become a game developer in 60 seconds by unprompted 2015-12-17T07:40:00
I made a level where you picked up a bunch of coins, but there was an enemy disguised as a coin, and there was no attack or jump.
It's a mastapeece.
Foon → Ludum Dare Explorer → Users → sparewizard
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 44 | Your life is currency | Courage, My Knight | compo | 56 | 3.85 | 3.75 | 3.52 | 3.85 | 4.23 | 3.55 | 3.73 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | Sargasso Derelict | unfinished | |||||||||||
| 2017 | 40 | The more you have, the worse it is | In Temperance Ruin | jam | 147 | 3.89 | 3.82 | 3.34 | 3.41 | 4.02 | 2.66 | 3.88 | |||
| 2017 | 39 | Running out of Power | Power Rhythm | jam | 414 | 3.37 | 3.50 | 3.20 | 3.58 | 2.62 | 4.04 | ||||
| 2016 | 35 | Shapeshift | Geometer's Folly | jam | 827 | 2.94 | 2.68 | 3.69 | 3.14 | 3.00 | 2.69 | 3.06 | 73 | ||
| 2015 | 34 | Two Button Controls / Growing | Strong Like Orc | jam | 541 | 3.30 | 3.46 | 2.74 | 3.56 | 2.95 | 2.86 | 2.97 | 69 |
I made a level where you picked up a bunch of coins, but there was an enemy disguised as a coin, and there was no attack or jump.
It's a mastapeece.
An enjoyable settlement sim. The music and the vines create an atmosphere of foreboding.
Could do with a description of what all of the items do, and perhaps slightly faster pacing.
Fun puzzler with a'moo'sing elements.
The machine evolving as you played was a cool addition.
An interesting concept, it would be cool if it was expanded on some more.
Quite simple, but I enjoyed it. The controls were a bit of a hurdle initially, but made the game more interesting once I had them figured out.
Nice aesthetic. There should have been a small amount of tolerance in the controls so that you can jump without changing directions unintentionally.
Decent snake clone/dungeon exploration game, the level editor was rough, but a nice touch.
Some of the obstacles were too difficult to jump through, but it was a good thematic take on flappy bird, and the character was well animated.
I like the mechanic of more aliens is worth more, but more difficult to score.
Wow, the theme was two button controls, not one!
All jokes aside, a neat little story about how life and love are, in a word, growth.
Overall good, created a nice tense atmosphere. I gave up on level 5 because it was very tedious waiting for healing and bots to stop chasing you. I think level 4 was a perfect mix of suspense, frustration, and reward.
Fun fact - If you drag the screen while you are moving, your character will miss the node and fly into empty space.
I love the use of the Spring engine. I'm not into TA as much as I used to be, but I'd recognize those shields anywhere.
I didn't have other controllers (or people...), but I had a good enough time growing around.
I found the music to be a little bit annoying and repetitive, but after I lost and restarted, the music was playing twice!
The controls felt like they were limiting the game, but the gameplay was alright. With some polish, this could be a pretty cool game.
Very fitting audio, I like how the character expresses my frustration at the controls. Feels like he's drunk with purchasing power.
So many tasty options...
I love how all of your weaponry shoots fast but at a low range, so that it looks like you are fighting against overwhelming odds, but as long as you pick up a few crystals you are never in any real danger.
Challenging. I got 19 on hard.
A bit bizarre that the numbers need to match exactly. I ended up having to poison my flower so it would bloom.
This was very enjoyable. The music felt random but very cohesive, good job!
Yes, swing/jump chains are intentional. That's why one of the scores is longest air time, and it sometimes says "You can jump again after swinging" at the end.
You shift the shapes of cells... That hold shapeshifters... Too many layers!
I liked the momentum from running up ramps, and the long jump vs high jump trade off.
The plaforming was a bit slow, and I got stuck at the first enemy.
I enjoyed the gaining animal powers aspect. I think the objectives were a bit too far apart, or perhaps there were not enough things to do between them.
Cool idea, the controls were a bit floaty
Great mechanics.
There were a few camera issues, especially on one level where a wall comes between the camera and the ball. Perhaps make the ball visible through terrain, or move the camera higher?
Very clever puzzles, I got to the end with 84 deaths. My only wish is that the platforms wouldn't move back when you weren't moving them yourself.
Cool strategy game. It would be nice if there were shortcuts to placing things on the map.
I really liked the concept, but it would be better with more strategic depth than click on the largest area. Perhaps if the different shapes did different actions?
I liked the shapeshifting sword mechanic! I got stuck at the first key the first time after pushing in the wrong direction, maybe allow the player to hit keys to bounce them around.
Very intuitive mechanics.
The models are well done, a bit of animation could make the game feel quite lively.
Very great idea! The game was quite interesting once I figured out how to deal with the problematic controls.
Neat game, died of spook first run, boss got stuck on tree second run.
Does the shapeshifting do anything, mechanically? It was fun to take down a giant weeping land squid as a cactus with a gun, but more interactions as the different characters would be great.
Very cool.
The hit detection on punches doesn't seem to work when guys are very close to you, so the first game I didn't get any rage and thought the game was busted.
The second game I stood on their heads until the gun guys showed up and started shooting them, which somehow gave me rage.
Neat that the game came with modifiable levels.
The platforming design could use tightening up, it's sometimes annoying to jump into corridors as tall as the player, or to jump onto a platform directly above the one you are on.
I liked the changing characters, but do they do anything differently? I just stayed as the same guy for a few levels once.
Shapeshifting worked well in this game, I also enjoyed creating an army of undead to do my bidding. It would be good if transforming next to a wall pushed you away from the wall, instead of doing nothing.
I enjoyed the platforming in this one. I found it strange that the shapeshift had limited uses, exactly as many times as there were sections that needed it.
It's also possible to use the bounce pads forever, until you're going so fast you clip through the ground.
I couldn't run it, getting the message MSVCP140.dll is missing, installing VC++ redistributable from online didn't seem to help.
I had a lot of fun with this game, playing as a mimic was a twist I hadn't seen yet this jam.
Apparently the knights will forget all about you if you change into a different object in front of their eyes.
Very funny, some refinement could make this great.
I had a few bugs sometimes where the NPC's couldn't be talked to.
It was fun turning into a dragon and destroying everything. I found the levels were a bit too straight forward, it would be good if you could save an orb for when you needed it.
I liked the multi dimensional maze aspect, and the different areas having different controls. The last couple of levels were quite challenging.
Interesting mechanics/form switching. The different forms and their abilities were a bit confusing at first.
I like the way the flying mechanic works, how instead of going complete button mashing, there's half a second where you can hold the button.
Simple but effective, the music was very good for creating a tense atmosphere. I also really enjoyed the leaderboard feature.
I enjoyed the atmosphere and the minimal art, and the varied soundtrack, but it takes too long to get back into the game after you die. There's a whole 10 seconds of you fading out, and the intro replaying that could be mostly cut out.
I had thought that you were playing as a series of clones, and I thought that, for instance, after opening the fan gate, that it would stay open on subsequent lives. This might be an interesting mechanic to consider.
Drawing using Java2D is slow, I recommend using something backed by OpenGL such as LWJGL or LibGDX (I used LibGDX for my jam game).
The aesthetic is neat, I like the way the UI looks! There was also quite a lot of stuff to explore. It took me a while to figure out there was a climbing mechanic. There seems to be a bug in the way the climbing and jumping mechanics interact, where you can stick to a ceiling by holding space.
I really enjoyed the way the spring powerup worked, there were a couple of cool puzzles designed around that. I also liked the way the player was designed with the buttons on the front, though I think maybe they should have stuck out half as much.
I 100% completed the first level, but couldn't make much headway on the second. If you're controlling with both sticks, then it might be better to jump with the shoulder buttons.
I might be in the minority on this, but an option to invert the camera axes would be appreciated; I'm used to thinking that moving the control up/down/left/right moves the camera rather than the way the player looks.
Very cool game!
I wish there was a bit less acceleration to the movement, and I wish you could hold the mouse button to fire.
I like the procedural music feel of this one, how more sounds keep being added in addition to the notes you are playing.
I think the combat's a little too fast paced to be controlling so many people at once. You could make some really wacky battles if everyone was controlled by a different human player.
I couldn't figure out what was going on in this game, a better description even on this page would help.
As far as I could gather, you need energy to operate various devices, and the incoming cloud provides energy, but is also dangerous, so you need to use charging stations to collect the energy? If the goal is the switch all the way to the right, you can just run past everything and press it. Is there supposed to be more to the game?
I really dig the design of the main character, though.
The game moved a little slowly, but it was a lot of fun, especially the dice. I ended up 3 energy short of winning.
Not bad. I'm not normally a fan of the genre, but this was an interesting take with a finite end, though I think the upgrades should have a greater impact on the game.
Whenever I completed the game on the web, I got a big scary javascript notification, and the restart button didn't work:
An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was: uncaught exception: abort(90) at jsStackTrace (WEB.asm.framework.unityweb:2:27460) stackTrace (WEB.asm.framework.unityweb:2:27631) abort (WEB.asm.framework.unityweb:4:33150) Pnn (blob:24:1) Ufh (blob:7:1) ...
It took me a bit to warm up to the drawing, but I really enjoyed this tale! The light expanding as you talked was interesting, but I figured out what the reveal was as soon as the characters started talking about their fears.
Great game!
An option for gamepad would be appreciated, so you could move smoothly between directions.
You'll need to have Java installed to run the game, [download here](https://java.com/en/download/). If it still doesn't work then, you can either add Java to the system path and use the .bat file, or set Java to be the default program for running .jar files.
The artwork is very good, but I kept running out of food meter and couldn't find any way to fill it up. The crabs that I found hardly replenish the food; it seems it takes more food to hunt a crab than the crab gives you.
Also, does Game Maker not come with an option to export an exe for the game rather than an installer?
I liked the concept of trading off fuel vs health with regards to dodging zombies and moving cautiously. A possible addition to consider is using more fuel to drive on the shoulder or on the grass, but putting some benefit there to balance.
A couple of things bothered me - you couldn't see far enough ahead of you to dodge zombies while staying ahead of the horde on the fastest level. The game calling you a cheater and softlocking for driving out of bounds should have been handled in a way that doesn't require closing and restarting the game. The music also felt random, and was distracting to me.
I also found a bug - the goal at the end of the level is drawn over the ui text.
Cool game! I enjoyed discovering different kinds of terrain and their effects.
I don't think the limited power worked with some of the precision platforming, where you had to get it almost perfect, or restart the level.
Cool game! I had some balance issues though; the entity only spawned on one half of the station, and I won easily by welding three doors shut.
Godot engine, nice!
The lives mechanic and the trap mechanic could have been interesting, but it felt like the cat was too slow to use either well. If you were faster, it would be easier to lure mice into traps, and traversing the level would be less tedious.
The cat and mouse graphics also felt like they should have been more distinct.
I enjoyed this game, getting stranded in space worked well for the theme. I think it might have been better (or at least easier) if you aimed with the mouse, or if the jetpacks were continuous rather than single boosts.
Very innovate and interesting idea! I got to about 40 loot by making a pile by the exit; I had to leave early after I kept getting caught on the walls when trying to avoid skeletons.
I liked the music, but it felt very out of place in the game. My favourite part was taking over a castle early, and instantly taking control of all farms and town of the colour.
Nice game, it took me a while, but I figured out what was going on in the game. The graphics and sound were very stylish, and worked together well.
The controls didn't feel very good to me, with the rotations snapping forward and back. Maybe if a key tap corresponded to one rotation?
Took a bit to get the game running, had to download the engine, the game, and then drag it onto the engine.
The game was stylish, I liked the environment changing as you did stuff. You could have made the music build up more and more as you flipped switches.
Is most beautiful game in all of Krusz. Mainly because is only game.
Gameplay was a little simplistic, but everything else about this was top shelf. Art, animation, voice acting... maybe the most personality of any LD game I've played.
I ended up winning the game because the overflowing orphans flew into the rest of the buildings by chance.
Very good, especially the pixel art. I ended up getting stuck on level 3 (I think?) because there were always skulls following right behind me, and I was always slower than them after picking up enough treasure to exit the level.
Neat game, but the game got more and more bogged down as time passed. It might be good if talking to your girlfriend or playing with your dog also increased your fun bar a little bit.
Microtransactions, pay to win, shallow DLC... Congratulations on your EA publishing deal!
I was able to fall off the map by walking past the boss. (Is this game also satire on Steam shovelware???)
@Chao I had thought about that, which is why I let monsters attack first when you try to run away. Most of the gold is lying around the levels; in the post-jam I added each enemy drops a gold when it is beat for the first time
Interesting concept, but I found the window between having enough mana to do a useful jump and dying was too small. Many times I looked at the screen for a second to prepare, then died from too much energy.
There's a good foundation for a game here, but I wasn't aware of any objectives. The resource management was good, but it wasn't hard to survive just by making sure there was no deficit. The AI players were there, I saw them buying and selling in the shop, and the backstories for them were impressive, but this game would have been so much better if there were some interactions between players.
Cool game, haven't seen a tower defense in a while. I liked the distortion effects as the food slid around the level.
It would be better if the mechanics tied into the theme of the game, for instance instead of gun turrets, you bought enzymes/cells, and instead of money, you earned energy/nutrients.
Cool graphics and animations! It was hard to judge when to jump over obstacles because the jump arc didn't make much sense to me (straight up, then straight line down vs. parabola with gravity)
Great concept, some of the puzzles and levels are quite good, and really connected with the theme. But, my least favourite platformer trope: spikes are instant kill on touch, even if you aren't moving into the pointy bit.
Also, I don't think it's a good idea to have a limited amount of lives, and a level that can kill you in a second if you don't move. Perhaps you could add checkpoints to a level, and if you run out of lives, you restart from that level?
I made it to the top! The potion was one of my favourite mechanics, taking advantage of large clusters that appeared.
Silly indeed, and chaotic! There's a big difference in scale between the different characters, so it seems only high rollers matter, and they trade money with you until one jackpots.
@klianc09 You can sleep at the tavern to restore to full energy.
I really enjoyed finding different objects and using them to upgrade the robot! I think it could have been a little more clear what the interactable objects were. In particular, the levers had very small touch regions, which were hard to line up with the cursor objects.
It seems you're always losing ground fighting the robots just due to the balance of the drops. If it takes 5 bullets or 1 shell to kill a robot that drops 10 health 50% of the time, that's an even match. I think the game would be better if the enemies were more challenging, but the drops were in your favour a bit.
The light was a good mechanic, allowing you to peer beyond the gates to see if it would be worth it. The mazes felt a little trial and error, perhaps you could put a few more potions in dead ends so that they feel less like a waste.
Definitely very tense, though!
Definitely a visually interesting way of spending your life to attack!
Very good spritework, I especially liked the scene transitions!
There's a lot of strategy in placing buildings because of the way build location and worker respawn works. My favourite things to do are to build houses near construction sites, and to run off into the woods to build factories and die.
Neat game!
I made it to 1010 points. Very fun when the combos start racking up!
The X's messed up my plans a few times, I think it could be more strategic if you knew a turn in advance where they would show up. Or perhaps a reward for cutting more blocks at once.
Interesting interpretation of the theme, the dim graphics and various noises create a strong sense of atmosphere.
I think the story could have been portrayed better, perhaps if the environments and sounds became darker as the game progressed, or if you could observe more characters also going through life.
The river is moving really fast! The enemy bullets and missiles are so slow compared to this, it feels a little odd.
Interesting idea though, where you take damage directly to your bullets. There's a fun glitch, if you restart, you return with no drones, but your body destroys everything in one hit.