Moving In by staircase27a 2018-08-17T14:23:27Z
For this game I directly implemented it using WPF (https://docs.microsoft.com/en-us/dotnet/framework/wpf/getting-started/)
Foon → Ludum Dare Explorer → Users → staircase27a
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Scroll of Sacre Bleu & the Fires of Fiji | compo | 672 | 3.13 | 3.22 | 3.13 | 3.25 | 2.64 | 2.50 | 3.09 | |
| 2020 | 47 | Stuck in a loop | Stuck in a (Time) Loop | compo | 164 | 3.69 | 3.70 | 4.23 | 4.35 | 2.30 | 2.41 | 2.70 | |
| 2020 | 46 | Keep it alive | Pet Slime! | compo | 946 | 2.89 | 2.77 | 3.54 | 3.79 | 2.52 | 1.95 | 2.47 | |
| 2018 | 42 | Running out of space | Moving In | jam |
For this game I directly implemented it using WPF (https://docs.microsoft.com/en-us/dotnet/framework/wpf/getting-started/)
I really liked the fade mechanic. Not my normal type of theme but still very enjoyable.
Fun little game. As a few people have said above, I like that you couldn't manage everything so had to decide which tasks to accept and when to prioritise.
Fun little game, however the camera movement makes clicking on anything very very hard. Maybe leave camera control to the player and they have to follow the sheep themselves.
I really enjoyed this and definitely got distracted playing for quite a while.
Would be nice for something to happen if you loose (i.e. a message of some form) and some way to restart and try again.
A little more help/instructions could have been useful and possibly a way to make the tile swap between it's alternate version quicker (mainly for railway lines). Also, personally, the forest highlight and fields colours and are little hard to tell if zoomed out to get an overview of a large map.
Eventually it gets a bit silly as you are getting 5 (or so) achievements in a row whenever you complete one as it gives you too easy challenges next. Might want to skip too easy challenges as otherwise the tile stack grows enormous and you lose any risk of losing. Still fun to try and achieve the challenges however event without the risk.
Really fun puzzle and really interesting to have a puzzle of this type that is procedurally generated.
Very interesting idea. Found some of the levels dragged on a bit. Could do with a fast forward button so you can speed up if you are ready and just waiting.
Very nice game. Took a little time to work out what I was doing (mainly noticing the costs for the units) but then it was a very fun game. Fun and different to the other games I've played. Maybe the option for a little more fine control might be useful (e.g. send fighters to different spots in groups)
Also some form of score and high score would make it even better.
Fun short game. Didn't take too long to figure everything out. I think the lightning balls level I did without actually completing it.
Thanks for the feedback. I tried with the slimes moving quicker and it become too easy for the start of the game.
@hanamigi resources becoming scares was definitely means to be a large part of the difficulty once you are further on, along with the need to micromanage multiple slimes.
Hi @stolen-biscuit,
What version of linux and what version of love2d are you using? Apparently the mod function has been renamed to fmod in the latest version of lua but I didn't know any versions of love2d used that new a version of lua.
I have a workaround that is now in the updated .love file. Please can you give it a go and see if it now works. I haven't updated the other versions for now as they should use the bundled version of lua which doesn't have the issue.
Thanks!
Fun little game. I found it hard to control at all accurately.
Clicking that quick is tiring!!! Good game though! :)
Interesting game. Found the controls a little hard to use accurately. Quite difficult with the firefighters appearing all the time.
Very nice game. Still not won after a few attempts. I did once end up completely stuck as my only trees were destroyed by a meteor and I didn't have any seeds left. I am playing using keyboard and I also agree that the controls seem a little weird. I would have found it easier if it was either enter to select or maybe a different button to trigger each action. Either way the controls just didn't seem to work naturally to me.
Overall though a very fun and different game.
Nice mechanic for the vines. Could have down with a little more instructions to start with as it took a while to make the vines grow. I'm not sure why but after having spoken to everyone I still couldn't find the third part of the mega seed. This happened more than once too.
Also not sure why but audio didn't work so didn't score on that
Fun little game. Music fitted well with the mood.
Fun little game with some interesting mechanics. Would definitly be interested in playing the full version when it's done.
It took a long time to load on my PC and then just didn't update the screen till I maximised. Once I did maximise I discovered I was already at 20% health as it had been playing for a little while already.
Once it actually worked it was a fun game and an interesting idea. Possible could do with some way of recovering and finding wood if the fire has gone down so far that you can't see any trees. Maybe a torch that can be used to give you enough light to get to a single tree and can be lit from the fire. You could have a small number of them to use when needed.
Looked like a nice idea but I can't get past the first jump as it doesn't jump high enough and jump and dash just is uncontrollable. I think it may be having issues on my computer.
Really unique and interesting game! Only one other person on when I was on but can imagine it would feel quite different depending on how many people were online at the same time.
Hmm also just managed to get a weird glitch where I had a large object in front of my view and so couldn't actually tell what blocks there were around me. Moving seemed to cause the object to move in and out of view but not in any simple way.
Nice idea. Could do with something to make it work even if there isn't anyone else online. Also having the balls start in different places and directions could make it more fun.
Fun game, quite hard to predict where the safe space will be. Can be very hard if two safe spaces in a row are at the top and the start is at the bottom or vice-versa.
Difficulty ramps up at a nice speed.
I think I may have broke it. The walls were continuously moving in and out but never getting close enough to the rope that you could be hit so it was perfectly safe and, if I hadn't hit the top, would have been safe to just collect stars for ever.
Nice puzzle game. It really does need need a way to restart the level rather than having to start from the beginning. Also the controls aren't the most intuitive due to the room being rotated from the keyboard directions.
Fun game once I worked out what to do, could have done with more instructions in about what you can do. Also think there may be a bug in there at the end as I had the "success" message and then half way through scrolling the message it changed to the "failure" message.
Fun and innovative game. Was a bit odd that you just suddenly restart the level if you die without any messages or anything so I for a few times thought I had either broken it or that some how I had multiple lives or something.
Fun game and interesting idea.
Had a little bit of an issue with starting the game. The exe didn't seem to work on my computer but I managed to run it by manually running the jar with the included jre.
Could definitely be interesting extension if you actively had to deliver to certain locations while also keeping alive and not crashing.
@lintfordpickle Hi, I still have the game folder but it didn't produce any log files or any errors that I can see. I have just tried it again and this time it worked but it repeatedly didn't work last time I tried so no idea what is different. Hopefully it was a one off glitch and won't happen for anyone else.
Really liked the graphics and fun idea. I assume there are only two levels. Could do with some form of this is the end message or more levels.
Really great game! I think the click detection on the planet spaces seemed a little out of position or something as, as someone else said above, clicks didn't always register correctly. Haven't had time to play it too much but am definitely going to keep this around to try again when I have more time.
Nice idea but I found it very hard to keep track off.
Could definitely do with showing you the attack and movement patterns on the grid on hovering over the player (and ideally when hovering over the character with new orders). Also I have no idea what the attack range of the enemies was so that was hard to work around. I was also a bit confused by what order things happened in as I couldn't keep track of who would move first e.g. in terms of do I want to attack where the enemies currently are or where they are moving to next.
Interesting story/puzzle game. Not sure I would have got very far without the spoilers in the walk through however.
Fun game! Really liked doing the same levels but with different mechanics each time. I had quite a few movement glitches (mainly on the last time through) that caused me to get stuck (just couldn't move in the direction I needed) and I had to move back and forth or jump to un-stick myself.
Is there any reward for getting all the cogs? I tried it again to see if I could get them all but must have missed one somewhere.
Sets the mood very well. Would definitely have been interesting to see how you would make a game out of it.
Good game with an interesting take on the theme but possibly some way to regain health might be useful.
Fun game and interesting concept. Could definitely do with the ability to see more of the map at once and plan.
@silverhammermax: I'm afraid I don't have a mac so don't really know about the macOS version I'm afraid. From advice I found on the internet try running chmod 777 "Stuck in a (Time) Loop - Mac OS X Universal.app\Contents\MacOS\Stuck in a (Time) Loop - Mac OS X Universal" and it might work. I have also uploaded a new version of the app (exactly the same build but this time as a tgz file which claims the permissions on the file should be 777 as required).
Thanks everyone for the comments.
@honey: The controls is one of the things I wasn't entirely happy with. I did try changing it so you more directly controlled the character however annoyingly it caused all the collision detection with walls (and the echos) to go badly wrong (think causing you to fly across the map when you gently run into the wall). I spent a few hours on it but sadly had to abandon and go back to the default controls so I didn't fail completely.
@kohcepba: I have a web build but my normal hosting is in the middle of migrating servers and I have been busy so it's not up yet. Hopefully will be up soon.
Update: Web version is now online.
Glad everyone is enjoying the game!
Thanks, Simon
@davidb Hi yeah I'm afraid that is the only way to exit from a level. I added escape to exit from one of the info screen but didn't have time to add it to the levels.
@donamougou: Yeah audio would be nice but given I no experience with audio (yet) I had to decide between adding more levels or audio and more levels won. Audio would definitely be something to try for next game I think.
@lintfordpickle: Graphic design is also not one of my strong points and I hadn't used unity for quite a time so I kept it simple this time around. Also hmm not sure about the mouse not working. The mouse controls were mainly designed for touch controlled devices so you do have to hold the mouse down to move rather than it always following the mouse. Also means you can stay still if you want to.
Thanks everyone for the ratings :smile:
@drevilbrain When you say that the number of passengers you pick up is inversely proportionate to the speed of the train is this a 6/speed or 7-speed relationship?
i.e. is it for speed -> passengers a) 1->6, 2->3, 3->2, 4->1, 5->1, 6->1 or b) 1->6, 2->5, 3->4, 4->3, 5->2, 6->1
Thanks!
Interesting game idea.
We found it basically impossible to do anything if the speed was above one and we ended up with a situation where we would have all have drawn on 6 passengers (from a single time through each station) unless we just played a new tile to keep the train moving somewhere.
The game then ended after only one more pass through a station as that player just set it up so that the train ran off the tracks on the next players turn without them being able to stop it (there was a two space gap that of course couldn't be filled in a single turn).
The concept sounds good but it sounds like it needs some more mechanics to make it fully work and to stop the two situations above from ruining the game.
Nice art style, definitely a few bugs still as both "me" and one of the cows glitched through the hedges at different points. Didn't manage to get a single cow back as they kept snapping the lasso but definitely in interesting interpretation of the theme.
Interesting game with a nice idea. I found the controls very hard to use but I do generally struggle with games that require accurate controls.
Interesting game and fun implementation. Got very hard after a few levels.
Interesting idea.
We found it too luck based as we ended up only playing a single set of 7 rounds with a single set of cards each and then one player had exactly looped the track already and ended the game. One of the players just had worse cards than everyone else. The other two players were closer but again one just had better cards so being able to win after a single set of cards, which made the game almost purely luck based.
We also had a few issues interpreting the rules, largely around terms such as 'loop' that you don't define in the rules.
If there was some way of making it so that you couldn't win so quickly and the game still played overall nice and quick (e.g. make it only 4/5 cards per hand) or make it possible to beat the luck (e.g. by drawing 1 or 2 more cards than would be played or discard a hand for a penalty) then it could make a good game.
Overall interesting idea but it had a few issues.
Really like this game. I normally don't like "parkour" type games but this had enough puzzle to keep me interested. The graphics and music fitted really well and helped add to the mood.
Personally I thought the challenge of working out what controlled was just the right level of challenging and not being entirely sure what some of the levers did added to the game.
Only issue I had was with being pushed sideways away from the wall when jumping past a wire but it wasn't too hard to avoid (just move very slightly away from the wall before jumping).
Fun little game but time is soo tight. The physics definitely glitches when jumping and quite a few times I basically gave up on the first level and just waiting for the loop as I was stuck in the jumped position and unable to jump again.
Nice idea and graphics, as others have said it's way too hard and doesn't really work as a game as you have no way to defend yourself. Personally I think the suggestion of them running away from your torch could work well and could give you the space to actually move around the map without immediately getting caught and then dying very soon after. I never even found the engine room and I played quite a few loops of time.
Interesting idea but felt like there wasn't that much point to the changing forms being needed.
Could be good with a few more tasks that require you to be in certain forms to do. Currently the ghost form would just be the best for any situation so there may need to be some limits on what the ghost can do or where it can go or something.
Also if you try and change from ghost while underground you end up hidden and able to move but not in any way that makes sense.
Fun game and I liked the time twist and story from Pinky and Greeny. Feels like there could be much more puzzles that work with these mechanics but of course with LD there is always quite a tight time limit.
I really enjoyed this game, right up until the point where I rage quit due to having hit r when I was quite a way through the second level and it restarted from the beginning! At the very least make the restart key be something no way near the keys you should be using while solving the levels or make it so you can resume the level when you the the key. And also possible only make it restart the current level rather than the entire game!
Please make a new build with this changes so I can try and complete the game!
I also had a weird glitch in the second level in the second block of rooms where the box that was causing a door to open managed to glitch up through the door and stop triggering the door as it did so, this meant that the box was on the other side of the door to the switch and I had no way to get it back through. The boxes did a couple of times seem to "bounce" when placed but this didn't cause any issues anywhere else and always seemed to just land in the right place after less than a second.
(Also personally I don't like using the mouse just for buttons, all the actions could be done using the keyboard as the mouse motion is ignored but I am aware this might be a preference that others disagree with.)
Really fun game, but please fix the restart key!
Sadly doesn't work for me either. What version of java does it need?
Yikes! I looked at the cheat sheet! Those puzzles are hard! Also I don't personally find the controls very easy. Adding support for keyboard controls would be helpful.
Very nice game for a first ever game. I had a few issues getting through the doorways as you seemed to need to position the robot very carefully to make it through the gap. Other thank that it was a well designed game.
Interesting game but way too hard straight off from the start. Could definitely do with some easier tutorials to build up to it.
Interesting take on match 3 type games. Could definitely do with some indication of which row or column you will push as I often ended up pushing the wrong row or column which then caused issues.
Interesting concept. Is it possible to loose or die in any way? It seems like the score is only limited by how long you are willing to keep playing for. If there was some form of loosing condition or something and maybe multiple maps this could definitely become a good game. Also as was said above, having to keep hitting the button to keep firing was a bit annoying.
Brilliant game with a very interesting movement mechanic. However, I had to give up after a few stages as I just couldn't cope with the chained bounces over a pit of doom with the controls being as quick as they are.
Fun game! It is definitely hard to keep everything balanced and not run out of anything.
I think possibly a little bit of explanation when some of the more complex mechanics were introduced might have been helpful but otherwise it introduces the mechanics at a nice pace. It's a interesting puzzle with some nice mechanics and graphics. I also really like the end of level score tables.
A really nice puzzle. The hints aren't the clearest to understand but once you realise they are saying that the two symbols must be next to each other in the orientation shown it's possible to solve the puzzles by working through the logic :smile:. Would definitely be interesting if other relations were allowed (e.g. They are this orientation but not necessarily next to each other).
Very interesting concept and really liked the world generation.
One minor bug is my items in my hands disappeared from view when I went down a level, until I opened my inventory at which point they re-appeared.
I really enjoyed playing this puzzle game once I got my head around it. I managed to complete it but it was definitely a challenge. There were a few times I had to build a dome, just to then build a new dome almost straight away that completely empties the original building but is in a position I couldn't previously reach.
I agree with the commenters above who say that the wavy effect is too much. I like it but maybe tone it down a little.
Another suggestion is to allow movement with the keyboard. Having to hover at the edge of the screen to move I always find clunky and hard to control.
Also you could do with showing the tooltips for the buildings when you are choosing what to build. On my first play through I built fishing subs in locations that could never actually produce food and didn't notice till too late.
Finally, a suggestion that I'm sure wouldn't have been possible in the time constraints, but might be worth considering if you do work on this game again post-jam, I think it would be nice and feel better if the buildings took a (small) amount of time to build. e.g. you build a mine and it animates through various stages and then gives you the resources at the end about a second later.
Really interesting game. Could potentially do with being a little less slow. Would definitely be improved if time happened when game isn't focused.
Also, I definitely noticed the break even point. Might help if the improvement per level decreases for higher levels.
Interesting idea but very fiddly to get all the instructions setup.
Interesting idea but almost entirely unplayable for me (I expect it's something that has broken when run on my computer). Both the character and bullets moved at such a slow speed that you didn't have any chance of stopping damage happening and by the time you had left the gun turret, made it to whatever was broken, fixed it and got back to the turret so many more baddies would have spawned that almost your entire ship would now be broken.
I am using Chrome on windows 10 if that's any help.
I really wanted to like this game, however I'm slightly colour blind and really struggled with telling the green and orange colours apart quickly. Many games like this add an option to enable a colour blind mode that adds symbols to the colours to make it possible to tell at a glance which colour is which.
Very interesting concept and liked the art style. It was very hard to aim at a particular enemy as they all clumped together. Some way of making them spread out would definitely be useful.
Also I was able to walk outside of the area and into the mountains and then when I walked far enough I fell off the end of the world and into the "void".
@bw-devel Thanks for your comments and suggestions. Quite a few I basically just ran out of time for so had to leave out. I did decide to do a post jam version that had some improvements added in which should be available shortly.
* I did originally have the intro animation skippable but had to remove it as it didn't work and sadly I didn't have time to add it back in. I have added it into the post jam version. * There is already scoring of the routes in there when generating the mazes but it was still occasionally possible to generate impossible maps. I've made a post jam version that has a little more scoring in which should make it even less likely to be impossible but it may still occasionally be impossible. Doing a full calculating is really quite complicated to do with account for stone and the fire progress. * I did think about adding scoring but didn't want to put too much pressure on to be quick as it is meant to be hard quite a lot of the time, with quite a bit of the puzzle being working out if you can make it now or should you just carry on to get a better situation later. I have added a little bit of scoring in now however, which shows how many floors you took along with a different message depending on if you were amazing, good or bad. * Sadly, sounds is an area I don't have any skill in and when I'm already working to a reduced time limit, this wasn't the time to try it. However, I've been meaning to give it a go as a post jam version for a while now so I finally got around to it. The new version has sounds. Sadly it wouldn't be comp compatible as the sounds aren't ones I made and that would definitely still be a bit more skill than I currently have but definitely working towards it for a future jam. * There are numbers that show how much iron, pickaxe, potion and fragments you have. Personally I often find that easier to read quickly than progress bars or icons but I realise that doesn't suit everyone. I have added nice graphical indicators to go along with the text based ones and also changed it so it shows fractions of a pickaxe/potion and whole pickaxes/potions separately rather than as a single fraction.
@anthonyharmitage love2d is a brilliant engine to use especially if you need to be quick.
@morcado Ooops. I had got the file names wrong when uploading. The links now work :smile:. the maze generation used the simplest algorithm possible due to time pressures. More branches and less random trailing around would have been better but required a more complicated algorithm.
Thanks everyone for you comments and the ratings. It was meant to be hard and the pressure of not knowing if you were heading to a fragment you already had was intended to make it even harder to decide when to go on or rush to a fragment.
Fun game.
I did have a problem with the controls. I'm reasonably sure it was all related to the fact that you stick to walls if you are moving towards them. This makes jumping up flights of stairs very hard as you have to be constantly swapping between the move and jump keys rather than just holding the move key and pressing jump at the right times.
I think it could also do with some way of knowing when you have finished rather than having to ensure you have checked everywhere and even then it just leaving you there with no finish to the game.
Definitely an interesting twist at the end. As others have said the levels play a little slowly. I also had issues with the text sometimes freezing and not progressing on to the next message unless I kept pressing space for 30-60 seconds after the message had finished appearing.
Definitely an interesting idea, hopefully you can make it into a game of some form after the jam.
I really liked this game. Definitely interested in seeing more levels!
Nice graphics and feel. Could have done with some indicator of when you did or took damage and how much health the enemies had left.
Looks like an interesting idea but I just couldn't get actually catch any mice. Also didn't help that I couldn't go full screen as the unity web player has issues when full screen on my computer. Could you make a windows build so the game doesn't have to run in a web browser?
Interesting little game with interesting mechanics. Took a little getting used to but definitely worth it.
Interesting idea. Is there any indicator of your health, and bullets left or "money"? I couldn't see any and struggled to know how I was doing.
Also I'm not sure that the bullets were going where I expected them to so not sure if there is something slightly going wrong there.
Nice game and well implemented. Really liked the tethering mechanic.
I really struggled to avoid the monsters until I glanced at the comments and noticed people saying you could hide in caves and just tried all the keys until something happened. This could definitely do with being mentioned in the instructions screen.
Once I worked that out it was good game :)
I'm afraid the game was very laggy and then suddenly crashed. No idea why I'm afraid.
Really interesting concept with very nice graphics. I found it hard to get "good" photos and never saw any effects from the damage so it feels like a little bit of tweaking might make it even better.
This is a fun little game, just wish you could continue from the start of the current level with your power ups saved if you die.
I also agree with @thx that this could be made even better with sound effects or some more interesting room layouts.