The world beneath by Spotline 2014-05-03T12:31:00
Ridiculously excellent sound design. Constantly finding dead ends kinda slowed down the "flow", but overall loved it.
Foon → Ludum Dare Explorer → Users → spotco
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 34 | Two Button Controls / Growing | My Best (Magical) Friend! | jam | 102 | 3.86 | 3.56 | 2.95 | 2.76 | 4.37 | 3.39 | 3.90 | 75 | ||
| 2015 | 33 | You are the Monster | Monday Night Monsters | jam | 13 | 4.30 | 4.05 | 4.19 | 3.67 | 4.48 | 3.88 | 3.80 | 4.04 | 75 | |
| 2014 | 31 | Entire Game on One Screen | Ricochet Heroes | jam | 16 | 4.16 | 4.17 | 4.30 | 2.36 | 4.00 | 4.17 | 3.64 | 3.75 | 85 | |
| 2014 | 30 | Connected Worlds | Dreaming Knight: The Little Hero | jam | 58 | 3.88 | 3.93 | 3.15 | 3.17 | 4.02 | 3.43 | 3.33 | 3.43 | 97 | |
| 2014 | 29 | Beneath the Surface | Maniac PengMaku!! | compo | 176 | 3.63 | 3.83 | 3.04 | 3.40 | 3.59 | 3.16 | 3.25 | 3.28 | 100 |
Ridiculously excellent sound design. Constantly finding dead ends kinda slowed down the "flow", but overall loved it.
lol this is the most ridiculous stack for game development I've ever seen
Impressive amount of content for such a game!
Amazing! Played this for much longer than expected (never could get past around 200 though...)
Really love the RPG-ish upgrade system, and the steadily increasing difficulty.
Cannot for the life of me figure out what to do for the last scout (something with the beehive?) Please give some sort of hint :(
Really amazing graphics and sound otherwise!
Just kidding, got it! (the stick...tricky!)
That was glorious, really original puzzle game idea there. Would have appreciated a tutorial (and still don't know the difference between the monsters), but hoping for a possible mobile port of this one!
Holy crap, amazing game. Didn't even expect an ending, but I'll take it.
Enjoyable, similar in setting to another that I played (http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=8631) but much less dark!
Great music (but controls took some getting used to).
Game crashed randomly for me after a few mins of gameplay (Running parallels desktop on mac)
Surprisingly fun, but you should make it such that you always spawn as the speedy robot (it's the most fun having to outsmart/outrun your enemies).
Loved it! Great overall aesthetic and gameplay (levels were all pretty easy until the end though).
Obvious complaint (which it seems like everyone shares) is the "not walking when holding down arrow keys", though I'm sure you see that enough.
Corny midi music also fits!
lol wut
Really ambitious gamejam idea, would have been 100% better with music
(Even simple stuff like sfxr for sounds and cgmusic for music would have worked).
Crashed for me after I beat the toadfish.
Interesting concept, wish there were more mechanics to play around with! Also, game crashed when I reached (what seemed to be) the bottom of the world.
Fun game, especially when it gets faster. Mac OS X only is a good way to not get people to play your game though...
Nice concept, though really short (even for a jam game)!
Really great indie-style puzzle platformer (mechanics are slightly annoying, did I ever say how much I didn't like the megaman dissapearing puzzles levels?)
Also amazing music
lol wut
(played on a tablet too, so I got the real experience)
Took a while to get used to the controls (could be simplified?) But pretty fun!
Biggest problem I feel is the camera - you need to dive in order not to get shot, but if you dive you can't see anything. That was super annoying to deal with.
Nice concept, pretty fun fighting the first few enemies with circle strafing. Would have liked to have seen more mechanics and enemy types. Also, 80+ treasures is too much!
This is the first 2D game that made me motion sick, lol. Was that jittery-ness when moving intentional?
Really well animated and polished, wish there was more content (other enemies, etc)
Ran really slow in firefox (but fine in chrome), is that a libgdx problem?
Surprising amount of content (really liked the boss at the end, did not expect), wished there was a bit more variety (sea urchins got a little repetitive by the end.
Should have had less health on the enemies and possibly knockback when they are hit.
Pretty enjoyable! (By the end, was starting to do jump-attack combos...I can see a whole other game based around that)
Also, any game that uses auto-tracker.py is alright in my book :)
Really great graphics, and classic (derivative, but still fun) gameplay. Got to the finish by drilling straight down, was hoping for some sort of reward (or next level!)
Doesn't run on Windows XP, says it's not a valid Win32 application. Is there something I need to install?
Really enjoyed the graphics, in a N64-classics kind of way.
Also the soundtrack was rockin'
Nice pet-raising idea, could have used more activities though.
Really great music and art, but no friends to play with :(
Pretty fun (in a Terraria like way).
Had a random bug where I glitched through walls though.
Fun to play, though pretty repetitive (since I only saw 2 enemies in the first 10 levels).
Really great music and menus (dat transition)
Cute graphics (smoke effects and tree world particularly), but gameplay was pretty slow (and repetitive). Would have been a lot faster paced if the turrets only took 1 hit!
My brain wasn't multidimensional enough to get good at this :(
2SPOOKY
nice work though, legit very scary spooked my guts off
Pretty fun game, and loved the ending.
Interesting take on an old classic (forgive the cliché).
It was interesting to be able to control both characters at the same time, I think that would have been an interesting mechanic to do expand on.
Also, noticed the ducks had different movement "patterns". Some of them were really jerky, and shooting them just seemed like luck.
Really great art, though game could have used some polish. Maybe checkpoint and health pickups?
Fun game, but camera swung way too fast when switching directions in shooting.
Surprising amount of fun for just clicking and watching bars fill up.
Music (however much I do like chiptunes) really didn't fit.
Really amazing art but also somewhat infuriating gameplay, the sheep controls really difficult (doesn't always jump when you press jump, doesn't always move when you press move).
Amazing, probably my favorite out of everything I've played. Starts a little slow (health bars on the bosses would have been great), but RPG mechanics keep you interested. Probably the best art and sound design out of anything that I've played here as well.
Would love to see this as a full full fledged game!
+1 for emscripten
Ridiculously impressive art!
lol wut
Really impressive 3d world!
10/10 I CRY ERRYTIME
Would be even better if there was a ``good'' ending if you chose to make all of your games in java or something (and become the next minecraft)
+1 for penguins but ....lol wut?
(especially that bit about seattle tech industry, that hit a little too close to home)
Really creative mechanics but a little unpolished (checkpoints etc would have been nice)
lyl
Really impressive 3d art!
Loved it! Really great RPG-progression elements.
Was expecting something exciting after the boss (phase 2?) dissapointing :(
Loved it! I always wanted to make a 2d-stealth game like this, loved the mechanics (and I think this basic turn-based setup could totally expanded into a full game).
Great art and gameplay (though I would have liked to do a metal gear solid-style sneak behind and kill). Hope you work on it some more!
bugged for me at 14 fish (number did not increment any more)
nice wilheim
+1 for haxeflixel
Nice graphics and effects (though it does become too much once there's 10+ planes up there).
Hard to tell difference between player and enemy bombs.
Really amazing graphics, I could see this as a really fun cave-story like game with some more work.
Enemies/more mechanics would have obviously made it better, but hope you keep working on it!
HOLY AAAAAAAAAAAAAAAAUUUUGGHHHHH
If you read this, a billion #$%#$%'s at you for the venus level. That took me an hour...but did feel so good once I beat it. The final earth level was a nice pause (at least you didn't make it even harder :)).
Loved the game, ended up spending most of an hour to beat it. Bravo!
Pretty fun game (though pretty easy, just straight shot through without too much thinking). Some of the levels felt a little too easy (that I was kinda cheezing them)
Amazing game! (Challenging, but in a good way!)
Really great art & music too!
Really fun (and a very original idea!)
Not ever a fan of repeating levels when dying though...
hand hurts after that
Fun game, music grows on you and really great RPG/Cookie clicker like mechanics. Would have liked slightly faster progression though...
Same complaint with everyone, got a little too hard too fast in the 3rd level. Got past it, and seemed like a dead end on the 4th. Bug?
Really ambitious idea, though I had no idea what I was doing.
needed more sex appeal
Music was enjoyable, though really didn't fit.
Felt compelled to beat this game since I thought they were all gonna break into disco dance.
Pretty fun, would be 20x better/more challenging if the barrel moved!
Really great RPG-ish mechanics (kinda reminded me of terraria).
The enemies seem to take forever to die initially and are somewhat irritating (since they do respawn and all), but I imagine that could just be fixed with more polished/tweaked stats.
Also sound got really loud when there were a lot of worm-guys on the screen.
Really really poorly on my computer (Mac Mini), but from the 10fps I got it looked really nice.
Really cute idea, a little frustrating (especially since the levels get so long starting after the second). Also had a bug where he'd glitch through the floor if I right-clicked.
how do you get past the monster?
Beat it! Pretty good game, amazing graphics.
You missed an opportunity to make bullet-dodging mechanics though!
Pretty good game (controls feel sluggish) but really love that chiptune.
Really well produced (art and music), but controls made it painful to play.
Felt impossible to control the guy (since he moves to the mouse but the mouse relative position changes when he moves).
Also gameplay wasn't inherently exciting, and got stuck on the "clean the bathroom" part. (It said to click to pick up the bucket, but it wasn't working).
jesus, that killed my parallels desktop
like literally gave it seizures
Thanks! I'll probably add that if I work on it some more (kinda want to add a "challenge" mode, and I'll put it up on FGL).
Thanks! The audio turned out surprisingly well for being 100% autotracker.py (which I discovered 2 hours before the deadline...)
You're supposed to use the "dash" button to get out of the hairiest situations (you can dash to destroy bullets). It's mentioned in the controls popup, but in retrospect should have made a in-game text popup to make sure it wasn't missable.
The game's probably pretty damn hard without it!
Those baby purple squares ;_;
I cry errytime ;_;
Pretty fun (noticed a bug(?) where you could jump above everything.
Enjoyed the music, though have no idea how it was supposed to fit together, lol.
Love it! Had a little bit of that metal gear solid going on...
hoo...that made me real dizzy real fast
Should have had less/skippable text!
That was a ridiculous amount of content for 48 hours!
(Really great art, music & story)
Also well played, pulling in everything together :)
glorious sound effects if I could rate those higher than 5 i would
+1 for 8bit pirates chiptune
That mechanic that the instructions said not to do could have been really fun :(
lol dat explosion when you die
Really great game! Shots (especially at first upgrade level) seemed to not always hit (even though the enemies died), would have been much better if they were more "impactful".
Really ambitious game (and executed pretty well too!).
Graphics are nice, just wish there was more in game (the walkthrough you posted basically beat the game for me)indications of what everything does.
Glorious art, though gameplay could use some polish. Still lots of fun!
Really great stuff, by far the best story+art combination I've played so far. Didn't get the ending though...
It's just like watching the real world cup
I enjoyed the art style very much and the user interface was well designed.
Impressive graphics for a solo entry, was there a 4th memory to collect?
Very well polished, cute, and fun to play! Great way to work with the theme, I can see this being produced into a full length game.
My favorite aspect was the ability to carry the other character.
Really great breakout/shmup combination, had a good "gamefeel" with all the screenshake/freeze frame etc.
Could have used more mechanics that directly impacted the enemy player.
Effin glorious in a Space Harrier kind of way!
(The worlds got a little repetitive after a while, so wish there was more variety there. Totally understandable for a jam though).
Really impressive graphics, and flying around on the jetpack "felt" nice!
Controls were definitely frustrating, especially needing to hit an arbitrary speed in order to break stuff. Lasers seemed pretty arbitrary insta-death too.
Fun in a Tempest-2000 way.
Some of the minigames (especially the pacman one) were a little repetitive.
Fun shmup, should be more prominent which "window" is currently focused. Would have liked more interaction/interplay between the two sides.
A few more random thoughts:
Love the autotracker-bu music, make me cry every time. Thank you based autotracker-bu.
Having a big wall of text in the first screen is a good way to make people not read something.
Love that music!
Also gameplay is pretty fun (though not so fun when sudden block of death comes out with < 0.5sec reaction time). Should have made then come out with more warning, maybe some sort of alert (like Jetpack Joyride if you've played it?)
Pretty frustrating controls made it hard to be precise.
beautiful artwork and one of the strangest games I've ever played (good thing)
Don't have someone to play with at the moment, but I can tell it would be a blast with a friend. the art is colorful and lively
Too much unskippable dialogue!
Also bugged out for me once I reached the reverse world, fell and game was stuck.
7/10 spookys
didn't find any keys
Really impressive art&music (with some nice world building with the dialogue), though gameplay was a little confusing.
I REAAAALLLY love this idea. Sure the execution (making 4 games at once) was a little unpolished, but loved the final product.
Fun action shooter game, though a little repetitive (wish there were more enemy types/etc!)
Novel concept, though didn't really get hooked on the gameplay. I would have wanted more variety in actions taken.
interesting game and a cool way to connect rooms
nice voice acting and wittiness. Loved the "between worlds" beanstalk mechanic. So fun
Amazing graphics and a nice atmosphere
Fun concept (had all of your classic elements like screen shake etc in it), and would have wanted to see it more developed. Was that your voice in the ending?
Pretty graphics, but not that much actual gameplay.
Also, controls felt very off, hard to guide the ship into the tiny portal if it was facing vertical.
Made me laugh lol.
See what you did there.
Had some trouble with the shooting mechanics in this game, visible player bullets and targeting reticules would have really helped.
Great game, amazing art and excellent music!
The individual gameplay sections could have used a bit of polish, but was worked really great overall!
Great stuff, loved the art.
Cute concept (and graphics!) but not a whole lot of content.
Really great stuff, can tell a lot of love was put into it.
The story was REALLY frontloaded, as in 5 minutes of gameplay, 7 minutes of story then the rest of the gameplay (15-ish mins?). Would have been a lot better paced if the story was interspersed throughout the gameplay levels (otherwise, long chunks of text will lose the less reading-inclined players).
Gameplay was fine, though a bug in level design made it able to cheese the 3rd (final) level. You can just get the girl stuck on the first ledge, complete the level as the guy alone, then complete the level with the girl.
Art was amazing, though the sketch-style portraits felt a little out of place from the pixel art sword&sworcery in-game characters.
Story was a bit corny/cliche, but heartwarming nonetheless. Whoever wrote it must watch a lot of animes :)
I was scrolling right on the map and was like "dayum that's a lot of levels". Then I read infinite space. 10 infinites out of 10.
Really impressive character animations for such a short time, hope this gets worked into something bigger!
Nice portal/fez-ish mashup, default mouselook settings felt really sluggish though.
Fun, and a little frustrating!
(Liked the almost-wilheim scream)
Great visuals, but really short (and wanted more gameplay content!)
Random guy talking about life the video game.
Enjoyable, especially then ending (made me feel all warm inside). Nice talking to you too.
Would have been really great with the bosses/worlds you mentioned in your postmortem.
Also, can't see the ui when next to an asteroid (since black on black).
Fun concept though gameplay lacked feedback. Only way I could tell I was getting hit was after I died.
Very cute but pretty easy (and a little repetitive after a couple of levels).
Really frustrating controls playing solo, but table for one always feels pretty bad :(
Really cute, would have loved to have some sort of simple computer-ai player (since I don't have any friends :( )
Really frustrating controls, especially flying back randomly to where you started the level.
Big wall of text is definitely not best way to explain the game.
Was surprisingly fun, and liked the character art.
Very original art style, gameplay could have used a little tuning though. Some of the enemies had bullets fly right through them.
It was pretty hard, the enemies (and bullets) were pretty hard to dodge (since they moved so fast and you needed to face them to shoot).
Thought this was gonna be a 3d flappy birds clone at first!
The physics (especially jump height) felt a little unintuitive.
sartorial?
>Dans17
Seems like you can go either way. Upgrade the sword and you won't really need the bow, or vice versa. Or hardmode, upgrade both equally.
Option 2, play through twice once with each weapon :)
Glorious, this one really tickled the fancy of the reptillian-brain part of me that likes indie platformers. Amazing amount of content, nicely tuned (difficulty-wise) and powerups keep it interesting for all 20+4 collectables.
Only gripe was that I really wish that you could change jetpack directions while holding the jump button, and possibly a minimap.
Hope you do well!
This is a metaphor for our modern lives.
Walking around, eyes never turning away from our phones.
Looking away only to jump on moving platforms.
Really great graphics (and loved the ending -- what a twist!)
The combat felt a little off, mainly since your sword attack range was so short.
Gameplay wise our games were actually pretty similar, top down sword-fighters!
Nice minimalist art style. I closed my eyes a couple times
Really incredible work, bugged out for me however.
Said I only killed 9/22 invaders (when I had obviously killed more), and couldn't find any more pig soldiers in either of the two worlds. Wish I could have seen the ending!
Interesting idea, but the execution could have made it more satisfying. Felt off to just instantly "die" with no effects and transition back to the main menu, also no real reward to keep playing (what is essentially) the same level.
Really impressive graphics and character animations (especially for such a short time!)
Gameplay felt a little wonky and incomplete, sad to see you didn't get to finish the "dungeon crawler" concept you had in mind.
Got spoiled by reading the blog post first :(
Nicely designed ui's and menus (you can really see the web design background!), though some wonky bits (random note, it looks like there are transparency artifacts around the afterburner trails).
Gameplay wise, had some trouble figuring out what to do. People were shooting at me but I didn't have any reactions (no health bar, screen shake, etc). This could be the start of a fun space-themed rpg, however!
Finally, couldn't hear any audio though I saw it had original soundtrack. Double checked that my sound was on, too!
That was fucking glorious.
You weren't kidding with the difficulty, after about 30 mins got about 3/4ths of the way through the song at max (before regressing and not even being able to do the intro part).
Add JPop and sparkles/special effects and I'd fund it.
MAGDEV DOES IT AGAIN
Really impressive graphics, but no gameplay.
Interesting art, slightly wonky physics (stuck in platform if jump in from the side). Really great atmosphere and liked the dialog!
Controls are super sluggish and unintuitive (which is realistic, but doesn't make for good gameplay).
Very impressive amount of content.
Were there any more enemies?
Really difficult game (or I should say three games :) )
Pretty good puzzle-click-everywhere-while-walking-around game!
The good ending didn't explain anything though :(
Pretty nice indie platformer (I definitely had the "switch between worlds to solve puzzles" idea as well when brainstorming).
Didn't like the sections when you needed to switch world mid-jump and were only in a 1x1 space.
Great game, finished it pretty quick. Controls felt a little floaty+slippery (especially with the bit of precision platforming), but loved the (SPOILER ALERT) boss.
Had some trouble figuring out how everything worked (big blob of text right at the beginning is where you put things you DON'T want people to read :P)
Really really really loved the music in this game.
Really really cute graphics, but not a whole lot of content. Enjoyed what there was though (very sierra/monkey island/etc style)
Pretty good execution of a really ambitious concept.
Flipping while jumping over enemies really "felt right".
Spent a lot of time struggling with aiming/jumping/teleporting, and not really having a good idea what was going on.
Weapons could be made more satisfying with more effects (explosions, knockback, etc) and screenshake.
Liked the minecraft-esque graphics, though would have liked more clear gameplay direction.
Also, mouse was really messed up on parallels desktop.
Really great music and art, would have been much better with some difficulty/fail conditions (instead of just playing for the leaderboard). Maybe some elements like health/max time/etc?
Interesting mechanic, would have liked to see more goals.
Nice minimalist puzzle game, would have really benefited from some indicator of which blocks were overlaying.
Alright, that was also glorious as hell.
Really nice take on the whole Dark Souls messaging thing!
Only gripe gameplay-wise is that the movement felt a little bit slippery (too slow to accelerate and too little friction when moving).
interesting puzzle mechanic involving the player's death
Starts off pretty slow (annoying to need to wait for the enemy turn), but is actually pretty addicting (in a "Dark Souls" kind of way). I wanted to keep playing just to see what was around the corner (and since I had already invested so much time + exp into my skills...)
Really amazing stuff. Excellent art and writing (you really deserve that 5-star humor!)
Got stuck in the last scene (just started clicking around randomly, where'd that anvil come from?)
Impressive stuff tech-wise (saw all that webgl stuff in the source!), controls could have used a bit of polish/simplification (really frustrating to get stuck under ledge, etc). Music was a little jarring, but great work!
Interesting game, though the green "enemy" seemed to give up after a while. Expected more from the ending!
Caught me off guard! Good message!
Played it through to the end. Cute, but repetitive in an intentional sort of way.
Quite pretty, couldn't read all the text.
Polished an fun, but the enemy patterns are a little too simplistic. Run around the room while they follow you, could have used some different enemies, or some sort of screen-filling boss.
Decently made one-screen shooter, not enough response or impact when hitting or killing enemies. I'd recommend (http://www.youtube.com/watch?v=AJdEqssNZ-U), a talk by the devs at vlambeer with some tips that would improve any action game (including yours!)
A glimpse into the mind of a lonely single child. The atmosphere is great and I like the transition animations.
I like how personal the game feels.
A glimpse into the mind of a lonely single child. The creepy music creates a great atmosphere. The graphics are simple, but have personality to them. I like the transition animations.
I like how personal the game feels. Very interesting
Very enjoyable, nice music (sucker for chiptunes), pretty graphics. A few problems though, though it was pretty repetitive for the first couple of levels and a little too slow-paced. If there was anything really great at the later levels (after 6, which is the highest I got after several playthroughs) like a boss or something, never got to see it.
In addition, a completely missable shop. Consider showing it before the initial playthrough?
Finally, you could have totally had some sumo "HUAH!!!"-style sounds. Wasted opportunity :(
PS. Happy we both had the "pinball" idea, take a look at mine if you got time :)
Really interesting idea, but a couple of pretty killer execution mistakes.
First, was way too slow and had no idea why sometimes the warrior would shield/mage casts random magic. The game I imagine could but a lot more exciting sped up several times.
And second, the swap worked in mysterious way. Does the purple select mean I can swap to them? Also clicking on a hero didn't always create the "purple box". There's no reason that shouldn't have been a more intuitive click+drag kind of thing.
Was fun, but stages are a bit too long without any variation.
Would have been more fun to add in more characters per screen, and earlier (thought this was the direction the game was gonna go)
A little hard to control, would have been tighter gameplay if the "screen" was preset-controlled.
Loved it! Would have been even better with more voice actors and sharpened art, but love it as it is. Gameplay could use a bit more polish (feedback, screenshake/static etc when hit by stuff) but idea is creative enough to still warrant max points.
Was linked to this from outside ludum dare, love it mind blown :)
+1 for the song
Really cute art (and an incredible amount of polish in terms of animation/etc). Got kinda stuck for a bit on the "grab planks to fill the gap" puzzle. Also enjoyed that ending song more than I should have :P
Really cute art (and an incredible amount of polish in terms of animation/etc). A few noticeable spelling errors though.
Got kinda stuck for a bit on the "grab planks to fill the gap" puzzle. Also enjoyed that ending song more than I should have :P
Pretty fun, beat the whole thing. Was like the puzzles portion of the old zelda, minus any combat. Would have been much better with sound/music.
Great atmosphere that the animations really bolster. Love the ambient audience sounds. when I finally found the correct path I felt great!
But aside from being thrown into the room on his face in the beginning, I didn't feel that the "human experiment" theme was fleshed out enough. I think the game's mood would benefit from having more elements that dehumanize the character as an experiment.
Portal is a good example of making an "experiment" out of the player character. This game reminded me of that.
Love it, this is the best one I've played by far. Really simple and addictive mechanic (like flappy birds), could really go far if you're willing to work on it more.
Quite an impressive amount of content for such a short time. I feel it would have been a better game without the whole "entire game in once screen" deal, but still great stuff nonetheless. Was hoping for a final boss that used the missiles and infinite jump though :(
Combat felt pretty unresponsive (range a little too short, not enough feedback on hit), and not much other content to go through.
Take a look at this video by the devs at vlambeer, a lot of their tips would help just about any action game (including yours!) http://www.youtube.com/watch?v=AJdEqssNZ-U
Liked the feel of the swing vine and bridge (even though they weren't a core part of the gameplay), however the combat needed work.
Enemy hits didn't feel very "solid", especially for such a core part of the game. A lot of the things mention in this video by vlambeer (http://www.youtube.com/watch?v=AJdEqssNZ-U) would really help, including knockback, persistence, screenshake, etc.
Enjoyed it, couple of problems though. Felt the invulnerable-flash was too long, and you could just stun lock an enemy AI since they would never move or attack while invulnerable. Also, got repetitive for obvious reasons.
luv me some autotracker-bu
Game did not progress after "they had a daughter flummi"
Classy graphics, though gameplay could use a bit of tweaking for responsiveness.
Also spooky skeletons popping out.
@SaintHeiser the idea was to have the "one screen" the world map in a rpg. a little abstract, but still happy you liked it :)
TiagoJDFerreira: you need to tilt (there's some text telling you to press arrow keys or wasd)
Very classy, loved the art, music and all the small details.
The "day ending" transition felt a little abrupt, interrupting gameplay and all.
pretty graphics and smooth animation, but frustrating since the room for error was so small. I'd want the landing platform somewhat raised, and maybe more jumps/dashes.
the game definitely did raise my stress levels!
Beat the game. Fun and original idea, though gets a little repetitive without any new mechanics.
Physics did feel a little floaty and there wasn't a whole lot to combat (or puzzle solving). Cute pixel art though, the princess face got me to click :)
cute art, but there wasn't a whole lot to the game other than running left and right (unless I was missing something?)
Controls seemed a little overwhelming (big paragraph isn't the best way to introduce anything in a game like this).
On a random note, the pirate gun looked a whole lot like a dildo. JUST SAYIN
Was like the ice-block puzzles in the original pokemon games for gameboy. Did end up beating the whole game somehow.
The art is cute and the fish sprites are adorably menacing. Was confused until I found the submarine, but after that the game became very easy.
Way too confusing, had no idea what I was doing (until after watching the tutorial video, which shouldn't have been necessary). Really cute graphics though.
Really nice graphics and theme, though gameplay could use more polish
Really impressive 3d graphics and satisfying "hit" mechanic. Love the hats flying :)
Needs more response when hitting enemies, feels very light and inconsequential currently. More knockback, sound effects and particle effects would improve this.
Very atmospheric and well done game, didn't get past the second campfire though.
Fun game and cute concept, though wish the combat or other mechanics were developed more.
Odd side note, but really liked the "splashing" effect in this game.
Nice graphics (reminded me of bastion?), though he takes way to long to stand up. Also, the font felt a little out of place (maybe just get something from dafont?)
Wasn't a whole lot to the game in terms of content, but was polished.
Dash jump should be explained more, and got pretty frustrating with the scarcity of checkpoints.
Fun in a cookie clicker sort of way, though would have been a whole lot better with sfx/music. Also more content, but that's understandable (with the whole 48 hours and all)
Enjoyed it, but I was the only one one the server. I imagine it would be a lot more fun with other people. Really like the music (sucker for chiptunes)
Pretty fun, would be more enjoyable with some sort of indicator showing how much time left. Also, not so fun having to start from the beginning every death since it starts so slow.
Really interesting shifting dungeon mechanic that would be a cool dungeon for some expanded rpg. Combat isn't too fun though, the enemies really aren't too threatening and don't have any patterns other than "slowly approach hero" .
Also the sword swing sounds like someone saying "woosh" into a microphone :P
Got pretty close to the end (2 more icons to collect?), but got stuck. Some noticeable grammar errors, and thought the second theme (the one that starts playing after you're asked to get a house) was a bit on the annoying side.
Controls felt really slippery, and precision platforming got a little old after a bit. Nice graphics though!
I love bullet hells and I love this
Really liked it! Felt it got a bit repetitive (10 stages of the same mechanic) and wish you did more with the "bullet-hell"/chaotic elements. Enjoyed the ending too though :)
2stylish
Interesting concept, though there seemed to be no end goal (other than to survive). The tutorial was SUPER frontloaded, which is usually a good way to get people not to read something. The icons weren't particularly informative of what stuff meant (3 eyed sad face compared to two eyed sad face?) and some of the interactions lacked a lot of feedback (like feeding the monsters and throwing them out).
Also, sound didn't work for me. On OSX and firefox.
Haha, real leaps of logic to go from the story to the actual gameplay. Still loved it though, so british
Couldn't play it,
Exception in thread "main" java.lang.IllegalArgumentException: Width (0) and height (0) cannot be <= 0
at java.awt.image.DirectColorModel.createCompatibleWritableRaster(DirectColorModel.java:1016)
at sun.java2d.opengl.CGLGraphicsConfig.createCompatibleImage(CGLGraphicsConfig.java:201)
at java.awt.GraphicsConfiguration.createCompatibleImage(GraphicsConfiguration.java:178)
at sun.awt.image.SunVolatileImage.getBackupImage(SunVolatileImage.java:236)
at sun.awt.image.VolatileSurfaceManager.getBackupSurface(VolatileSurfaceManager.java:263)
at sun.awt.image.VolatileSurfaceManager.initialize(VolatileSurfaceManager.java:126)
at sun.awt.image.SunVolatileImage.<init>(SunVolatileImage.java:88)
at sun.awt.image.SunVolatileImage.<init>(SunVolatileImage.java:98)
at sun.awt.image.SunVolatileImage.<init>(SunVolatileImage.java:109)
at sun.java2d.opengl.CGLGraphicsConfig.createBackBufferImage(CGLGraphicsConfig.java:357)
at sun.lwawt.LWCanvasPeer.createBuffers(LWCanvasPeer.java:62)
at java.awt.Component$FlipBufferStrategy.createBuffers(Component.java:4016)
at java.awt.Component$FlipBufferStrategy.<init>(Component.java:3956)
at java.awt.Component$FlipSubRegionBufferStrategy.<init>(Component.java:4479)
at java.awt.Component.createBufferStrategy(Component.java:3833)
at java.awt.Canvas.createBufferStrategy(Canvas.java:194)
at java.awt.Component.createBufferStrategy(Component.java:3756)
at java.awt.Canvas.createBufferStrategy(Canvas.java:169)
at com.breakfastsoftware.kraken.Kraken.main(Kraken.java:115)
very well written!
Did not know what to make of the names of all the people killed :\
just like pikmin, love it :)
was hoping for some sort of boss though
MY LEG
Very original concept and polished!
Wish there was a keyboard reset button.
Great writing and art, music was absolutely killing it!
wish there was some more depth to combat but...
DE TWEEST
Lost chasing butterflies 4 days in a row and made -5km of progress >:(
Also the "chased by humans" minigame seemed a little broken, just died suddenly.
loved the theme :)
This game definitely had me git gud. Probably my favorite so far. Controls could have probably been tweaked to be a little more intuitive on keyboard.
Click + Drag teammates in timeout (with space held down)
tough game, I like the homage to old RPGs. I think it's a little too tough right off the bat. Comes off more stressful than fun. Perhaps start off a bit slower and work up to a high speed around the middle of the game.
The music was funny, felt like I was in Monster's Inc. I wish there was an indication for which kids I had already scared. Good concept but needs some more time to improve. Keep it up!
3d snake - interesting idea!
Really amazing art, but felt the game/controls could have been more responsive. I was doing the whole "asdasdasd" but my character wouldn't consistently move forward.
Interesting game, felt the objectives (in what exactly you needed to be doing moment-to-moment) were a little unclear, but loved the little quotes everywhere. What kind of porn has pink bats flying in the background? :)
Very nice graphics and polish, gameplay could have used some more mechanics (got repetitive after a while)
cute, with there were more goals though
Very interesting & original puzzle game, could have used a bit of polish (not a fan of recycling levels)
Neat particle effects, would have liked to see those bullet hell elements you mentioned.
Interesting game. Played for a while and still not 100% understanding everything (not sure when/why your turn ends). Something about it compelled me to keep playing though, and eventually ended up facing 0-health enemies.
was surprisingly fun to jump around and do 360 noscopes with snowballs :)
very polished art!
Loved it, I'm a real sucker for these kind of games :)
WOW! Usually not a fan of these walk-around-collect-item-read-story kind of games, but this one was especially atmospheric.
surprisingly addicting!
should have had more visual feedback for fury mode
Fun game, though the controls never completely "clicked" for me. Love the voice acting
Tentacle love
Great theme and I like the idea of a double control system in a bullet hell type game. A bit easy to play though, didn't find it too challenging
nice art design and animation. Love the peanut butter jelly time throwback.
maybe throw some challenges in as the game progresses.
interesting idea, though I wish I had more attacks
VCRUNTIME140.dll missing
game didn't work for me
fun game, great atmosphere and unique story.
Shooting mechanic needs improvement. Maybe make shots fire faster but do less damage
loved the graphics style
I like the theme of hunting people in the woods, however I think the controls and camera could use some improvement. For your next game, try locking the camera to the player, so you don't have to move to the bottom of the screen to shift the viewpoint.
UE4 games never seem to work on parallels desktop for me.
Wish I could have played this :(
Very nice graphics and attention to detail. Not sure what the overall goal of the game is, but I enjoyed scaring the guards
iphone only was an interesting platform choice, I imagine it makes a lot of people unable to play.
interesting game though, wish there were more mechanics (either in the super-over-the-top golf or realistic golf side) but lots of polish. you feel guilty at all about putting ads and IAP in a ludum dare game? :P
ps hooray sports games
I actually really loved the music :P
kek
Wish there was more visual feedback on "why" a certain branch couldn't be done. Nice music.
Love it, difficulty does spike past level 1.
love it, wish I could take my focus off the bars to see what they're doing
impressive looking and feeling though wish more mechanics
Really impressive 3d graphics, platforming felt a "little floaty".
Could not for the life of me figure out how to get out of the "how do you know alice" screen or past the "enter code" puzzle.
Very nice graphics and polish, controls felt a little unresponsive. unresponsive (maybe a slowdown mechanic?)
very nice looking graphics demo, hope you'll finish it
Cool concept with an incredible amount of polish (can see you were really inspired by hearthstone's UI...), currently does seems a little too luck-based (since you have no idea what the other person will play).
Music went really nicely with the game, only simple tip: add arrow keys in addition to wasd keys. I'm always reluctant to play 2d platformer in wasd so it would be super helpful to have arrows too for better user experience (and it's really easy to add).
the level was pretty well designed and the platformer was fun (not too challenging, just right). Was unclear what the collection of food was for in the beginning.
Really impressive graphics + polish, though gameplay's a little repetitive.
Hmmmm the music is interesting. I found it a little distracting sometimes, and confusing in conjunction with the gameplay.
I like the concept/theme, it was more difficult to play and the two button controls, of course, was a challenge. But I got used to it and got pretty far!
Nice sound design, but felt the core mechanic (manually switching in and out skills) didn't add anything to the base puzzle platformer (other than frustration). Got stuck in one of those moving platforms.
Ridiculously pretty, the platforming is a bit frustrating.
keypresses didn't seem to do anything
deliciously meta and nice art/polish :)
Really clever idea (I see you definitely covered your bases with BOTH themes), wish there was a way to skip ahead the easier sections.
really nice graphics + music, but would have preferred traditional pitch/yaw/roll plane controls
The download version is at the bottom of the page.
Combat feels unresponsive (when do I know it's okay to do another button press?). Music may have been better muted. Impressed by base customization though.
Didn't understand lunging, seems like should be explained (ingame) that it doesn't kill monsters/do anything.
Super cute neko-atsume style art.
Wish there was a bit more variance in gameplay.
really nice 3d graphics
how do I know whether I chose right or not?
pretty, but wish the mechanics were better explained
Really nice aesthetic + humours but (if I understood it) not much to gameplay. The things you did (especially the rhythm-based parts) could have used more visual feedback.
Mechanics didn't feel like they "jived" into a cohesive game. Was this supposed to be an action game, timing/collectathon platformer or horror game?
would have been much better without the left+right = jump control
Really nice polish, though game would have been much better with traditional arrow key controls and checkpoints per-screen.
>nice little piece of art work
dunno about that
It seems like potentially a really fun game core (infinite jump + slash floating combos), wish there were more level mechanics (enemies, etc) to play around with.
Would have liked more time (or at least varying time) to react, and more mechanics.