Connecting LD30 to the Real World by Will Edwards 2014-08-31T17:43:00
This is a very convenient tool and a nice twist to the original theme.
Foon → Ludum Dare Explorer → Users → SoulGame
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| 🥉 | 2014 | 30 | Connected Worlds | Galactic Dump | jam | 4.50 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥉 | 2014 | 30 | Connected Worlds | Galactic Dump | jam | Theme | 4.48 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 33 | You are the Monster | DRUMSTER | jam | 82 | 3.89 | 3.83 | 2.78 | 2.95 | 4.10 | 4.49 | 3.03 | 3.64 | 69 | |
| 2014 | 31 | Entire Game on One Screen | The Shift | jam | 42 | 3.99 | 4.03 | 3.92 | 4.32 | 3.96 | 3.66 | 3.64 | 100 | ||
| 2014 | 30 | Connected Worlds | Galactic Dump | jam | 3 | 4.50 | 4.18 | 4.00 | 4.48 | 4.33 | 4.06 | 3.50 | 3.91 | 100 |
This is a very convenient tool and a nice twist to the original theme.
You got it. Amazing entry, I think the best of the 110 I've rated. Concept is awesome, arts are very neat and consistent, gameplay is surprisingly smooth, interfaces are polished and intuitive enough, sounds design is fitting perfectly... I regret I couldn't figure out how to properly connect planets. I did buy bridges and connected my home with other planets but nothing happened.
According to me, the main flaw for now comes from the fighting system : lots of collisions glitch especially when a lot of characters are colliding. Getting hit is not very clear. Recoil is not very handy because it affects camera. Finally I miss some shooting enemies, I apologize if there are any, didn't find them. Shooting enemies on bigger planets could bring the game to the next step like a real rogue-like space shooter adventure.
P.S : Come on! You could have us re-spawned on main planet when we die!
That seems really great but I can't play it due to the huge lag. I have not the best PC but still play lot of recent game with it. Anyway, seems awesome.
You made my night, my brain is dead.
Spoil :
http://www.casimages.com/img.php?i=140828032318722141.png
No energy left for the next levels x)
Nice! My turn to wonder how you managed to make that 3D world happens in such a few days :) Smart implementation of the theme also. I like the way the camera is set, it gives a fresh look for an adventure/platform/action, but it doesn't help the clarity of combats and it's not super convenient when there is a hole behind the corner! Do you plan to work long term on this game?
Arts & animations are nice looking but the rest is for now not very good. The game engine needs more work hit boxes are glitched and the fights are not currently interesting for the player. Good luck working on it.
The idea of creating a simple cute adventure exploration game is very appealing and I do appreciate that aspect of the game. Climbing a ladder for no other purpose that finding a nice point of view, auto spaceship travels, walking on planets, etc. I loved that. On the other hand the gameplay is terrible at current state. Not only on platforms phases, also looking around with the mouse almost got me sick :D Anyway I liked it despite the lack of gameplay and actual goal, so I hope you will accomplish your wishlist features and make a great game :)
This is clearly not related to the theme! But even with a simple prototype with no fancy polishing, you managed to create a very fast paced shooter gameplay. I like it very much because it requires aiming AND move skills, when most classic zombie shooter only require a bit of aiming. This is mainly due to the zombie AI. If you continue to work on the game it could step out from the rest of the classic zombie shooter. Good luck
Just completed it. Nice work on this entry! A few comments : 1.Music is copyrighted I think? 2.Controls feel a bit odd due to the slow acceleration thing. In order to move faster, you have to keep holding keys and that's not convenient to shoot and avoid. 3.I'm not sure about how this is theme related?
It's funky, I like the way you make the giant walk. Gameplay might be a bit lacking of dynamism right now but it's still awesome work for the Jam.
You took the common two screens/worlds kind of game and you brought it to another level in a very interesting implementation. Collect links to randomize rules of connection between the two screens is awesome. Even if it could be a negative rule, you HAVE to collect it in order to increase your score... It's really cruel! But it's also a very neat game design. Congratulations. 4/5 currently, 5/5 with a solid realization.
If it was a regular game I would say : I'm not a fan of the combat gameplay, it's not very fluid and needs some balancing regarding attack power, attack visuals, and HP and AP. And there is also a bug if you smash your LMB on a ennemy you will attack him below 0 hp... BUT as we are in a jam context, I just want to say bravo for making that happen, it seems so huge to put all that together... 8)
Hey, communism is back in the game! I had a good laugh when I was assassinate all of a sudden :D A bit hard to handle. The tool-tip on HUD doesn't help to aim and I get more error messages than I perform actual game actions.
This is very neat. You managed to make work all together concept/gameplay/level design in a very good way and in a very short time. Well done.
Just loved it. Very impressive. Just a note regarding level design : I found level 3 insanely hard! After the phantom quick apparition I either get stuck on the wall, or fall into spikes=> 26 tries. Seems to be almost frame perfect input...!
Sure, idle games aren't really fun and full of creativity, but I like idle games and this one is cool!
I thought it would be another classic two worlds platform but you managed to add new gameplay elements and bring something new and enjoyable. Nice entry!
Oh my ... All that labyrinth to find a fridge xD ? Just kidding, the game is very old school but I felt the work you put in there. Too bad there are no sounds or musics, that would have brought even more depth to the game.
Seriously very cool game, it's a shame I didnt run into it during the juding process. I like the core of the gameplay, and features like blackholes are very interesting in that particular take. Regarding Kepler, I think he might also disaprove your ship size :)
Impressive work, don't know how you achieve so much work in 72h, congrat! Especially about overall realization. I regret the lack of auto-fire considering the constant need to smash fire button. At first I thought enemies wasn't a danger at all, then I met the big guard in the first dungeon... I'm not sure about the theme related aspect beside room by room exploration. Anyway great job.
The game is not very fancy at the current state but you've made something original here and easy to play, which is in itself something very cool. Plus, it's very well theme related :)
Aha funky take of the theme, cool. Controls are great and smooth, yet gameplay is a bit simple at the time, it's pretty much an alien rampage :) Oh and loved the houses arts by the way.
Musics and pixel arts definitely set a nice and special mood. Unfortunately, that mood tends to be altered by the huge inertia in controls and the brutality of camera moves. Also I felt like the portals doors weren't matching the overall nature fantasy mood! (it's subjective tho). Apart from that, very nice little experience, I had amazing feelings while climbing those huge ladders, watching the gigantic planets in the background, and also while jumping between two far pieces of land. I really felt the emptiness beneath my feet and that was chilling. Keep up the good work.
I wasn't able to play the game : when I clicked "Click here to play" the browser opened with an error message.
Love the concept, really nice mix of multiple familiar gameplay like puzzle/shooter/physic. It's a bit hard to play right now because controls are kind of rough and the level design is a bit harsh but I think it could become really cool. Thanks for the idea on Galactic Dump, I just wrote it down ;)
There are very good elements here but also a few bad. For instance I liked the innovative way of attacking enemies but it should be better explained in the help section, I almost quit just before I understood I had to rotate my mouse like hell :) Fun, but a bit redundant after a while. Also being automatically transferred in the next floor is a very punitive thing for a player who didn't want to go. Especially with the incredibly large hit box the holes have!
I tried to play several times. First it didn't work somehow (I could neither move units nor end turn) and then it work after relaunch but I wasn't able to understand what's going on! I click single player but it seemed like I had to play both camp... Even trying to play both camps I failed to understand how to take control of resources and how to fight enemies...
This is really good. Great mood and concept.
One thing is sure : you're game is both thematic and original. The arts helped to create a nice mood and convinced me to pay attention to dialogues. Plus the idea of giving gifts to some random aliens to gain protection is quite fun. After that the game turns quickly into a click-click, give random gift, click again, etc. If there was a specific strategy to apply, I fail to find it out. Also I'm not sure why I keep getting told 'WAIT' but it breaks a bit the game feel. Then the war begun, I used all my amazing gift to buff the earth like hell... and it was devastated xD Didn't get the hang of it was kind of fun.
Liked the concept. The title screen which explains robots' dreams is a very seducing idea and catch players instantly. Problem is both X and Z gameplay feel a bit weird, especially due to the incredible inertia. Each move seems like to take forever in the oven, and driving the ship is not very smooth. Still, the concept is very charming, good job.
The game mood is powerful. Pitching sounds according to the player direction is a very nice polishing. Overall, the game has an impressive realization. And it intrigued me quite a lot so I was eager to see what would happen.
Original concept, funny alien girlfriend, terrifying living black-hole and insane puzzle system! That would describe the game pretty well :)
Good concept, it's a nice and original way to destroy asteroids. Your gameplay is fun but the realization is a bit cheap at the current time. The audio are not very good and the planets sprite are very low quality.
The idea of submiting two separated games is fun, the thing is they are pretty much the same :/
Loved the intro with the music and the arts, it instantly brings poetry into the game. For now the in game arts are not as good as the intro, but I hope it might evolve. The gameplay is a classical doodle jump like, yet, it's very smooth for a ludum dare game, it's really neat. Plus the handcrafted level design, the checkpoint, the star collecting system, are well balanced so I don't wanna stop playing. Even when I died 15 times on the floor with breakable platforms, I continued without forcing myself. The first unfair thing I noticed is when spikes platform are introduced => I should not die on my way up through the spikes. If you want that feature, you need to add platforms with downward spikes :)
Anyway overall => great jam game.
PS:the sound effect for collecting star is very weird x)
I can't play it, it stays frozen on the first text with the little square dancing around but nothing happens. I tried all keys, clicks around...
I can't believe I missed to press X u_u' Sorry about that. I like how you can switch worlds, good realization. It's good to have a finished game in such a short time so nice job on that. That said the gameplay in itself is quite poor currently and I would love to see this switch worlds system with a more developed gameplay. Oh and I think you've got very decent developer arts by the way.
Way too much inertia, makes the game not very handy!
Even if the gameplay is quite simple, you made such a great work on mood and story that I felt connected to the game and I was really touched by this little girl situation. I just didn't liked the slow alpha death of enemies, doesn't help to see if you hit them or not. That said, the gameplay is fair in his collisions so it's cool.
WONDERFUL arts, really loved it. Such a shame you didn't used some kind of bitmap for the background, it would have prevent lag during camera move.
Ah ah fake music generator spotted :D The inimitable sound of randomness! About the game : I like the theme but there are a few strange points I would like mention : 1.Camera seems too focused on characters and it makes me feel a bit suffocated by the level design. 2.I love having narrative text but it's breaking the rhythm to have them between levels instead of directly inside the level... 3.Gameplay is okay but sometime it gets a bit inaccurate when it comes to platforms colliding. 4.Finally, I didn't understand what the collectible items are used to?
In any cases, nice work and very cute arts.
Few complaints : clicking text boxes to skip text is not very handy, I would suggest using space or something like that. Also, not sure why pushing blocks is so slow! It break a little bit the natural flow of the game. Anyway, the game is well polished regarding characters controls and overall mood, so that's very nice. I liked the little cut love story, but unfortunately it appears that the game crashed after the first level with both character playable. I entered the 2nd level but there were only the girl ... I finished it normally but nothing happened and the game was like frozen :/ A bit disappointed not to have the closure of the story, but it's solid work anyway. Congrats.
Nice realization for such a short time! Gameplay is a bit repetitive but that goes along with this kind of hardcore shooter :) Great work.
Thanks for your comment on Galactic Dump! I saw your game on At0mium show as well and the concept impressed me instantly. I'm glad I could test it finally. Very good entry, professional look, smooth gameplay and related to the theme in a very smart way of disconnection. Congrats. I just have troubles to distinguish the hourglass! Almost reach 1M tho.
487 generations and 45 strange worlds, not much but it's my best! Very original concept. The game looks a bit more like an interface than actual real worlds but it's still nice to play, I enjoyed to see my little creepy stupid living animals ruining everything and killing themselves in panic :)
Controls with mouse are not really intuitive at first but I got the hang of it. It's pretty cool. Is there any level 2? I tried to click the close button on debriefing screen but it won't work.
Hey you really made something original there. Very nice entry. The best step was clearly the 2nd: the root is the coolest and most original phase of gameplay (to me).
A few notes in case you intend to improve this version and bring the game a bit further :
First step has a solid gamplay but isn't very clear, it looks more like atoms than mineral world. Third step is nice, but the duck moves are very rigid and a few animations would help. Finally the last could be fine but I really felt like there were some collisions detection problem, i missed almost all my fires.
Again, impressive concept and implementation.
Nice art style. It's fun to be forced to change worlds constantly while still killing a few monsters to gain time, it's actually very hard to stay alive, you have to try many times to get the hang of it. I have a small complaint about enemies' resistance. It's not clear what hero I have to use. Would have been simpler if red kill red etc. Anyway neat game, congrats.
Great mood brought by your work on backgrounds, characters and musics. However the gameplay seems slow and lacks a bit of interest at the current time.
Incredibly well made, arts are truly lovely and this is clearly a nice theme related game. Making and destroying bridges is easy and fun to handle (well if a bridge projection could follow my mouse when I'm building it would be even nicer). But I'm not sure about the AI: I had the red-haired girl on an island with only one bridge leading to the rest of the family... Skip 9 turn and she didn't move once x) Oh wait, I read that some people will only go specific places...? Well, in that case, it's just very hard and look like a die and retry more than a puzzle! Little detail : characters are kind of hard to notice among the background. Anyway great entry.
Very nice gameplay. It works very well and It's a pleasure to navigate through the meteors field. I couldn't manage to find the 4th relay, yet I had plenty of fuel, health and O2, but just didn't find it! Congrats.
Very nice gameplay. It works very well and It's a pleasure to navigate through the meteors field. I couldn't manage to find the 4th relay, yet I had plenty of fuel, health and O2, but just didn't find it! Congrats. P.s : very funny voice acting at the beginning :)
Very cool! A good metroid-vania game. It was a bit tricky to distinguish doors to enter cavern, took me a while. The controls are a bit heavy to my taste, and the hitbox seems unfairly large, but those are little details compared to the work you achieved. Great level design and it seems that there is a large content. Unfortunately I got stuck on the way back from the cavern, I kept dying one the three spiky blocks. Couldn't pass it.
Good work on arts, you managed to reunit different ressources in a good way and the contrast between two worlds is great. Controls are clean so that's cool but I feel like you could have done something better with the obstacles.
Not sure what the goal was but I created my own : try to ruin the universe by simply crushing the most planets I could on poor innocent inhabitants who try to fight for their lives. I had some doubt about that strategy when I saw somewhere, somehow, the word "CHARM 0%" 8) The main difficulty is to aim enemies ship.
A.M.A.Z.I.N.G. I don't understand how you pulled that off in a 48h jam. Your game is original and immediatly get me into the dialogues (which I usually skip). Falling from the sky is a very good intro for a game :) Characters who carry each other is fun two, without speaking of both set of skills. The story is very appealing and I want to continue my adventure. Gamepad control is a very nice plus. And finally the level design, without being perfect, is really good and challenging (86 deaths to reach the end). Congrats!
A few notes/details for a possible future update : 1.Some platforms seem reachable by normal jump and in reality I actually miss them and had to use double jump. 2.The dialogue box shouldn't disappear each time a different character speak, that not convenient to read. 3. Laser turret's are just insane! 4.The button which has to be pressed using double jump star ... that's very tricky. I almost quit by despair right before I find out by pure hazard. 5. The rope should be took automatically, without having to press up (too me)
Nice entry, but the concept is not very new isn't it ? :) Anyway you achieve a nice work.
Impressive work but not sure about the theme?
Absolutely awesome! It's a very surprising and funny development to the story. The gameplay could be more polished but it's already insanely good for a Jam! I had a lot of fun :)
Amazing job. Game's rules are not very clear for me so I kept dying without understanding what I was doing wrong. I think I was creating bridge and collecting resources as fast as I could. In any case very impressive work.
That's awesome graphics! And the voice acting is a nice plus. I really enjoyed playing it, collect, craft, etc. Congrats.
Realization is nice but the game feels a bit heavy in the controls. I keep failing puzzles not because of the difficulty but because of the fox handling! But you definitely succeed in creating a stable and nice looking game.
Nice first entry.
It needs to be more challenging (random pop of enemies that move, aim and shoot the main starship for example).
Wow, solid project. I'm not familiar with RPG maker but I guess it's not that easy and it seems like you put a lot of effort into this. I really wanna play this through but I keep dying on snake in the dungeons and I can't figure how up my stat. It says I need 700 souls, yet I have 2 in my pockets... So it's a bit confusing I guess, but still, nice work.
Gold Medal for the most WTF main character of this Ludum Dare 30 :D Gameplay is a good start, it's clean and kind of fresh, even if action is a bit slack for now. Hope you'll push this further and bring it on web distribution.
I tried for 15 minutes to understand how to use this ring. I kept smashing Z key, just in case, everywhere on the map, on the locked doors, on the enemy... Nothing happen. I don't get it! Help!
Outstanding realization and very fluid game-feel. Not sure what are the rules for using boost tho, something I smash things, sometime I get destroyed. Great job anyway.
Aha you mixed up Watch Dog, Ultimate Assassin and Shoot'em up elements! Kind of insane but the overall realization is nice, especially for 3 days of work.
Well done for achieving your work. On one hand the game looks nice with its pixel arts and overall design, plus the theme is pretty well respected. On the other hand the water reflect + the huge size of pixels + the cruelty of level design just make it no fun for me. I like runner/plate-former but this one is too much pain!
Nice one. The concept is funny and rather well realized.
With a little less rigid character controls (a minimum of air management maybe), the game could be more pleasant.
Well done anyway :)
Mmh, I usually feel comfortable with minimalist platformer, tho this one seems a bit glitchy. What the hell's going on with double jumps !? :D One time out of two I can't double jump, and I can't figure out why. Sorry if I missed something. 1st level design is a bit harsh for a starter!
Nice tribute of 10sec heroes, liked it. A restart button would have been nice :)
Crashes on start up as well. Windows 7 :/
Friends of yours told me about your game, I was eager to try it but unfortunately I have troubles installing Unity web player... I'm currently troubleshooting this issue with Unity support team. Looking forwards to play it!
Feels like a impressive work but the controls are really really hard and not clear for me. I carefully read your instructions but it doesn't help to quickly face the direction I want and attack my enemies. Good point on realization tho.
Background sound and character art are very weird! But you achieved some nice overall work and everything is working well so, good job! The small beam of vision from the light we carry is a nice touch. Magic bubbles which transport you to another world could be balanced a bit : (1) The first one is too far from the start and I got a little bored in the first area because it's super easy. (2) On he other hand they appear so quickly in the later areas that I barely have to avoid 3 obstacle and I can already escape to another world. That ruins a bit the difficulty. (3) Finally I don't understand why you made a random transport? I would be clearer if it would transport you one world further each time, increasing the difficulty at each step, and then you reach the end of the game. Or could add a tricky transporter with downwards bubbles which would transport you back in the last level :) Just some thoughts!
Oh, the link of the 64x version seems to be broken right now.
So this is about a granny who loads her shotgun with living bugs while jumping around and shooting soldiers who are stealing vegetables? This game is so what the f*** xD Anyway, the gameplay is pretty rigid but good laughter here.
The game looks great but when I play it keeps crashing on second screen. Something like Error Access denied Save... :/
It's cool to jump into the rocket and try to find Sarah but it's very hard to handle and we're very low on resources!
The character is not dynamic enough and the concept lacks originality.
But you did not give up and your game is playable. Keep it up and the next Ludum Dare will be better! :)
Love the scanner thing, very nice idea. If you could polish a bit more the rest of the gameplay it would be cool. Especially detections collisions.
First ragdoll of the jam :)Loved the letters arts and the concept idea is smart. Nice!
Nice and original gameplay idea, but the physic is not clear enough so it's not very handy and a bit frustrating to play. A bit more work on physics and some polishing on player's interactions visual feedback, would bring more fun into the game.
Liked it. The gameplay seems heavy and old-school at first but then you start feeling how accurate you have to be to time your jumps on your bike's wheels and its feels good to me. Nice implementation of the theme by the way. Hope you'll polish the game a bit more (like improve walls left/right transitions, add in game instructions, musics, etc.) and release it for real. Good luck with that.
No lag for me, the game worked fine. It would be cool to add the controls information directly in game, and also maybe use space instead of ENTER to fire. Finally, if you could add the feature you mentioned above, it would definitely be cool :)
A bit hard to judge considering you've mainly adapted your current project. I would say that your project looks great : nice mood, sound design and arts, I also noticed the little stealth details in the gameplay, like footsteps noises detection, shadow areas, etc) but this Ludum version isn't very exciting for me. Mainly because aiming with a keyboard with such a small rotation speed is the most frustrating thing in a shooter :D I think mouse gameplay will be better. Good luck with your main project!
This feels great, good gameplay and nice mood. Tho, I miss some relevant arts for the car and an actual objective to my driving!
Nice game, beautiful atmosphere. The concept is not exactly new but you've implemented it in a nice and fresh way.
Thanks guys for the nice comments. We actually split the job in two, one on the engine, one on the polishing stuff, I'm really glad that it works for you!
Thanks for the comment! Aha I wish we did but it was just a joke Zhyr wanted to add. It's dedicated to a friend of us (and to all Rabbid's fan by the way).
Aha thanks a lot guys! We've actually made everything you see from scratch (except 2 pieces of interface) ! We found the concept in 40 minutes so, we started coding pretty much instantly and we also barely slept!
@someone : Thanks for the feedback. This is definitely something we would like to polish on the final version :)
I think the concept is interesting but it could have been more challenging. Currently it seems hard to loose a level. Also, it seems that connecting planets doesn't imply anything special except taking control of the new planet. It would have been cool that connections bring some kind of combo between your planets.
You have done some great work, but maybe the game could be more polish if you focus on one of the both concept (puzzle or rpg). The fights are too invasive, I have trouble to grasp their purpose. Anyway, good music and graphics :)
The concept is SO awesome. I thought dreaming was a simple excuse for the Theme but I was amazed to realize I was actually in the leaving room with a bucket on my head, fighting my stupid sister xD Very nice implementation. That said the realization is a bit under the concept quality and the gameplay feels a bit hazardous during combats, the hitbox are a bit weird. Also going back to the room each time is a bit boring but I understand your needed to do that. Anyway I got caught by the game, nice job.
I found the concept surprising and interesting so I step into the game for a while... I didn't make ONE single connection after the one in the tutorial xD This is SO hard. When I think I'm gonna finally make a connection, the little message explode just on the side of a receptor... I think you might make the game more interesting by speed things up a bit. I mean, if you increase rotation speed, if you remove both blockers around receptors and if you give players only 30s or 45s to deliver, I think it might be more balanced and less frustrating.
Very nice arts and animations. Well done on finishing :)
Some good ideas, nice arts, i like the dialogue between the two main characters.
Maybe you should add some animation to the characters.
Good work, very pleasant game.
I like this kind of game but I had really some hard time on this one. It's very hard to guess what to do, even when you read 25 times the quote. I had to retry countless time the first level. Then I look to the solution... And I learned about a new control I didn't know before! I've done that with each level until I reach the point where I couldn't even complete the level, even with the solution... Anyway still a good catch, but puzzles might be improved in a more logical way (just my humble opinion).
Very well made, clean, polished and handy. Impressive 48h entry. Love the simple idea that if both dino are alive you gain double points.
A few flaws : I should automatically lose if I have empty my power point before reaching the final orb. Level design is not very clear, is there levels? how my glove is restored? And I should be invincible while teleporting. On the good side, it's already a massive work for a jam so you can take this further. The arts are also nice. Good luck!
Very cool and surprising. Neat entry ^^
And again... and again... and again... Perfect! This is real fun here. I love how you made fun of modern TV (or at least I perceived it that way) by simply making me click again and again to discover more of your little jokes while getting crazy and angry at bad signals and commercials. By doing so, I was actually becoming a brainless TV watcher 8) Brilliant.
I liked the concept of circling around enemies to defeat them, it requires some practice but it's a good feature. I just didn't understood why I was getting hurt while touching nothing. By the way, you should maybe use the new "Host on your game page" feature!
I didn't understand the ending, but everything else was kind of genius. I LOVE IT. You kind of reinvented idle games by inserting a psychological dimension.
Nice animations.
The game is cute but imo a bit slow. Moving from edge to edge of screen, cruishing rocks and talk take a lot of time.
Time smashing rocks, for example, could maybe be reduce by increasing smashing animation of crush to let the player speed his progression. Or, because actual luck parameter to find objects is set to low in comparison to the amount of rocks, letting less rock appear on ground can increase the speed of gathering ressources by reducing the number of time the player will take time to smah rocks.
What the hell :D Crazy game. I would have continue playing but at some point the camera was completely out of control: to see my mosquito centered on screen, I had to scroll all the way to the right, very weird. Still, impressive work for 32h. P.S: I've read your description but I'm not convinced by the theme interpretation though...
The game looks nice but I failed to understand clearly what I had to do, I ended up clicking on random buttons whenever I had the cash to do so. It's a cool prototype though, hope you'll work on it further.
Ah ah nice one. Being swarm by enemies right after the entrance of the room tends to be a bit frustrating, but the gameplay feels nice.
Cool one. It took me 3 dead to understand that the floor was killing me when i destroyed a tower (in fact it's a column tath supports fllor, right ?). Maybe you could make the column higher to let the player view the floor that they supports because at 1st view, floor seems to pop out the ground.
With some balncing and less enemies can be really fun. For now, it's amusing. Nice idea.
I like the global mood and artistic direction. I think you made a good job on setting up a pace on the game. Gameplay is a little sleepy though, might need some more punch !
Cool entry! Quite simple but fairly enjoyable. Tried several times but I'm still a big failure :)
Very nice and cool :) I'm especially impressed by controls. I first thought it would be very annoying to controls sheep by repelling them with my mouse but you actually managed to somehow make it smooth. It gets a little bit annoying with large amount of sheep (the level with 7 sheep) but it's really okay. Nice sheep voice acting btw :D
Concept and graphics are very good. I'm sure I haven't seen this mood and concept anywhere else. But I didn't find enough elements of gameplay to make me play further. I understand and like the concept but I think your core is flawed and you need to make it rich.
Truly impressive arts, music and well... everything. Kudo guys. The care for details (like the cycle day/night or animations) and the overall polish is astonishing regarding the short amount of time. Concept itself is very interesting and get richer as we progress through the game. Even knowing motions tween, I'm much impressed.
I got one complaint (yeah) : the game starts real slow. Way to slow giving the fact that I needed 15 sec to learn the basics and the first two fight took me several minutes (mostly waiting). Anyway, you clearly nailed it... Wait! What about the theme ? x)
And here I am, missing the hints on F key...
Finished! So my real complaint would be: I would have preferred a swap mechanic using mouse drag&drop, it would be more efficient and intuitive. The "2 clicks to swap" control isn't very convenient after all, especially for quick decisions. I can't figure out why you chose it? Plus I've often been mislead thinking I had a character selected, then tried to swap, and it didn't work cause nothing was actually selected.
P.S : sorry for triple posts
Art style is really intriguing and interesting but i really don't understand how to play. Even if i try hard.
5/5 innovation and theme. How the hell did you manage to make both an original gameplay and a such engaging concept... Very cool. Maybe having a very small zoom out, letting us see the border of the actual monitor screen, would be even more powerful and engaging.
I loved the graphics, setting and audio. It felt like a good satiristic game, with a fun touch and humor. The audio, graphics and co fits perfectly and have strong coherence.
However, I really didn't understand the gameplay and the pop ups explaining the game. I felt like there was 1000 informations to understand.
Perfect theme implementation (I'm obviously bringing nothing new here), you also created a really unique mechanic and that's cool. This is really hard... the little cubes... Aarrgl! Controls inertia and unstable screen acceleration might sometime be a bit frustrating. Great work anyway.
Mmmh this game seems to be really well realized. But, i feel stupid because i can't understand what i have to do. Not enough intuitive imo. Maybe if you low difficulty of the 1st challenge (that i don't understand) you will help player to understand his goal and how to achieve it.
Losing sound scared me.
Bravo. Nice game, challenging, fun, addictive. Cool concept, art and music. Good Job. My best score 2128.
The game make my pc lags and i think is there a limit to where you can go because there are too much missile that you can't avoid after a certain time.
Cool western background but I hardly understand what was the thing with the WHOOOOO hiding your input clue...
Very cool game Geraud ! I loved to smash my keyboard to get those hackers ass off, I lasted 1 min 10 :)
1:28 => I beat my colleague \o/ (above in the comments)
Very sweet. Maybe sometimes things are a bit unfair: hit boxes size, extreme border spawn points... But it's a cool job for only 48h :) Ducks are very cute!
Oh my god what's happening xD First minute is so confusing! But after it gets cool. Really cool idea to give each player a unique skill, which is actually his skin.
Hey, neat entry, the polish is quite visible indeed and makes things smooth enough. My problem concerns ammo. All I could figure is that I had to press SPACE time to time to regain one. And also strategically using Q or E depending on the situation to save the most ammo I could. But... I still run out of ammo super quickly (only killed 21 snowmen). Sorry if I missed something obvious! Good luck with your post jam ^^
Nice entry with neat and cool concept.
I will say jsut that art is too small, ship speed is too slow that makes me want to push acceleration button harder.
And i would prefer shortcut to use laser beam or shield rather than click. And i didn't get how to repair base.
Thanks a lot for your consistent feedback on The Shift, your game is pretty brain killing as well :) It's simple and original. I liked the super chiptune music and the concept and realization are ludicrous enough to be fun.
Concerning upgrading The Shift, we would probably simply add more levels randomly switched, that would allows more variety and simplicity (current level is kind of complicated because it has to be self-sufficient to match the theme)
That's actually one of the concept we wrote before go for shifting :) And you made it better than I imagine, congrats. Too bad there aren't any audio, the game would have been even better. Subjectively, I'm not a fan of the huge inertia in the controls, I'm not sure how it fits a game about accurate moves. Anyway, the realization is still amazing. Good job!
Boom, one shot! Second game I found on this LD with a whole level on one screen and a very tiny character. I still think that's a good idea and it's nicely done here.
Looting human flesh on your friend's body... God there's something different in that game! I think I met my first "dramatic" bug ever : after the boat crash, there was still a dialog box remaining on screen "I think I'll just watch the sea today..." giving an even more tragic dimension to the scene because now, he was dead... Beautiful game and very nice entry. Congrats
Neat entry! You certainly did a impressive job on realization and adding ammo in an asteroid game is an interesting take. My only complaints would be the quite punitive hitbox of my shipt and the fact that I've been killed by asteroids which spawned pretty much on my head :)
Hi there, well done on the solid entry. The game seems pretty much complete and that's a cool thing to see in Ludum. At first I was like "Well it's okay, I avoid stuff" but then things got crazy with the bass drum, red shaking screen, lasers everywhere... It's pretty cool! It feels nice to play, it's challenging, and quite well realized, especially without an artist. I might have a small complaint regarding laser timing and appearance: animation is not that easy to read and it's hard to anticipate when the laser will actually hurt. That got me kill a few time.
Also, I agree with the comment below. It's a legitimate design choice to focus on player memory and his ability to learn the obstacles, but you might want to dig a bit into level design and obstacles and try to make this learning process as clear as possible by removing any possible feeling of injustice.
Finally I forgot to mention how cool it is to have everything bumping along with the music. That's really great.
Just finished the game on Kongregate. I played it randomly there but when I saw the level evolving step by step, I knew it was an "On One Screen" game :) I enjoyed by the way, it's smart, smooth, intuitive and kind of lovely. I couldn't explain in accurate terms why I enjoy the overall "feel" of the game, maybe it's the gravity tuning, the sharp controls, the level design, or maybe it's all about the slim :p
The core mechanics is cool and well thought. I think the mechanic and gameplay would have make even more sens with a regular round shaped snowman :) (you current bad ass char design is fun though)
Very good game. Concept is simple but yet interesting, same for realization. I like how you managed collisions, it's really tolerant and never seems unfair. That's a really good point in those kind of game.
Very good game. Concept is simple but yet interesting, same for realization. I like how you managed collisions, it's really tolerant and never seems unfair. That's a really good point in those kind of game. 5/5
The game nicely fits to the theme and I really like the concept. I think you made a good job designing the whole experience. But you miss some tuning to make it a joyful game, :)
Smart concept and level design, cool controls & animations. The transition between rooms gets a bit heavy due to the control loss and the screen shake, but the rest feels right and well made. Even if it might be a bit out of line, you interpreted the theme in a unique way, congrats.
This joke made me laugh a lot but i don't really considerate it like a real game. But it was fun.
Wow, pretty neat ! Too bad I didn't come across the game yesterday when the rest of the team where here :)
What I would suggest if you want to develop the game further : maybe being able to let the weapons loading more than one slots, allowing players to fire 2 or 3 times in a row when fully loaded => if well balanced, it might bring a little bit of strategy (I'm thinking about Shootmania). As the game seems to require lots of accuracy to dodge all the shots, aybe tightening controls a little bit more would help to express players skills. Of course adding a mode selections, number of participants, etc. The usual stuff in those kind of game. Anyway very impressive entry. I'm gonna keep it installed and wait for friends to play with :)
I got stuck after the first shelter, in the wolf traps part, no way to find out what I was supposed to do, I had to abandon my little red raccoon in the cold :( Nice entry! Animations and mechanics are not perfect but the work on the narration is a very pleasant and engaging touch. Voice volume is a bit low though.
Oh and what about the theme guys ? :D (sorry for double post)
Brilliant concept. It's very cool how you tied "enemies" and victory/defeat conditions: enemies' role is to disturb you, sure, but on the other hand, you have to use them to keep the screen centered and that implies not killing them... "Using" instead of "killing" enemies is a pretty clever concept, especially well implemented here. 5/5 innovation. Regarding gameplay I would maybe suggest to switch from "click" to "rollover" function to kill enemies, I think that might be smoother and more intuitive to play. Plus, the core-gameplay is more about managing screen position than actually aiming and shooting. And even if it gets to simple my way, you might still add a few obstacles to force players moving inside the screen... Anyway! Just some thoughts cause I liked your game. You just got a bunch of stars!
Very cool entry! Congrats for actually creating a GTA like in 48h :) Loved how you managed to simplify things to the max while keeping the fun.
"You won wtf such short" x) Nice one. Took me a while to figure out things at first but it could be a nice game (or an useful engine). Good luck working on that.
I'm stuck! I'm terrible at this game! Maybe I'm too tired from the Ludum Dare rush... Anyway, I can see you made some real work here, so cheers!
Impressive work. Arts, audio animations are top notch for a ludum dare. Gameplay is polished enough as well. Congrats!
Very impressive work. They're not so many 3D games in Ludum Dare that manage to achieve that level of quality. So congrats for the realization and concept! The only thing that bothered me is that I had troubles setting the camera zoom in a way that fit the building mode (either to close or to far)
At start, game seems to be promising and chellenging. Maybe too much elements arrived in game and i lost my way into. Parsimony in game elements distribution could help balancing that game in a really good way because for now, some elements are here but i don't understand why.
Impressive entry. Particularly good graphics and animations! Would have been good to have a clear way to identify enemies types (maybe a later update?). On a subjective point of view, I find hero's attack a bit slow and repetitive but hey, it's awesome to make that happen in 72h ^^
This could be fun with some perfromance optimization i think because the game was a bit laggy. It reminds me tower defense games. Not really my type of game.
Moody game, impressive voice acting (even if Son seems a bit better than Mother IMHO). I clicked everywhere (or so I think) and listened to each little pieces of memories, but I got stuck eventually, wondering if there was an ending?
The game is quite well realized and responsive. Interfaces and mechanics are a bit non-intuitive, but it's a cool entry. I liked the somehow touching mix between the arcade game and the dramatic topic.
Origianl concept. Too much limited but with less signs and more possibilities you could make a good puzzle/rythm game or something near.
Nice game. Well polished and fun.
I'm not used to that kind of game (i'm bad at it :)) but i feel that this one can be fun and challenging.
I like the way feedbacks of dangers arrival are made and allow you to escape from.
Maybe it's too much punitive to let the player gets instant kill by enemis because early game can be full of dangers.
I don't get what are the green smoke look alike that appears and kill me.
Interesting twist your brought to the runner gender. It was hard to set my brain for those color operations but I managed my way more or less! Maybe if the pace was a bit higher it would be less frustrating to restart all over again (just a suggestion). Nice work anyway :)
Interesting puzzle game with a pretty nice evolution curve.
The goal is clear but things to avoid are a bit confusing. When i saw the 1st green spot, i tried to reach it to generate some good effect because it was green (green means good, red mean bad msot of the time except when it's explained in an other way).
Nice work regarding overall completion of the game. I couldn't figure out a way to win though. After the first miners/upgrade rush, me and the IA were a perfect mirror. Then started the age of knights! We fought for quite a while with no other result that dozen of dead corpses fallen in the abyss x) Good work anyway, would be fun to try the 2P mode.
Funny dodging game. Some times the guy guy stay stuck on the edge of screen.
I tried to spam spacebar but nothing changed.
The shooter mechanic is okay, but enemies take a lot of time to spawn and that makes the game very slow.
Neat puzzle game with a fluid rotation effect. Challenge came nicely. I was blocked really fast and i wonder if i'm not skilled enough or if the game got no solution (haha). One point i didn't enjoyed much was the robot's feeling. I didn't felt like a robot :)
I don't understand what the goal is? I didn't found how to score point! I managed to jump over the title after a while but that'as all!
Thanks for explaining! I indeed got swarmed all around by dark shape, I broke some letters though. I also lost my boomerang out of the screen... And then I got stuck to the wall by 15 enemies! Crazy game!
I agree with people above, very cool theme concept!
Nooo! I got stuck at the end (I think it was), I think the dialog bugged... I was back in the store with the money and an empty dialog box pooped, I waited but nothing next. It's fun how you managed to intrigued me with simple arts and a few lines of texts. I was really looking forwards to find out what's going on with that screen. Nice literal take of the theme.
This is a short but very interesting experience you provided here. The realization is just neat, the nice stars field, the smooth controls, the cute bee... Plus the ending is quite touching. My only complaint would be that it's a bit hard to evaluate distance with honey and something you just can't reach it. But maybe that's part of the design ^^ Well done anyway.
I'm sorry but I don't really understand waht's happening here
I'm not sure I completely understood the controls :( I do read all your instructions and try a few times to figure things out... but I keep dying :D Help!
Interesting, with some polish it can be fun,, i tried to eliminate spiders but they seemed invincible (almost 20 hits can't kill one). Goats were too difficult to launch correctly becasue they can't get launch high enough i think.
At my second launch of the game, all entities (player ,spider, goats) weren't on the ground but walking horizontally. It was weird.
The game is pretty simple but feels right. The first 20 enemies are a bit boring because it's just click & wait after that point the game shows his potential! Very nice controls/concept/gameplay after all. The very basic feeling of protecting someone while becoming weaker and weaker is quite interesting.
Thanks for all the comments and the feedback guys!
@loopinloui : that's really nice to have such a detailed review. We're proud of the good points you mentioned as it was core elements of the original concept. Regarding bad point (clumsy platforms, unfair spawn points) they're very valid and are unfortunately due to lack of time to balance! The level design was actually finished in the last hours of the jam. Anyway thanks a lot.
Very hard but very well made as well. The controls are nicely responsive but they ask some time of learning to master (which is good). I got 3 times in a row a fire in the same building, maybe a semi-random fire starting would be better?
Haha we had quite some fun here :D I think you have to be two to understand it.
I do like the driving and the cartoon style, it gives nice sensations, but I'm not sure the current level design (or circuit design should I say) is honoring the nice driving mechanic. PS : The motor sound is hurting my ears :D
If you want to keep working on the project, I really encourage you to work on the wall collision physics. It can become quickly frustrating not to be able to slide along a wall. Let's say I press down and right. If I hit a wall downwards, I should still go right smoothly, not at 1/3 of my speed. Good luck with your project.
Good work. Found no bug. The multi-gameplay thing is quite weird but if it's to serve the purpose of freeing a bird, it's pretty cool after all :)
Fun & original, solid overall work.
Pretty cool. I miss some audio but the mechanics are there. Congrats for finishing the work.
There is an interesting and original atmosphere we rarely see in game jams. I think I can see your idea behind it but you hadn't enough skills to complete it and push it as much as you wanted. This is a beginning, I'm sure you'll be able to do more next jam :)
Ha ha, we barely sleep here as well. Congrats for holding up, that's hard but rewarding :) If i'm not completely convinced by the gameplay itself which feels a bit heavy for now (except jet pack), I'm, however, very impressed with the technical work you provided here and the original physics. 4/5
The realization is really neat for a 72h game (controls, arts, music). But I'm not sure about the gameplay : I actually ran in circle for 1m30 without being in danger. I finally fall into the lava by lack of concentration. It's cool if you continue working on it, I encourage you to work on the pacing of the survival, especially at the beginning. Good luck!
I think you have wrote a good concept here. Helping people one after the other, changing characters via an overview map, etc. this is a nice touch. But I feel the game fail a bit to deliver the experience you initialy planned because of the gameplay and the overall confusing mechanics. Maybe you will work on that? At first I was skeptical regarding theme, but I had to acknowledge the fact that you actually made a game on only on screen...
Interesting game, I like the main mechanics with extending colliders and stuff. It misses some core tuning, like showing the goal clearly and removing that strange background, but still the game was interesting to play and inspiring. Nice job :)
I understood the basic mechanics but not how to actually kill my opponent! I tried to flee, I tried to swarm him... Didn't succeed :) But this is well made and encouraging for 72h of work from scratch. Congrats.
Cool game, with nice mood (I love the audio :)). Maybe you could add a 5th color to make a little harder. But I've seen the concept on many other places so I can't put a good score on innovation :/
The animations and controls are incredibly realistic in a good way. It feels great and I feel like controlling an human being :) The collisions seems a bit inaccurate though I guess that's really insane to handle, plus that's not such a big deal, it's just a little bit hard sometimes. I tried your game because I liked the gif on your post, and I haven't been disappointed by orange bonus ^^
Completely wtf! Good laughing while knocking down pedestrian and cops with my gigantic alien morgenstern. Solid entry. Even if it's not in an original way, the theme is respected. Solid entry!
Wow this is just a bunch of star into Humor/Innovation/Theme/Fun... Well pretty much everything :) Even if it's not always very handy, it remains fun, and unhandy aspects actually become fun. Congrats on that.
Amazing 3 days realization, smooth controls & animations. The gameplay himself might need some balancing though. Rockets by example are pretty unfair and unpredictable. Currently I spend quite some times waiting, and then I die instantly cause I didn't see a rocket coming. Maybe making the rocket launcher appears ? Or decrease the speed of rockets ? Still, very cool entry.
Too bad I don't have another player here, sounds quite fun for a little game with a friend. Sfx are not really pleasant and I'm not sure I understood all the game mechanics but it's still cool.
Game fun with nice graphics.
I would like to see more path possible to get all slaves. May be more exits from minotaur's cage can improve the challenge diversity.
It's pretty cool! Controls are a bit unusual but the whole thing is smooth and enjoyable. I liked the torches system, it's original and well used. The random generation is cool as well and helps keeping the fun after of a retry.
Very fun x) I think I might have some trouble with double tapping of the key the game required. Like "Z-Z". Maybe it's just me.
"Sorry the entire game is on one screen." Hahaha you got me => +Humor +Theme. The gameplay himself is pretty neat as well! I thought you would made me explode on house but I actually swallowed them ^^ Very unique, very well made, just miss audio.
Nice entry and huge idea on the theme! Couldn't change the controls, I try but didn't seem to work. Too bad for my AZERTY keyboard :)
The bad points : 30s to locate my character! The frame perfect jump in the cave, quite frustrating.
The good points : solid theme work, instead of making a plateformer with survival mechanics or rules changing, you actually made a whole plate former on one screen, with a supra tiny hero! Nicely done.
Graphics are nice but i think some animation could improve the overall. Puzzle platfrom challenge seems to be here but i felt stuck when i pushed floors with the rigid jump.
First time I arrived on the title screen, I got stuck. Pressed all keys (including space), clicked everywhere, nothing! I refreshed, and the second time, I pressed space and the game started. But then, I had no idea how to play so I pressed all keys again, clicked around but nothing happened. You might wanna let us know how to play your game :) Anyway, I reloaded the game a third time and finally I could move around. I laugh a lot, this is quite different and funny to play. I agree with Timtipgames though, it's a bit frustrating.
A game with awesome drum beat, very cool. I could really use some quick in game indications (I had to go back, read your instructions, and then play) because rules aren't intuitive, but that's not a bad thing. Once you get it, it's actually pretty original and very dynamic. Top 5 of entries I've been testing so far.
The game seems to be interesting becasue it ask to establish a good set of attack and defense with elements found.
With a better visual hierachy (finding my knight was a bit difficult ^^),a lighter, well balanced difficulty (i was instant killed 6 times) that game could be strategically challenging.
I lack some feedback regarding what am I doing and stuff, but I got it eventually. This has some good strategy in it (reminds me a bit of FF8 Trial Card ^^). Good luck for your work.
The game mechanics are well implemented. It's not the most intuitive but it works fine. It's currently a bit difficult to evaluate the game without any kind of opponents but it does look good and could be promising => staring at a map, scanning around, planning torpedo, etc. I do felt like a bad ass commander for a minute. Good luck if you plan to work more on the project.
Good gameplay, even if it's classical. I liked it !
Awesome graphics and glitches... but where's the gameplay :( ?
It was hell to play on my AZERTY but still fun! I like the amount of work you put in it, loved the chip sounds, the characters, the gameplay. Making snowballs is a bit long though and gets a bit repetitive, forcing us to remain in cover for a long time. Great entry anyway
Art is really good, impressivly neat and clear. I like this kind of work. Concept of the game is cool, and i want to try more but controls frustrate me.
Smashing spacebar is exhausting and hard to master with over controls. I recommand to let player long push space bar to collect points or better, just being on center spot to collect points.
Also, i got confuse with the rainbow blocking line, i wanted to put it horizontally by pushing left or right because i felt like i was tracing a line with a ruler but this made me trace vertically. It's confusing.
If this major issues are corrected, i really want to replay this game.
That's quite unique :D We laughed while peeing around the neighborhood! Cool implementation of the theme btw. I feel like the duration for converting houses is a bit long though.
Well done! Some random notes (hope it will be useful in some way) : I would have preferred if right stick would both aim AND shoot. Maybe that would have been a bit more handy. You could of course shooting by not pushing right stick. In addition, I think my ship should face the direction I shoot, not the direction I go, it wouldn't be realistic sure, but it might feels better.
Anyway, the idea of making a bullet hell out of the very own bullets I fire is very cool and surprising, neat entry :)
The concept is just amazing. This is a simple yet such great idea:setting up the elements of a standard space strategic game but actually give player the control of a fighter ship. That immediately feels like my actions matter more than usual. I'm not just shooting up stuff in space, I'm doing it as part of a larger plan... Brilant! The gameplay himself is not perfect yet (I find a bit hard to aim and steer by example) but you did a overall nice job on realization. I would love a game like that, with both action and strategic options. Very inspiring thanks!
I like the entry feeling. I wondered "press space... yeah and so what ?". The surprise is interesting, and the mix with misc sentences is cool. Personnally I would have placed it on a grid which would allow the eye to stick on some places, and then recognize it quickly. Still interesting and minimalistic for 6h of making !
I hoped that some cool developers would have the guts to actually make games about screens :) I'm happy to step across some of those. Neat entry!
Perfect graphics ! Global mood is really good, I also loved the centered shop to go with the theme. Even the "dig ice" mechanic is interesting, nice job here.
Cool game ! I like the fx sound and graphics, they're very polished for a jam game :)
Maybe you could have pushed the gameplay a little further with small collectibles that would improve the character. I feel it misses a little replayability.
That put apart, great job :)
The concept is pretty innovative! I admire the fact that you actually made a MMO for the Ludum Dare :) That was terribly hard for me to guess words (as I'm french) but the game is definitely a nice entry.
Impressive animations and overall realization. Kicking the opponent into the pit is really fun and the feeling of power is very well implemented! I'll save it for further matches with colleague :)
There is a concept here. But i don't get the goal of the game.
I like the global mood of the game, I think it is discreete but effective. I like the bumping mechanics but I feel that your level design choice are too "standard" to fit with this specific mechanic. It feels more like an experiment than a game (but that's cool too !)
Really cool entry. One of the rare Ludum Dare game which immediately caught my attention towards its narration. The gameplay wasn't very clear but I kind of understood what to do. The writing is the core interest of the game I think: jokes, funny characters, original starting pitch and kind of touching final twist. Loved the laugh animation and sfx btw ^^
I like the idea. Hard to achieve. In fact i think you can't beat the game because petals appear constantly at same rate so it seems to be too hard to complete all ranges.
Neat and simple graphics let a well sophisticated feeling.
This is a very special entry. Even if, as you said, there is not much of a "gameplay", I consider that from the moment it makes me feel something, it's probably some kind of art, no matter if we call it a game or not ^^
So that was really disturbing, and somehow powerfull, and at some point funny... In any cases congrats for achieving the whole 3D scene in 48h, quite well done.
P.S : Can't believe you got the rank Drumboo on a first try on our game Drumster... Congrats!
Wow impressive work for a compo! (even for a jam actually...) Pixel art is neat, audio is okay (fireball get repetitive tho), and gameplay is quite handy, even tho "E" to build is not really the most logic choice, Space would have been more easy to use I think. The fact that there are many levels is impressive as well, it seems that you managed really well your development time.
On the bad side, despite the fact that the game is cool on all aspects took one by one, I miss an overall actual gameplay challenge. I just buy all traps (because I have all the money needed from the beginning of each level), I spawn most goblins I can, and then I shoot and wait... At the end of the day, I had enough at the 3rd level, cause no real fun was emerging of my experience, even if I loved the controls, the arts, the mood, etc. ^^ Just saying, in case it might be an useful feedback.
Anyway, again, super impressive entry regarding work achieved (+1 because I love being a dragon :p)
The concept is truly original and funny, and the realization matches it very nicely. Thing is, I had terrible difficulty to kill a single hero. It seemed to me they were super smart and the cooldown of my traps prevented me to be effective in any way! Sorry if I got it all wrong.
Craaaaazy game! I'm glad you warned me about the game content, I was better prepared for the insanity ^^ At least I didn't kill my sister, I feel kinda great about that, it's nice to have the choice. Unfortunately I stuck my super bike in the black house at the mission where I had to drive on 40 people :( Mmmh, let's restart...
Okay this time I finished. I kill my sister because I'm a freakin' monsta. Full stars for the theme, clearly :D I appreciated the psychedelic bad trip you provided.
Forgot to mention: A part for me, I think you're the first one in the world who reached the rank DRUMSTER!!! nicely done!
Thanks for your review on Drumster! The theme is actually a bit hidden in the last part of the game where you turn evil while playing metal ;) (https://youtu.be/nXihe66Wbnc)
Regarding your game I'm actually kinda proud for finishing it without killing or attacking anyone! Achievement unlocked: "Pacifist"! I simply made them stumble on each other, in a way they wouldn't outrun me anymore... I'm a kind monster after all :p
I missed the point you were trying to make with the Theme, until I read the description. Okay, I play a monster! Anyway, mission accomplished I think : "Hope you get a laugh out of it :)" => I did.
It's a shame you didn't have a bit more time to balance the 1 player mode, I mostly died after 2 or 3 choice, because I was too weak. Also if you could manage to create a combat system as WTF as the dialogs, it would be epic ^^
"I will leaf you!"... nice punchlines!
I've restarted a lot to get past that freakin' moment when they have Leaf Gatlings and you have nothing but a short axe... But then I got the flamethrower and I taught them a lesson...! I think I might have received the wrong message here xD
Seriously, the fact that the game is hard as hell, just make me (fervent lover of Nature IRL) want to kill those unfair trees, not feeling sorry for cutting them down. Just saying :)
Still, the game is quite fun and original.
I managed to catch a villager in a corner, and then I shouted non-sens to his face: "£^@!%$&" for two minutes Mwahahah, so devilish of me. Then I let the poor bastard go, of course I could have end him, but ya know... I'm mostly into shouting.
Seriously, impressive work on the overall mood, it's very engaging. The audio, arts, animations, are very coherent and bring something special.
I know it's a matter of taste but: moving slowly, instead of adding up to the experience of being a poor monster, tended to disengage me by lack of dynamism. I'm 100% positive that I'd have enjoyed it more if I was allowed to move around a bit more lightly (like in Journey for example). But that's of course, subjective.
/!!!\ SPOILER /!!!\
Oh god that ending... I was pretty bored as it was getting long since I first started the game. But then oO that's something!
Very, very well put together. 5/5
This is GOOD. Neat concept and realisation. You nailed the "being a monster" thing by providing a real monster experience: hiding in the shadows, luring poor humans, taking advantage of your strenght and speed, and devour them without pitty :D
You managed to polish the gameplay so it looks like a finished game and it works: very easy to handle, yet interesting. It's hard to achieve that kind of efficiency in a Ludum. Just loved it. Best entry so far.
Forgot to mention a couples of points:
- The mood is great and the humans have a neat pixel art design but I'm not convinced by the monster design. A bit above the quality of the game in my opinion.
- Such a pity there is no music!
- Congrats on that little QTE which require pressing space when close enough to an human. It sounds simple, but I realise this is actually what makes gameplay interesting ^^
Just finished it, it's cool. The controls are fresh, the level design is pleasant except for two details: the spike hitbox is sometime unfair, and the blue Button is not enough contrasted with the blue around. Sfx would have helped bring more mood but overall good entry :)
HAhaha diabolic :D I'm terrible person, and I enjoy it. The awarness level is a nice addition. But once you get the hang of it, it seemed to me that there were no challenge anymore. I pop all baloon but one on each kid so they don't cry, I make one cry from time to time, and if one gets out, well I only lose -25.
Still, fun and original :)
Haha, so I'm not a monster but stupid students think I'm and so they are throw stuff at me? That's pretty original!
Concept and gameplay are quite cool, despite the lack of challenge, I enjoyed!
Cool idea, incredible realization but guys... I've restarded 10 times the games, read the description, can't figure the RULES :D I don't understand what elements is strong against what. Please help me with a short tuto. Or at least, don't make people shooting at me, killing me 2 seconds after I spawned, so might I have the time to figure out what the hell is going on ^^
13/13 :)
You did an amazing job. Everything is cute, smooth and enjoyable. Loved the sens of (almost) pointless exploration, climbing trees, jumping off moutains, entering abandoned sky fortress... Very clever way to draw the terrain btw.
Kudo to the music composer for his piece, that just works so well with the game ^^
II found very poetic to land on clouds, that was both cute & fun :)
Regarding theme, I think the point of Ludum Dare is to put yourself to challenge by facing constraint and overcoming it with Game design. Choosing his own theme is for me a little misunderstanding on what is ludum dare ^^ Considering that and respecting your choice of transparency, I prefer note to rate the entry as it put itself apart from the jam (too me).
That Headshot I took! Funny :) Liked the concept, pretty cool link with the theme. That was very laggy on my end but that must certainly comes from my PC. One bad note: I felt the hitbox with the field of view of the farmer was a bit unforgiving!
Loved it. Solid gameplay and design. I don't know if I caught your message correctly but to me it was like: Okay I'm the monster, but hey, I'm super environmentally aware, I destroy stupid building blocks in order to let Nature breath again. Sure, a few casualties will me made but everything comes at a cost!
Didn't manage to trigger the win condition, even tho I think I destroyed every piece of building. Nevermind, that way I could enjoyed the Game Over letters, falling over me like a bird crap on my noze. "Take this, you noob" that was super fun xD
Congrats!
Very good take on the theme and neat realization. The idea of making a simple gameplay and invest more time in polish and narration is a cool strategy, it works well here as the game looks perfectly achieved. You even offer us an end scene! Nice!
The main complaint I would have is the rhythm of the game. Somehow I think the balance might have been done better, maybe by accelerating step by step, the speed at which you grab and scratch tickets. That would have had a kind of frenetic feel. Or, if you don't wanted that kind of acceleration, then I think the game should have been shorter because, at one point, I found myself scratching endlessly, staring at the photo waiting for a change, and finally when it changed, I sometimes didn't even notice the difference. Less photo steps, bigger photo, shorter game, might have improved my experience. That's subjective of course ^^
Super amazing entry :)
Everything is pretty much nailed as always. I only felt a bit annoyed by the movement of my character somehow a bit glitchy I felt. Nothing too serious tho.
Such a shame our team split last night after the launch, we would have had a nice coffee break on this. I'll rate it tho, and rate it good, cause I'm confident this would have been very fun and anyway, it's obviously well realized.
Liked the story telling, interesting take. But then I wondered... Am I the monster? Or am I just listening to the monster? ^^
Astonishing entry. I can't believe you had the time to achieve this level of music quality while polishing this much the game... Plus the concept is relatively original: not much game where I can play an octopus!
One thing I regret is the slowness of my character. I would have liked the kind of speed I get from "booster" as a normal speed...
Impressive work, making a 3D game in such a delay is not an easy task! It's a shame because it lags as hell on my PC (I won't blame you for this...) but I still had a nice time. Not sure I understood clearly the pictures mechanics but it's okay. I enjoyed swimming around :)
Nice entry. The game relies a lot on its upgrade system but I like it... A shame I reseted my progress by mistake :/
Oh it's funny to have a board project as a Ludum Dare game, first time for me. Unfortunately I've nobody to test it but it's a cool idea, for what I've read, it sounds fun.
Super cool dueling game. Surprigly deep for a ludum dare game, I had fun time! It's not very clear at which step of the progression I respawn when I die, so that was a bit confusing. Not sure I understood why horns came out of my head all of a sudden :)But that matched the theme at least. The rewards for killing would have been improved by a cool simple animation for killing your opponent. The game feels a bit raw currently. Still, excellent compo entry.
Best entry so far, out of the 25 I've already seen. Your team has made a terrific work. The concept is fresh, gameplay is smoooth enough for a 3D game in 3 days :p and the realisation is top notch. The level design brings his share of fun, loved to act as rat, creeping between stuff and behind wall. Maybe a bit more threath would have been cooler? Loved the last twist, both fun & clever interpretation of the theme.
P.S: the UI is super ugly :D
Hey, I read you liked rhythm games in Melody Muncher's comments, so here is a link to ours: http://goo.gl/wphAJ3 (I must warn you, it's not as polished as his)
Not so often that I keep on playing a snake game (I must say I had bad feeling at first...). But the idea of zooming out is actually very cool, even if the simple arts doesn't really serve the idea, the concept is quite sufficient to keep me interested in what's next. Plus, being a snake which eats towns, works pretty damn well with the theme :D
I usually end up frustrated by snake games' controls and I rarely feel like it's my fault when I die. But here I found the controls surprisingly responsive and fair, and I died because of my very own clumsiness. I did managed to eat some planets on the way tho. (a ordinary snake's day...)
(thanks for the cool feedback! just answered you on our game's page)
Despite my efforts and my many tries, I couldn't figure out clearly the "bite or be kicked" mechanics. In the dark, from behind, I'm still kicked in the face! That's a shame because the overall work is stunning (sfx, animations <3, arts, controls) and the Munchster design is super cute, but I failed poorly :(
Thanks for playing our game :) Since you watched the video, you've seen how the jazzman turns into a metal monster so I was wondering why you still downrated the theme? Also was wondering what did you mean by "it was very cheap."
Thanks a lot for clarifying your feedback, I get your point now. Congrats btw!
Super awesome compo. I'm a fan of Dark Soul and I mostly hate 2D fighting games cause they pretty much always end up in boring beat'm all. But you have managed to bring that "Dark Soul" feel into your 2D combats, and that's freakin' great => each sword swing I choose to start MEANS something, it's engaging, challenging, rewarding and of course, punitive. Not sure if you were indeed inspired by the Souls series, but in any case, you demonstrate brilliant game design and realization (oh yeah, forgot to say that mood and arts are top notch, even the animations look cool and add to the feel).
5/5
I first thought it would be a fighting/rampage game, but it quickly turned out to be a pretty clever puzzle game with an interesting take of the theme. Kinda subtle after all. I felt the speed of my character was a bit slow but still okay. Appreciated the Throw mecanics which takes a very cool part in resolving puzzles. Nice work!
Thanks for the cool comment on Drumster :)
If that's not too much to ask, I'd like to invite you to check the Youtube link we provided (https://goo.gl/NLgdJ4) in which you could see the connection with the theme (and if you change your mind, please update your rating :p). It's a bit tricky because the link to the theme appears at the end of an hardcore game... Poor choice of design I made!
Regarding your game now:
- I couldn't play on web (loading frozen) so I download the windows and it worked.
- You want honest and constructive feedback, here you go: this is the first time in this jam I smile upon discovering a concept (humor 4/5)! And this is also the first time I experiment really tight controls (my favorite kind). So this is fun to play (5/5)!
- Plus, the frustration is limited by the fact that I have complete control of what I'm doing (in theory at least...).
- I noticed that the jump was maybe a bit more usefull than you probably intentend as it often allows to prevent death by making you going up at the last moment. It sometime simply prevent death just like it'd make you invincible (if I jump right before the ground and still hit it, I won't die and will be able to continue).
- Arts (3/5) aren't that great but sufficient, sfx are perfectly correct and the cool music (4/5) weirdly fit the whole ambience (4/5) Out of curiosity, did you composed it?
- Despite my 15min of effort I couldn't go pass the 5th obstacle... That said, I'm already proud for passing the balancing one.
- Regarding theme, it's a bit of a joke as the theme is not exploited and that could be anybody on that bike... BUT as it's both original and fun and mainly because the monster brings some enjoyable weirdness to the game, I couldn't give you less than 4/5.
- So overall great job (4/5).
Forgot to mention that I'm not convinced by the visual and audio feedback of the death. It was a bit too discreet and unsatisfying. I miss a obvious, clean death (particles, dead jelly sprite, clear sfx...). This was an issue because a couples of times I didn't die touching the ground, and could have continue playing, but I noticed too late.
THEME : For those who don't see the Theme relation, it's because it's a bit later in the game! Those who reached that point understand it I think :)
Thanks a lot everyone for your very nice reviews, greatly appreciated here. Sorry for those struggling with the difficulty, it is hardcore indeed and could have benefit for a smoother difficulty curve (no time left to balance)...
@HeadMade
Thanks for taking the time to watch the video and update your rating ^^. No worries, I usually don't mention the rating neither.
I wish we had the time to balance the song in Drumster, or add an easy mode like you suggested, it's a shame the difficulty ruins the experience for most players.
Regarding your music, it's quite impressive how well it fits the weirdness of the scene, for a first compo, well done!
Thanks for you comments guys! A few answers:
@klianc09: Yes you're absolutely right. DF JK was a first try for the controls scheme. But it was too late when we wanted to change them (all the buttons should have been remade) :(
@Koneke: Sorry for the little lags, we couldn't find a way t fix it during the short time we had left... Which version were you playing? For me, the WebGL version is way more reliable than others (including windows)
@spotco: I'm not 100% satisfied with the feedback either. Especially the lack of feedback when you let pass a note without hitting any key.
Many thanks for the double feedback.
I entirely agree with all the nay you mentioned. Mostly lack of time...
It's very cool that, as a rhythm game player, you enjoyed the game. Congrats for reaching the Drumster VIP club! Not many of us around :D
Your insight on the lag was super helpful. I did notice that when I played "Again" after succeeding, the game didn't lag anymore. I just tested and checked all boxes "Load in Backgrounds" for mp3 and now it does seems better on transitions but still some "random" lags :/ Will work more on that. Thanks!
Rest assured, "Drumster" is the best rank. That said, you can still try to beat my personal best which is 8 bad notes ^^
The Web version didn't work here, it froze Mozilla!
The Windows version didn't work as well, you might have forgotten a file with the .exe, it says: "There should be 'sakeo_Data' folder next to the executable"
Hopefully the WebUnity version worked on Mozilla!
The game is cool, took me a couple of time to understand the rules better, but then it was fun! A couple of notes:
- Considering the size of the map, I felt a bit slow. Traveling around would have been smoother for me at a higher speed.
- It would be cool if my units could teleport to me when they're stuck in trees out of the screen. I had to backtrack a couples of times to pick up them!
- I'm not sure I clearly understood the combat rules: I often lost units which were way bigger than the one attacking...? Maybe the random is a bit too high (just saying)
Overall, I enjoyed it :)
Even if the gameplay is not always super clear, and if I miss a life bar for the hero ship (maybe I'm just blind..), I find the concept very unexpected! Being a boss in a Shoot them up is kinda cool :) Nice job
Tried a few times, each time my poor babies die while a get 1 or 2 flowers, I don't even have the time to feed them :( they run out, and they are no more "Babies alive" counted. And also I can't toggle monster form. It's a pity 'cause the game looks nice ^^ Wish I could play it.
Wonderful entry. A few notes:
- The art is super cute.
- I get the intention for the music, but it's a bit raw. The recording seems to be of poor quality, and the composition itself is a bit repetitive. (But I just realized it was a compo entry so... Nice work!)
- Gameplay & controls are neat. I'm fund of archers in general, and this one I love much. The Game Feel is clean and everyting in the controls seem super polished. I especially enjoy the speed of my character, I think it plays a big part in the Game Feel quality. Here again, impressive compo work.
- Too bad there are only defensless jellies... Enemies with ranged attack would have been sooo fun to kill. Looks a bit like a shooting gallery now. Lack of time? Design choice?
- The final boss was a disapointment for me. Of course I completely understand (do I? :D) what you tried to achieve with it, but the thing is it was too obvious... So non solely I have no boss fight, but I'm also not intrigued at all. Everthing basically screams at me "You'll be the monster if you kill it" : the name of the boss ("mother bear"...), the fact that is doesn't move, the fact that my character actually notify me that it doesnt move... All that breaks the ending twist which should be metaphorical and poetic (I guess?).
Anyway just wanted to make a constructive feedback, this is a super great entry anyway.
I have an error pop up regarding resolution and then I can't play the game it's incredibly small :(
Hey there. Pretty cool stuff you have, I'm impressed you had the time to create two game modes. Nice and consistent arts and nice retro music. Regarding gameplay, the animations are okay and the controls seemed right at first, nice climbing system! But I ended up getting a bit frustrated by the jump and overall controls of my monster. I died a couples of times for no apparent reasons (I was frozen in the air and fall to my death!). Sorry if I misunderstood something. You made a cool work, I just wish the handling could be smoother.
Also, thanks for your nice comment on DRUMSTER! I just wanted to mention that the theme is actually at the heart of the game concept, but only revealed on part 3 (metal song) which was probably a bad design choice considering nobody actually reaches it... If you wanna have a look, we have a link to a youtube video on our game's page.
I like being the monster, but not being the *bad guys*. It's an idea I'm glad to see in this jam. Regarding gameplay, it seems like waves takes forever to arrive which break a little bit the dynamism of the early game. I liked being able to push the humans into my traps. This is very clever and uncommon, as most games in this gender, allow either to kill attackers or do nothing. You found a nice alternate solution which values the traps system. Nice one! Oh and I enjoyed the music :)
It's cool! Not enough game where I can be the dragon. A couple of notes:
- Dragon's controls and actions are tight and quite cool. I enjoyed it.
- The arts aren't great but at least they're here ^^ Some animations are a bit buggy (see the crossbowan throwing his weapon, stuck in the air upon dying!)
- The gameplay could have bit really fun but there is a few things that bothered me: the arrows' speed make them almost not possible to dodge with reflexes, they're simply too fast. Therefore my only solution is to travel the screen one side to the other, so I minimize the risk of taking damage, but that ruins the mechanics of aiming enemies... Finaly, talking about aiming, if there is a point later in the game where I need my straight fireball, I didn't reach it :(
- Also the "level design" (rythm at which enemies spawn) is kinda slow and that makes the game not very dynamism.
All that said, this is a pretty cool entry you have, especially regarding the theme. Burning peasant and crossbowman to the crisp => that's dragon life :)
Eheh funny entry :-)
Took me 3 restart to understand that I had to swap on the tool in order to throw it in a direction (despite the fact that I read How to play).
The concept is fun (and super illegal!) and the gameplay is okay, even if my whole arm is tens like hell now x)
The sfx when I hit a child is a bit irritating after a while, but the cartoon style explosion is very well made.
Well inspired monster game. This is a cute interpretation which doesn't involve blood and guts and that's fun! I actually wanted to make a mini-game using Loch ness but failed to find a concept, yours work well ^^ I only regret that sometimes tourist behavior is a bit unstable and hard to anticipate, other than that, solid entry.
WebGl was throwing an error for me, so I played with the web version. It's a pretty cool game :) Impressive content for 48h (interface, shop, worlds...) The gameplay is working nicely, I only miss a nice feedback for when my bullets hit ground and enemies. I found the gameover mechanic very original, all the little dudes stacking together to push me, that was fun :D
I walked around the map a long time, searching for relics but I didn't find any... Then I waited even longer for the night to come but she never came... So here I am! The pitch sounded interesting I was curious to try but I didn't find the actual game, have I missed something? (I read the desccription).
For what it worthes I found Kiera was cute, but kinda slow to move :)
Why not publish the game online directly ? I'm afraid you'll lose some tester who won't know how to run your swf!
Downloaded it, launched it, I had the main title, but I "Pressed any key" for a while, nothing happened. Tries a couples of time without success :(
Haha very fresh concept. This is the only game using microphone I've seen around. I had some troubles detecting the device (fortunately you included a nice tips in the main menu to solve the issue) and then I started shooting stuff to the game to see the result xD pretty fun! Tho my neighbors probably think I'm retarded now. The graphics are not super great but yet the game's cool, well done.
Don't know which mayor decided to have a demonic portal built right in the middle of his village, but that was definitely a neat move!
Joke apart, the concept was pretty cool. This "demon invocation" thing, really adds up with the theme. It's also really funny how you made chicken both victims and enemies :)
I agree with commodoreKid regarding animations, the visual feedback for attacks is not at its best, but the overall realization (music, graphics, controls) remains very impressive, and that is true from the main title to the game over.
Great entry!
Nice work. Not easy to make a 3D game in such a short delay. ÃŽt was lagy on my end but that comes from me I guess. I regret the lack of feedback (visual&sounds) uppon damaging enemies, took me a while to figure out I could actually kill them. So even tho the gameplay is a bit clumsy at this point of development, I like the idea of being some badass dark lord which burn stuff around him ^^
I was kinda proud of our rhythm game made in 3 days with four people... But when I see the work and level of quality you achieved in 48 freakin' hours I'm really amazed. Non solely you've a lot of tracks, but they are super cool :)
The gameplay is very solid and the timing reliable. Btw great "lag option" in the main menu, even tho I'm not sure how it works. The different enemies abilities you included are very clever and adds up a lot to the game. Nice design here. Also the level design is (once again) perfectly adapted. In my game I failed on this... If you wanna have a look at our rhythm, I'd be curious to have your opinion on the gameplay.
The graphics, without being super awesome, do their job perfectly, bringing both cuteness and clarity to the ensemble. The huge contrast on plant and enemies works nicely.
Two "bad" notes: I felt the sfx for the eating sound was too loud and invaded a bit much the music space. Plus, since it goes with the key pressing, it is often not exactly synchronized with the music and that tends to put me out of rhythm.
Also, I'm not sure what purpose serves the recovery after mistakes? It's okay to be punished (like -1, or 0 chain) when I fail on one enemy, but it's quite frustrating to fail for what's coming next, that extends the penalty! (it's just a deduction I made, sorry if it's not actually what's happening)
So let's see, awesome gameplay, concept, music, arts... Oh I forgot the theme which is of course, nailed x)
Congrats!
To go with SunFlower I would prefer be punished with score malus for what I did (-1 for each bad timing, which prevent me from spamming) rather than being punished for what's coming. Just a design point of view I guess.