Cave Ninja by jolle
This is great. Fix some of the things you mentioned in your post mortem and what others have been saying here, and you've got yourself something you can sell.
Foon → Ludum Dare Explorer → Users → SpindleyQ
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Po | Te | Jo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2012 | 24 | Evolution | EVOLVE, YOU FUCKER! | compo | |||||||||||||
| 2008 | 11 | Minimalist | CGA Quest | compo | 26 | 3.33 | 3.33 | 3.33 | 3.61 | 3.28 | 3.31 | 2.90 | 3.39 | 2.59 | 1.88 |
SpindleyQ leaves an average of 10.8 feedback comments each event.
This is great. Fix some of the things you mentioned in your post mortem and what others have been saying here, and you've got yourself something you can sell.
Looks like you got an awesome base for a game, there just isn't much of a goal to it yet. Whatever it is you planned for it, I'd love to see you continue with it.
I couldn't get into it. The torch throwing didn't really work all the time and the zombies moved way to fast for how much time I had to react based on the window size. I ended up getting stuck at the start of level three.
I wasn't sure what to do in the second level. There weren't any clues that I could see. Looks nice and other than the slightly weird controls (maybe use up for jump? z,x seem to be ok).
Not too sure about the controls or the collision detection. It made the game feel kinda clunky. Shrinking and Growing could be an interesting mechanic with the right puzzles.
Looks pretty neat for what it is. Graphics are great, and it does look like you spend a lot of time on the editor, but alas, it's just a cool looking demo.
Having to double jump for everything got annoying. It made it not special. I like the little guy though and look of the level. Maybe a little less slidey on the guy's movement. Seems like a neat little platform-puzzler engine.
Made it to 88 kills and level 29. It's simple and fun for awhile, but it's missing something to make it replayable over and over. It might be an actual interaction between you and the monsters. Otherwise, it's just a race against two different timers. I like it. The cave generation is neat too.
This is pretty neat. A little to on-rails for my tastes, but I understand that's what keeps you moving and forced to think fast. Maybe add a shadow to the ship so it's easier to tell where you are in relation to the cave walls? It is hard to know if you're close to the cave wall ahead of you.
I love the way it looks. While playing, I sort of got the feeling like I was in a NES game-within-a-game while trying to find the eight creatures to eat. I think that was the music and maybe my brain remember that TMNT level where you had to diffuse the bombs... but I digress. The status box was sort of in a bad spot since it blocked what I could see on the screen when heading down. The hint system was really needed since the levels were so big. I would have never found everything on my own.
Call me retarded, but I can't figure out how to fly the bat. The best I can do is get him to land a few spaces away along the ceiling. The music is great though.
Not fun. I can't figure out how to control the ship. I've been able to get it to move some, but nothing is consistent. Multiplayer is a great idea, but I never got the chance to try it out since I can't even figure out solo. Better instructions next time.
I like it. It's interesting. Locked up my browser at first though, not sure where that came from (though I see below that it happened to someone else too). Took me awhile to figure out the right way to lob the grapple up to the top of a wall, but it reminded me of any old NES game and how you had to learn how to use something first. The other dudes seemed to have decent AI.
Took me awhile to figure out that I needed num lock on in order to jump, but I think the game is interesting and the theme is well done.
Couldn't figure out what to do when the sheep were up against the top or bottom walls. Also, I couldn't figure out how to control the lava. I think it's cute though, and I love the music in the background.
A neat idea, but the game is way too short. Found that you could still click even after the game was over. I like the idea of the portal, though it would be neat if the guy could still jump and the portal was used more strategically instead of in a linear manner.
It's neat to drive the thing around the terrain, but without any secondary goal, it gets boring after awhile. Maybe collecting some kind of dots or something while running from the wall would give the player more of a purpose and a temporary reprieve. Also, you should have made more of a point to tell the player to have the sound on, so they can get that part of the experience. I didn't know about it until I read previous reviews and went back to check it out.
Great for three hours. Controls were pretty easy to handle. Fun.
Game looks great. It's simple and totally fits the theme. It might get a little boring after awhile, but I think the difficulty of the mazes might end the game before it gets to that point. The mazes aren't too long or too short. I made it through about five levels on Grandpa before I got a harder maze that threw me off. I also tried the hardest setting, and that was truly nuts. It would probably play better if I plugged in a gamepad.
I don't get it. I mean, I push the wall but it never goes faster than the 'Hero' so all I do is push it, then go delay the hero, continue to push it and repeat. Cops get in the way but aren't really a deterrent. Never got to crush the hero at all.
Neat idea though, playing the villain instead of the hero.
I like the pseudo-3D effect you had going there. Sorta monotonous after awhile, and too many cars made driving harder. Would have preferred a faster speed and less cars to get that feeling of moving faster. Display was polished though.
I like the idea a lot, but there wasn't much there. The AI isn't too bad for the player, but the computer sucks big time. It never built a tower and just kinda moped around while I slowly whittled away at his territory. If you could speed it up a bit and fix the computer AI, you might have something here.
This game seems pretty fun, for the one level. I think everything is polished and looks great. Just add more levels and different kinds of enemies.
Oh wow, I am just not coordinated enough to play this with my left hand, even on easy. I'm sure with enough practice I could get the hang of it. It's an interesting twist on the Rock Band idea, but maybe there is too much going on to get the document to the dude?
I get the idea behind this, but I didn't have much fun playing. I suppose other tricks inside each house, distractions and behaviors for the neighbors would be cool.
Impossible didn't really seem that much different than Easy. An interesting concept. I like the people effects. Like Endurion said, more variety would have been nice.
Reminds me of Knytt a little bit, with the jumping and climbing in an expansive world. It's pretty hard to play, especially when you get a different starting place each time. It makes it harder to learn from your mistakes. I know it's supposed to be a 'dark' tower, but it could use some other colors; tans, greys, other dark tints. Nothing to make it bright, just a little more distingushable.
I think I ran into the same problem as Endurion, except my top was off the screen. I couldn't hit it or something once it was off. But neat idea. Maybe put some different density bricks here and there that absorb or reflect the cannonballs at later stages.
Interesting, but not fun after awhile, since it's simply dodging stones while the tower builds itself.
I had to go back to your journal posts to figure out how to break the tower, but that was about an hour in, so you captured me for a long time. It's a fun little game, though once I got a couple barracks, I was able to hold my own on the island without any problems, occasionally adding one more. Wood seemed to be the only thing that was a pain to collect, since it was used most often. I like the idea of the farm and the planter with their renewable resources.
Time: 1:13:08
Score: 8394
Kinda interesting, though I won and lost in the same game. :) I think it's a unique concept, even though it isn't totally 'tower'-centric. I like how it's not a traffic controller game, but rather a cargo/fuel manager.
Neat tower builder. I found it tough to get the cats to stay on the platform with anything more than about seven, but that's just lack of practice. Maybe different levels with goals would make this a complete and sellable game. And fixed physics, of course.
I don't get it. I collected the keys but that was it. The red things take life away, but not fun. Seems like it's not really a game.
Handling is very difficult. I had a really hard time flipping the blocks around, and it started to slow down as I played. Neat idea though. Might want to change the block colors. Tan gets boring fast. :)
Really good for a 48 hour game. This is the kind of thing you'd pay $5 to download and play on the 360 or PS3. Add new enemies, maybe some puzzle elements and it's all there. Nice control scheme too. Oh, and..uh... Nice name. :)
Neat for a little while, but the resolution of the game made the mouse movements very difficult to perform, i.e. not precise enough. Reminds me of old Atari games though, which is nice.
Great little TD game. Simple but still fun for a little while. I like the unique idea of a casino to help speed the money earning. :) AI does need some work, as a few of the cannons just gave up and sat there near the end.
Controls are kinda annoying. As a bird, I would expect to have to flap wings to stay afloat.
It seems a little slow to get going in the bigger levels, but it's an interesting concept. Maybe with some tweaks, it could be the next addictive puzzly-game.
Really fun, really frustrating, but in a good way. I could see a series of towers with increasingly difficult challenges, different monster types, etc, and this could be a full game. I did have framerate issues occassionally. It would drop from 30 to under 10fps until I minimized and moved the window enough for it to recover.
Initially was neat, but then got a little tedious. Perhaps adding an actual grid might help, perhaps not. I think it's simple with the three colors, and four or five might be good for later levels. With some tweaking, this might be a new type of puzzler.
Though it grabbed my screen and wouldn't let go after about twenty minutes, I did have a fun time exploring and killing monsters in Simple Dungeon. It reminds me of Hack and it's derivitave games. Like any RPG, once you get the routine down, it's not too difficult. Then again, I didn't make it to the end to judge that final enemy's strength. As far as minimalism goes, it's got it. Controls are very easy to understand and has the two basic RPG stats; attack and health. Completing the competition with a game that truly is done is definitely a huge win in itself, no matter what the final ratings are. Like phren, I noticed the difficulty in distinguishing between W and w, though I thought it was actually a plus to the game. A lot of RPGs are about exploration, and discovering 'hidden' passages is part of that exploration. Battle was a bit tedious, but there was a strategic element to fighting without getting overwhelmed by other enemies at the same time.
I love this one. If it had dozens of levels, sound, kept track of time and had a global rankings list, it would be just the kind of thing I'd download from PSN or XBL.
LD16 — Exploration (4)
The lost shipwreck by laremere
I agree, navigating is really slow and cumbersome, and not so much fun. It's also really dark. I get that it's supposed to be deep, but some kind of light source from above to at least make some faint shadows would make it less disorienting.
In The Field by Entar
Neat idea. Went through about eight levels. It's missing some baddies that randomly go around until they see you. It would give some kind of urgency while looking for the exit, causing the player to get as close to the lava as possible while dodging.
Drifting in the Stellar Winds by mocker
Looks promising, especially if you added more player-player interaction. The planets seemed to push instead of pull when I was flying, but it's a neat concept.
Adventure Quest by TenjouUtena
I hated this at first, but as I let it run by itself for awhile, I started to see some of the charm. As it is, it really isn't a fun game, but with some tweaks, I could see it be much more interesting. If you played up the exploration aspect (and maybe some collecting) instead of just the 'seek and destroy' then there would be an underlying goal as the guys kill the baddies. Perhaps a fog of war would give more of an impression of exploration. Anyway, like most entries, it needs work though the concept is an interesting one.