hang of it. Not sure I understood the "sacrifices" mechanic, and I agree with other reviewers that more strategy options would have helped. Good job!
One of the best uses of theme I've seen so far, since one couldn't just always make "good" decisions (it would bankrupt you or people would force you out of power). I managed to save the world once! Great game, really loved it.
Really excellent game. Loved the use of theme, the graphical style, and the puzzle solving in general. My only complaint is that the hitbox of the caterpillar was hard to discern (since it was a wide sprite), but otherwise the game was great!
+1 for innovation; very creative entry! I enjoyed the placement puzzle, although maybe adding the option to rotate the next Set would have helped?
Really enjoyed the look and feel of this game. The core mechanics were good, although some additional things (weather, maybe?) would have helped to spice up the gameplay. Fun!
Neat game! It took me a few tries to figure out how to get a good flow of villagers, but after that it went well. Good use of theme!
Cool game, and I enjoyed the mechanics! The puzzle solving aspect (of what to give away when) was good, and overall the game controlled fine. Good job!
Interesting idea, and I liked that the sacrificed characters had names (made it feel more personal). Pretty good mood & use of theme!
An excellent direct take on the theme, and loved the mood. Would be cool to see this further expanded on.
Cool game! I wish there was a minimap (but I understand time was limited). The main concern for me was that I kept picking engineering tasks ---because I thought the "red" meant "very important". Otherwise, was a lot of fun! Good use of theme. Hope you get the ratings you need in time!
Pretty cool concept! The tower mechanics were well programmed, but I had a hard time coming up with a good strategy. Generally fun!
No friends, so I only rated some of it (sorry!). Liked the mood and the "stances" idea, and it looks and sounds great. Very cool concept!
Excellent use of theme, although I would have loved to see a few more "devolutions". I think I beat the final boss by accident? That part wasn't clear to me. Overall very good!
Really clever concept; never seen anything like it! Good use of theme, but overall just a really fascinating game! Great job.
Interesting take on a city-building sim. The theme felt a bit forced, but the mechanics were pretty good. It was unclear to me when the game was "done" --I got to 5,000 points, but wasn't sure what to do after (although I might have missed something somewhere). Hand animations were surprisingly choppy, since the rest of the game ran very smooth!
The concept is cool, and I enjoyed the time-warped music, but it felt really jarring to keep getting pulled out of the action every time I had to spawn a platform. Controls were good (although it was possible to scroll the screen too far so that you re-spawned behind the kill zone ---maybe that was part of the challenge?). Good use of theme.
Excellent game, well scoped, and good use of the theme! Some levels had excellent solutions, and the music fit well (although was a little repetitive). Those poor kitties!
Maximum amount of awesome for minimum amount of mechanics --awesome storytelling. I really liked the concept, and it was one of the best uses of theme so far. Fantastic game.
Cool game! I enjoyed the audio, and the general idea was pretty creative. I wish there was more to do during the day, though.
Great use of theme, and awesome boat flipping animation! Cool game.
It was a lot of fun! I think some kind of radar would have been helpful, as well as some feedback when I got hit. Good use of theme.
Cool idea! Took me a while to realize that you can only throw 1 thing per "turn". Loved the trees! Good use of theme.
Lots of fun, and good use of theme! I enjoyed the sacrifice mechanic!
Cool idea for a game, and it worked fairly well! An indicator of how many switches were needed to proceed to the next level would have helped me figure out level 2 faster. Would have been cool to move files around between folders, too! I.e., take something from level 1 into level 2. (Also, would recommend shipping a zip, not an installer.)
Really awesome idea for a game; loved the concept and it was a lot of fun to play. My only complaint is that it's possible to have a piece suspended in mid-air (this is how I beat the last level) by stacking on another piece then moving it ---this was a good thing, but when the level is reset, the piece is no longer suspended in the air (so you have to set it up again). Otherwise, great job!
Really cool idea, and the music really set the mood! The hitbox on the ship was HUGE, but otherwise the game was pretty easy to control. I liked the framing story (simulations, budget cuts, etc.). Good use of theme!
Good, fun game, and fits the theme! I think the star background should have scrolled a little bit (in the first level), since it wasn't clear that the player was moving.
Fun and cute game! I had a hard time grasping the "sacrifice" mechanic, but enjoyed the general gameplay. Good job!
It was a very chill and fun way to explore various concepts. I found it kind of tedious to try and figure out combinations once there were >8 nodes on the board ---it seemed to be mostly guesswork. For the scope of the game, it was pretty good!
Pretty awesome! Loved the exploration aspect, and *thank you* for implementing fast swimming. The puzzles were cool, and I really enjoyed just looking around all the areas. Minor things: (1) I got stuck in a vent (something about crouching + running), (2) I got an iron ball stuck in the corner (forever?), and (3) the player's hit box was weird (I could look down to make my hitbox smaller). Very minor though --this was great!
Thanks so much for all the well-thought-out feedback everyone, and it means the world to us that you took time to enjoy and appreciate our game. We're definitely going to redesign based on the feedback that we got, especially (1) the dislike of being forced to click "Action" every time, (2) the difficulty of controlling the game for some people, (3) the screen orientation and size (we were sort of targeting phones, but I think we can make it work for desktop users as well), and (4) the difficulty curve vs. storytelling. Thanks so much!
Really great game --loved the mechanics, and just had a lot of fun exploring. Walking felt like the floor was ice, and a lot of buttons (jump, take) seemed un-needed or rarely used. Also I clipped through the floor when walking behind a cabinet and fell forever. But those are fairly minor --the overall feel of the game was great.
Pretty impressive amount of content! It was frustrating not to be able to control what type of card (animal vs. tile) I drew --maybe drawing+playing 2+ cards a turn would help. Would definitely like to see possible expansions on the idea. Maybe "effect" cards like rainstorms?
The controls were a little clumsy, but once I got used to them the game was a heck of a lot of fun. Loved the build-up of music as you acquired parts. Great use of theme!
Really cool idea! I had some trouble getting started, but once I figured out the basics it went pretty smoothly. Some really neat interactions & mechanics in this one.
Well made, and lots of fun to play. Loved the stylized graphics. Sometimes unlocks seemed to trigger at the wrong collection count (i.e., I got the upgrade screen after 1 pickup). Neat concept!
Lots of fun, and pretty cool to see a LD game with an intro cutscene. Combat was pretty difficult, given how many enemies there were.
Very well drawn, and the audio and mood match up great! Found it hard to come up with a good strategy.
Impressive amount of content for such a short time! I died pretty quickly. :D
This game was a lot of fun, and had a great "learning" aspect to it. Apparently I've been doing Halloween wrong all these years. The mechanics were very well thought out (window to see the police car, lots of feedback, etc.). Looked great too!
A really cool concept, but the controls were really tough to use right (also I got stuck in the floor at one point). I liked the general feel of the game.
Game had a nice premise, and some good quality-of-life features like a map and circles indicating which NPCs had quests. Unfortunately, I hit a weird bug that flipped my scrolling map index, so I couldn't actually see my character on screen. (Also would probably recommend making "up" go "up", although I see what you were going for.)
This definitely got better and better as it went along. Good writing all around, and fun to play through! That town started off pretty dysfunctional. A "point" system to show advancement like in old point-and-click adventure games might have helped make it clear that progress was being made.
Looked really good, and had some nice puzzle solving setups. Only complaints were (1) it wasn't possible to "look" at certain things (like the numbers on the ground), (2) walking was way too slow. Maybe increase walking speed once the leaves are picked up?
Really clever idea, and I liked the build up. But the controls felt inconsistent (I kept short-jumping when I wanted to long jump, or sticking to platforms on the side). Good use of theme!
The lighting on the trees was cool! I felt fairly overpowered by the third level.
The concept is cool; I wish the line didn't auto-reel in though. Good take on the theme!
Neat game, and cool use of the theme. I liked the elements, although it took me a while to figure them out.
The game had some cool ideas, and I liked the power up system. I wish the arrows pointing up+down were in the same location on each map so that I could double-click to move down twice (for example). Landmines are the best!
Really great mood, and the puzzle solving was good. Controlling the game was a little bit difficult, esp. clicking to pick up the torch.
Game looked great and had good writing. I had some trouble figuring out Arcade Mode, but really enjoyed the story section.
Really solid gameplay, and loved the inventory mechanic. The end of level bonus scroll was really satisfying to watch, for some reason. Only 2 minor issues: (1) the first level seemed to just drop you directly into peril (later levels had a ~2 second delay before spawning enemies), and (2) the cyan colored enemies could appear on screen and hurt you faster than you could move out of the way (maybe some telegraphing of where they will spawn)?
A neat take on the theme --I think making it mouse controls only made the watering kind of tedious (although I know I'm one to talk...). Seems like it could be a fairly relaxing kind of game. If reading the tutorial is cheating, then maybe having a log of everything that takes place in game? Or something else to figure out what does what.
Fun! Good weapon choices, and bosses were reasonably challenging.
Props for doing the theme right! I kind of wish there was more to it, but I enjoyed what I did play~ Also very nice ambiance.
Fantastic job --this game was a ton of fun to play, and a great take on the theme. I would suggest having a "next" indicator that shows where the next block is --sometimes they fall down randomly on the left/right side of the screen and are hard to find (or a minimiap).
First perfect score for theme --this was a really fantastic entry, and knew exactly what scope it wanted to be.
First perfect Innovation and Theme for me; what a great, well-defined game! It controlled well and looked great; however, I'm curious why you chose to react to button_release instead of button_press (made it feel a little sluggish). Really neat, and loved all the nesting! Maybe a bit *too* much nesting for level 8. ;)
Fun game --it would be cool to have a story reason for why you move a random number of tiles (maybe an out-of-control scooter?). Anyway, the randomness made things interesting, although I think having a roll between 1 and 6 was maybe a bit too much of a range (I ended up skipping most of my turns to wait for the enemy to come to me). Game looks amazing; loved the animations!
Definitely got the mood right, although I noticed it was possible to rise up infinitely. Even though gamepads are preferred, I think "mouse mode" would have been significantly improved if you had captured the mouse (so it always stays centered). Neat idea and good use of theme!
Thanks for the wonderful replies everyone, and thanks @midamida for checking on Ubuntu! Leaving this comment for myself as a checkpoint to new comments.
Absolutely fantastic. Very well scoped game, lots of fun, great attitude, and challenging but fair mechanics. My only complaint is that the words would "jump" to the next line after being half-written. Great art, and great ending level too!
Excellent game, well constructed and feels like a complete package. Very chill and fun to explore. I kind of feel that tank-style controls would have been a better fit for this. Also, finding the last dot or 2 was frustrating without a faster movement option.
Never thought I'd see a game in Prolog. The core interface was good, but for some reason the text would re-wrap sometimes (words jumping up or down 1 line). In addition, it would be great to have a font size slider in-game. Some of the very big blocks of text faded out too fast. But overall those are minor interface issues. I like the general writing and the concept, and it certainly fit the theme. Good job!
Reall cool pico 8 game; loved the "warp speed" animation (and in all 8 directions). The planets were cool to explore, and I managed to beat the game. I think some atmospheric music would have made this game even better!
Had a good flow to it. I found myself drilling blocks by mistake, so some way of canceling a drill would be nice. Or maybe make it to you have to hold the arrow against the block to start the drill. Also, the collision on the rocky blocks was sometimes wrong, and I would have to move after drilling the first 1/3 of it, or else the second 1/3 wouldn't start to drill. Would love to see more obstacles/dirt types!
Very clever take on the theme. The mouse controls were a bit tricky --I felt like the mouse should "aim" at the place you are pointing. Ideally holding down a movement button would continue to move the character. Pretty neat concept overall, and would like to see more enemies/puzzles/stages.
I think I messed up by drilling in front of the stores. Oh well. The main idea was interesting, but I had a hard time coming up with a good strategy. Audio wasn't rated (was there audio?). I think that some animations or basic tweening would have helped the game feel more immersive.
A cool concept, but the controls were a bit inconsistent (jumping off of ladders in particular) and I also fell off the left side of the level. Otherwise the game was fine. Would have loved to have seen more time added to level design!
Randy lives a low-key life, but his mouse sensitivity is through the roof (and he can walk on water). Besides the mouse, the game performed well, and was definitely a creative take on the theme. I'm not sure if I started the drill too late, because I only had ~2s between the bunker opening and the apocalypse. Overall was fun!
I liked it! Lots of fun, and had a nice exploration + risk feel to it. I think my complaints were addressed in the post-LD release.
It was fun, interesting, and fit the theme. Wish bombs cleared bullets on screen. Liked the upgrade system. Sometimes hard to tell bullets/enemies from the background.
It looked great and had a good mood to it. I had some trouble figuring out the controls; I think some feedback would have been useful (when attacking or otherwise).
Who could have predicted the twist! The game reminded me of Gravity Ghost, and the mechanics were good. I think the limited fuel was a little frustrating; it limited one's desire to explore. Maybe having it restore more on each planet would have helped? Fantastic art!
Looks great and has a cool premise. The enemy logic needs better hinting, though. I.e., it was never clear to me *why* the enemies would track me down sometimes (because I was moving? because of the particular object I was taking over?) Overall a neat entry!
Fun and fast, although it's hard to get enough gold. Maybe an easier "starting level"? Art was great!
Great game; the feel reminded me of "An Untitled Story". I'd recommend making the bad blocks stand out a little more (flashing red maybe?) and also "zooming out" a little so that more of the screen is visible (it's hard to react in time). The game controlled well and was fun to play; enjoyed the graphics too!
Was a lot of fun to play. I liked the tension between shooting to destroy things and trying to land on a platform. Maybe some "variety" sections, like all monsters, or spikes or something like that. Also, I sometimes kept accidentally re-entering bonus portals, so maybe require the player to move some distance away before re-entering? I would also recommend putting players slightly higher up on the screen, since there's not much use to seeing things above you.
Cool take on the theme, and I loved the general feel of the game. It was a little hard to navigate some of the menus (i.e., the battles), and I had some difficulty making progress. Was fun talking to all the characters!
20/10 SFX, and in general I really liked the feel and humor of the game. It was very difficult from the very beginning ---maybe making an easier way to "practice" throws would help? Overall, great job!
The game was fun; the mouse clicking was hard to do with one hand, but I like that it kind of simulated kicking with both legs. The main character may be a human, but I am convinced he is a golden retriever in a diving suit.
I liked the general approach and the music. But I found the mechanics (movement) very hard to wrap my head around (and I couldn't tell if I was actually damaging the boss). Still, the concept was pretty solid, and definitely has potential.
Cool idea, and well implemented. I definitely got lost in the caves, but I think that's part of the charm. Having some way to toggle between the two tanks without switching to the mouse would have been nice, and that mechanic could be expande don to set up some additional strategies.
Really neat (although you probably should have opted out of theme). The concept is cool, and I wish you had more time to expand on it. I liked walking around on the ship, and mining was interesting.
The computer screens could have used some aliasing or fake scanlines (was hard to read it). Also, binding to arrow keys = bad, since they often ghost. WASD preferred if possible!
It's certainly a cool mashup; I enjoyed the basic gameplay, but I'm not sure the QTE's integrated that well into the overall gameplay. Overall though, lots of fun!