Villaintris by Birchmountain 2012-12-17T17:41:00
Great idea, kudos :D
Foon → Ludum Dare Explorer → Users → Spierek
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 43 | Sacrifices must be made | 👥 | Silvercliff Killings | jam | 85 | 4.01 | 3.45 | 3.24 | 4.04 | 4.15 | 3.98 | 2.71 | 4.16 | |
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Doodle & Destroy | jam | 226 | 3.82 | 3.41 | 3.66 | 3.91 | 4.46 | 3.89 | 2.57 | 3.47 | |
| 2017 | 40 | The more you have, the worse it is | 👥 | Lil' Justin's Fame Escape | jam | 55 | 4.06 | 3.85 | 3.83 | 4.19 | 3.63 | 3.65 | 4.08 | 3.73 | |
| 2014 | 31 | Entire Game on One Screen | SmashTower | jam | 202 | 3.61 | 3.55 | 3.55 | 4.00 | 3.66 | 3.04 | 3.32 | 39 | ||
| 2014 | 29 | Beneath the Surface | SWIM HARD | compo | 185 | 3.62 | 3.65 | 3.63 | 3.19 | 3.93 | 2.98 | 3.23 | 3.26 | 89 | |
| 2013 | 28 | You Only Get One | What The Sock | compo | 84 | 3.70 | 3.40 | 3.35 | 3.72 | 4.14 | 3.34 | 3.88 | 3.21 | 100 | |
| 2013 | 26 | Minimalism | Greyspace | compo | 72 | 3.85 | 3.42 | 2.78 | 3.87 | 3.91 | 3.25 | 3.71 | 3.58 | 95 | |
| 2012 | 25 | You are the Villain | Dastardly Diver | compo | 259 | 3.18 | 3.22 | 2.67 | 2.76 | 3.61 | 3.16 | 2.61 | 2.91 | 81 |
Great idea, kudos :D
The gameplay is confusing, but the mosaic pixel-art effect was sweet.
Really fun Metroid-esque game. You've nailed the controls nicely.
@madpew - actually, all of the hitboxes are circles. It's probably the sprites, not exactly representing the hitboxes.
@SkyWolf - I wish the fix was as simple as including that DLL. Unfortunately it's way more complicated.
I've wasted the entire morning trying to find a fix, almost managed to do it, but it still won't work. I'll keep looking, but for now, I can't provide a fix :C
Thanks to rbanke on the NeoGAF Forums, I've found a fix to the "MSVCR110.dll not included" problem (required two more files). I've updated the Windows link with a proper archive.
@BarrensZeppelin - I actually intended to do that (adding momentum to the movement, since you're underwater), but there wasn't enough time :( Good to hear you liked it, though.
A nice idea for the interface, but controlling it wasn't the most comfortable thing.
The hero's running animation looks like he's about to fall, made me chuckle a bit. Also, he jumped over my every minion :C
Hard to control, but really enjoyable.
Very strange experience, but the graphics and the music were quite pleasant. If only the game wasn't so confusing :)
Nice art, a fun idea, but, like the people above said, it's not very game-y. CraftStudio looks like a fun thing to use, I'll have to check it out.
Awesome graphics, but there's way too many villagers, thus making the game too hard. That princess just keeps hiding behind them.
"Press Space to Jump" was the best moment for me, when you realize that you're not controlling Indy but that giant stone ball.
Great idea, kudos. (though, that final scene was a bit... wtf.)
The music was really hilarious, too bad it stops playing after resetting the level.
Quite buggy (cows stacking on top of each other), but really nice for a first time entry. Good job.
Sweet. My only complaint is related to those confusing controls, especially when it comes to flying upwards and switching birds. You did a nice job with the sounds.
The audio started to annoy me a little around Wave 8, but the gameplay was really solid. Good job.
The throwing arc was a bit weird, the sack sometimes caught things with the bottom of the sprite, but overall it's a not-nice game (I'd say that it's nice, but you're the villain :) ). Good job with the music.
The hitbox of the "device" could've been a bit larger, but the game is quite solid. Loved the audio.
Really cool game with a new, fresh mechanic. That menu effect is some slick stuff, and the gameplay itself kinda reminds me of Hexagon (not just because of the background).
Hilarious as hell, great job :D Hitting the mine is the best thing.
Really nice idea with cool execution. The UI could've been a bit better, but all those upgrade descriptions gave me a good laugh :)
Really funny, loving the idea of stopping cops by throwing donuts. But, to be honest, the levels could be smaller, or you could automatically win by collecting the necessary money - in the first level I managed to get about 1000$ before reaching the car, and it took quite a lot of time (growing weight didn't help either).
Amazing execution. Loved the variety of enemy sprites, that 8-bit CRT filter and those hilarious taunts thrown by "the king of all evil". My only complaint is with the controls (allowing you to switch between minions using 1,2,3 would've been much easier), other than that - just wow.
The intervals between lightning flashes are too long in my opinion. Had some fun, but I can't figure out what to do after you drop down by one block.
It's quite fun, but it suffers from a bug that makes all of the platforms spin randomly. Probably has to due with the fact that you didn't lock rotations and are using the RigidBody/Mesh Collider combination for the platforms :)
Crashes at the very beginning, Win8 64bit. Error name is just "APPCRASH", exception code is 40000015 (if it helps).
Neat presentation and mood, but the cells puzzle is not responsive enough. Took me several minutes before I could divide them properly.
Looks absolutely stunning.
Really fun game, but I've got three little complaints:
- too short :)
- the SFXs for the saws seem to overlay; that makes them a bit too loud on the later levels,
- you should've hinted at the fact that Maniac's death makes it safe to cross him (his saw is still spinning, looks like an obstacle); maybe by fading out his entire body or stopping his saw.
But still, it was fun. Sorta like a 1D Meat Boy.
Wow, thanks for all the praise :) I'm glad that you liked the penultimate room; I put a lot of work into making sure that it will "wow" the player.
I only regret not having enough time to place decals (orange stripes) in all of the rooms and creating a "dun dun DUN" sound effect for the final reveal.
@alts: Ah yes, that's why I didn't go all out with the floating boxes, because I had no way of testing the game on other machines before release. I'd like to have 2-3 times more boxes (especially smaller ones) to provide a better feeling of "fragmentation", but in the end I toned it down because of performance.
I'm sure there are some better and cheaper implementations of that than "copy and paste and scale and change script values" but at the time I couldn't find any :)
@PsenFilip: Good point.
That's why I just uploaded a fixed version. Now features:
- continuous music playback,
- some more audio goodness on the penultimate and ultimate level,
- proper camera positioning after respawn,
- fixed meshes,
- improved performance.
Have at it!
@Jellycakes - I was probably indirectly inspired by Portal and Antichamber (haven't played that second game though). Not in a "I want to make a shorter Portal way", more like a feeling of "gee, this game is looking a bit like Portal" gradually rising throughout development.
Really simple, but it doesn't mean that it's easy (levels 17-20 are awfully hard). I'm digging that minimalistic art style.
BTW, every death gives you extra +100 points; shouldn't it decrement 100 every time you die?
@admund - 20th is the final one, actually. Took me several tries.
Very interesting visuals. I especially liked that tunnel portion.
At first the controls seemed strange, but you can quickly get used to them. The gameplay was really neat, though the best strategy is to always pick four items and place them on the counter. If placed items could spoil after 30 seconds of not completing an order, the game could be more balanced.
Great play on the theme. I love the moment when you grab that star and the entire world is like WHOA.
Wow, I didn't expect that one.
At the beginning it took me some time to get what you meant by "remove noise", but after experimenting a bit, I got the idea. I think that it would've worked much better if the player was able to turn on/off the samples and hear the changes in real time, instead of having to press the red button again.
Stuck on the #5 puzzle. Had a good time :)
Very neat, I liked how nicely the title of the game reflects the gameplay.
Neat idea, but the presentation is so-so (not very minimal) and none of the Shift weapons work.
Web version is also broken for me. You're probably storing the game and the *.html file in a private folder on Dropbox. Try moving them to a subfolder in the "Public" folder, and then right-click it to "get public link".
The *.jar version works fine, though. The game is alright, but it does get repetitive soon enough (I was just plowing through the game, mashing Z and X).
Very nice visuals, an interesting game mechanic, and the level transitions were just great. Good job, sir.
Great in every aspect.
I liked it, but the controls could use some more work. Jumping and aiming attacks is too wonky.
That's a nice idea for a gameplay, but after getting to >1200 abductees all of the spawned houses had no people inside.
Very unique, but horribly frustrating. It's hard to get into the proper rhythm.
Works fine on Win8, but the game itself is really slowly paced, the player circle starts twitching when you stop the cursor, and the enemies can spawn on top of you, instantly killing the player.
Really great :D The only thing that could've been explained better was the lorem-ipsum mechanic.
Really interesting use of minimalism. The basketball game was probably the hardest one.
Amazing. Great visuals (as usual), a subtle yet good BGM, and a surprisingly well implemented core mechanic.
Amazing idea and execution. Kudos.
Lovely music and visuals.
You should've added a "how to" screen explaining the controls (especially noting the availability of double jumping) and the goal of the game (destroying blocks = opening doors isn't so obvious at the beginning).
29 here: http://i.imgur.com/TiDIVYi.png
Great soundtrack and fun gameplay. The only gripe I had were the graphics; the background really makes the game less legible.
Thanks for the feedback! I'll be tweaking some minor issues (like the visibility collider) on Tuesday, so feel free to request some changes :)
I've updated the game (fixed colliders, corrected timescale, etc.) and added the "How to play" section at the bottom of the page :)
@Threef - if only I had more time :)
@AlanZucconi - phew, now I'm glad that I formatted the code during the compo and that it's not that bad :D
@everyone else - thanks!
Simple, but amusing :) It's a bit hard to play with the mouse, though.
This game was quite clever, kudos :)
Simple, yet incredibly satisfying game! Great job :D
You should note that the Web link leads to a new, vastly updated post-compo version (which isn't the one that we should be judging here, right?).
I enjoyed the 48h version of the game; it looks worse, but it's more fun to play. (by the way, using "K" as the dimension-switching key is not ergonomic at all)
Lasted until the 18th round; the game is pretty fun :)
Fantastic game!
The hardest fight is the south one. I really, really enjoyed the game. Great job.
So 2014!
Simply amazing. My only complaints would be the fact that the theme feels a bit "tacked on", and that the final puzzle is devilishly hard. Other than that - neat.
Simply amazing!
This was super awesome!
First of all, the game's very juicy and pleasant to play, so good job :)
However, there are some issues. There's no ammo depletion, so after you get a new weapon there's no reason to go back to the old one. Because the player isn't affected by blast damage, the dominant strategy is to go into a corner and fire your grenade launcher / rocket launcher below you. I've easily reached Wave 8 doing only that.
Amazing, this is probably the best game I've played during this LD. Fantastic use of theme and really juicy controls.
Well done, I liked the art and the overall mood :D
Wow, this is really great :D Bouncing them off walls is confusing, but overall I really enjoyed this game.
Too much dynamic lighting kills my poor laptop, but the game looks good and I love how the sheep "bounces around".
A dynamic camera could've helped, because everything looks so small and sometimes it's hard to figure out where to go.
It's a shame that everything is so small, because the game looks really great! :c
The game was really great, and I felt like the interface was not needed at all :)
First playthrough was kinda frustrating, but after losing (and seeing the trajectory of the plane), I could easily finish the second game. Because clicking-holding pans the camera, very often choosing the ship you want is hard (and sometimes the colliders are completely off).
The concept is interesting, but IMO it's a bit undermined by the controls.
This is a really cool game.
One thing I'd change - right now there's no incentive to ever stop firing your laser. Maybe if the player's camera moved faster while not firing it could add extra depth to the game?
The blood spots don't respawn, it's almost impossible to cut hairs, and the CAH-based remarks were completely unnecessary :(
Neat, though steering and firing at the same time is hard. One thing that bugged me is that drop rate for 1UPs is too high - during a single round I could easily get like 5 lives before dying.
It was quite fun, but sometimes the jumps don't register (I think it happens when you're standing on the line between two blocks) :(
Nice idea, even if it's a bit similar to Lucas Pope's "The Republia Times". I liked the ambiguity of some of the choices (will the government want me to censor stuff like "X will be checked if it's relevant"?).
One thing I'd fix was the way you pick up and close the documents, since it's very unintuitive (you have to grab the border? why not the headline?).
It kept triggering that bug where you kill an enemy but can't escape from the room ("Heroes don't run from a fight!"). Other than that, it was alright, though it's all luck and almost no skill.
It's a fun little puzzle, though the controls are a bit problematic; it took me a while before I started really focusing on the purple indicator :)
Pretty fun :) It'd be nice if the wind could change directions in the middle of the game.
He should be able to throw MtnDew bottles at the player to slow him down.
This is extremely nice and well executed.
Amazing art, not a fan of the music, but the gameplay feels like it could use some more balancing. Trumpet (E) felt kinda useless, while the kick (W) with its wide range and low cooldown overshadowed all other abilities.
Gonna echo previous statements here, but fighting the AI feels a bit unfair given the random nature of cards you get and wild swings in board's state. Still, this is a very solid entry that had me thinking hard about my next move. Good job.
This is pretty nice :)
Also didn't hear any audio. For me the biggest problem while playing was that it's very hard to determine the length of your jump and where you'll actually land, especially as you pick up more speed.
Good stuff. Would be nice to see some indication of the order in which you'll control the kids so that the player could plan their moves, but this still is a pretty solid entry.
Lovely visuals, but gameplay-wise it didn't really click with me. The fact that your broom snaps back immediately as soon as you release the rotation keys makes it really hard to reliably send snacks towards your opponent and ends up feeling weird.
Pretty enjoyable game, last puzzle was a bit finicky but overall I quite liked it :)
Really great work. Gameplay balance during the first day could use some work (took me a while to figure out that condition % was used to determine operation success) but other than that - nice visuals, great audio, fun mechanics, high quality work all around.
Very solid, really enjoyed finding hidden hearts.
Really great production values, but I felt like the amount of time it takes for the guillotine to fall was really arbitrary and made it really difficult to pursue any meaningful strategy. The amount of score drained when using slow-motion is also too high in my opinion - you have to waste way too many points to get even a minor advantage. IMO a separate, automatically refillable bar would work better here.
All in all I think this the game's core is solid but with some tweaking you could end up with a much more enjoyable game.
Really want to play this one but for some reason the game doesn't show up in my browsers (Chrome / Edge) after the instructions screen. Could you submit a downloadable version on itch? :)
Really solid entry, but it does require you to have a keyboard without ghosting (which I fortunately had :)
I can easily imagine myself trying this out with a couple of friends, taking turns between rounds. Great job.
Pretty nice. Random drops (especially when it comes to mana) can be a bit annoying but aside from that, the game is quite solid.
This was rather fun, nice twist on the idea of sacrifice.
Enjoyed it, though it was a bit too difficult.
*Too lil features. Quite a few bugs. Not enough polish.*
:)
Thanks! We've had plans for showing that but unfortunately we ran out of time. If I have some time tomorrow, I'll try to put out a post-jam version that fixes that :)
https://afterburn.itch.io/silvercliff-killings - updated the game to v1.01, now it should show deaths in proper order which should help you when comparing testimonies.
@rolly Yup, I was just uploading that; should be working fine now :)
@anfaas1618 Thanks, it's all @wrnk's work :)
@dunin Thanks for the feedback, forgot about that button :)
@papercookies Thanks for letting us know, we'll look into it :)
@jamesdude - That could be interesting ;)
@dwam - That was the idea, glad it came through :)
@kloscunha - I'll try to figure out a fix for this, thanks for letting me know.
@fzillo - Thanks! We've had plans for adding character bios to the game where you could preview the person's info and portrait, but alas, we ran out of time :)
@darkanice @surreali @roka-josh @bgamedev @kosmosos - Really glad you enjoyed it!
Amazing work, really fun take on the "15 puzzle" mechanics. Would love to see more mechanical variety (and better mouse controls - at least with some feedback regarding where we'll move the block), but had a lot of fun with this.
Really great game, a complete package :) Aside from feeling that the tutorial could be streamlined a little bit, there's not much that I'd change in here.
The game's quite good, the only thing I had trouble with was too much weapon kickback and not enough challenge when fighting the enemies (pretty much the only time I died was when I got crushed by the terrain, not from losing lives).
One suggestion - you haven't linked your Ludum Dare submission to the itch.io page, which makes it a bit tricky to find the game's LD page if you come from itch :) Also, it seems like you uploaded an HTML5 version (?) but haven't set the game to be web-playable on the itch page.
Pretty cool, didn't expect the birds to also interact with the propeller - that was a nice touch :)
@neuronezero @jrpl The bugs should be ironed out now, if you'd like to give it another go :)