Welcome to my Room by tinyworlds 2016-12-22T14:13:00
It's funny that some people still don't consider games as pieces of art.
Foon → Ludum Dare Explorer → Users → Starlight glimmer is best poney
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | one room arena | compo | 331 | 3.25 | 3.21 | 2.88 | 3.10 | 2.91 | 2.68 | 3.13 | 100 |
It's funny that some people still don't consider games as pieces of art.
For a tower defense, it is quite poorly balanced and way too fast. After around wave 5 I felt like it's a lot of fast random clicking. No upgrades whatsoever.
Although aside from balance, it is very well made and polished.
I enjoyed playing Eye in the Sky. It is very relaxing and unusual.
I spotted two bugs: you can click on a human you found multiple times and score more points, and I am 90% sure that exact duplicates happen to spawn, yet they are unclickable.
Looks like fun, but I couldn't enjoy it fully without an AI or netplay. I like the 3D graphics and how it all works in general.
Why are you distributing a 23 MiB sh script? Apart from this being insane, it doesn't work for me. Judging from the relative sizes between your builds, you might have forgotten about something in the Linux one, or I'm just regularly being a retard. I used Wine eventually.
$ ./mead_and_murder_x64.sh
error: Couldn't load game path '.'
Pretty classic gameplay and not too much content, but it's well executed and fun to play.
Definitely a better battle arena than League of Legends. It's very well polished, with cute graphics and good balance, and doesn't have an Adobe AIR client. Physics are a lot more realistic as well.
Two players on one keyboard sound fun with a friend, but as a foreveraloner I missed AI or netplay.
Great, polished, unique puzzle with ideal length and perfect difficulty. At first I couldn't decrypt the caesar code, because I thought the last letter was 0 instead of Q.
Great, unique puzzler, which kept me involved until the end. I found the audio annoying after a few levels.
I can confirm it runs flawlessly on Wine. I enjoyed the game.
What is this guy doing when sitting on the chair?
The holiday is in 3 days, so I like the touch. The graphics, animations and all the visuals are stunning; I wish I could give you more than 5 stars in this category.
Gameplay is quite buggy, however. High load and a 200 MiB download are not great, but I don't judge you for using UE4. Add some levels, make moving the boxes more fluid, change audio (please) and add a restart button, and it will be a gem.
This is well executed, but I don't really feel it is one room.
Annoying in practice. Your "4th dimension" is just platform movement. Jumps are fixed height, and moving platforms have no adhesion with the player. I almost quit on the elevator after the tutorial, because I kept falling down through the platform. I'm pretty the gaem is also locked in a bad framerate, because I got dizzy very quickly. Audio was nice, though, and it fit the style.
I don't know what it is. It is definitely original, but hardly involving.
An extraordinary story which made me question my lyfe. I'm really looking forward to more narratives from you.
But it's been long since I've seen cutscenes so heavily inspired by Assassin's Creed 1. In fact it's almost a visual novel. I wish there was more gaemplay.
I think there's a plothole: the narrator said that the cube was meant to be used in an another gaem, but later he said that the script wanted Brian to hang himself using that cube.
Pretty tough, and that's coming from someone who makes difficult gaems.
But it's great. The gameplay, the graphics, the leaderboars. Everything is very polished and enjoyable.
Have mercy, this apartment is wayy too big. Think of the costs of upkeep! (By the way, I love the 3D pixel art).
I had an impression that the text 'Full Spread' (or 'Missed spot') sometimes obstructs the direction the player should go first.
In general, this is very enjoyable up to a point when it gets too repetitive.
The mechanics feel very unique. It's amazing how you could give a breather of fresh air to the old and simple concept of a 'get from point A to point B' platformer. I enjoyed every inch of this gaem. Graphics are good (and I like how each hostility is red).
In overall it's very challenging; it took me ten minutes to complete. In the last runs I blazed through the first levels holding jump and ignoring the yellow dots. This gaem is unforgiving, but it is a good thing.
Like the others, I also felt that collision wasn't working perfectly.
Had to rename carpet.png to CARPET.png to get to work.
Works on Wine, but I think something is wrong with the gem counter. Nice and enjoyable gaem, quite challenging, but please do something with the instadeaths.
Gaem over is very much intended, @creativwhisper; it is my personal habit for some reason. Thanks for your feedback.
@Aliencargo At first I wanted to make controls keyboard-only but it felt even more awkward. Trackpads are just sub-optimal for gaming in general. The rest speaks to my mind, though. Thanks for contructive feedback.
Thank you everyone for your feedback!
I will add a shield item and more control options in a future update. I still don't understand why many of you have issues with controls; they feel natural to me (maybe except for strafe). I was inspired by Reassembly (which although does have two additional control presets).
@batmanasb I created this title with 1-hit in mind; restarting isn't that punishing after all.
@eri0o To say that the enemies felt like real players is a huge compliment to me. I never created a decision-making AI before and this one was kinda rushed. Being a newbie in this category, I like how it turned out.
Would you be interested in further development of this title? To be honest, I created this gaem with online multiplayer in mind.
Again, thank you all for your feedback. I still can't believe people like my AI.
@Minato4th I mean, you could've at least said a word about One Room Arena.
So is the source code zip.
So it's a labyrinth gaem in which you participate as a DFS algorithm. I like how you used light, but the player isn't much involved in gaemplay. Story would be much more interesting with a backstory.
Light looks unrealistic, because alpha channel blends too quickly in my opinion. Also, check your credits text. Ludum Dare 48 will be in 3 years.
I enjoyed it a lot, but it was quite short sans the cutscenes (which by the way should be skippable, as they might be annoying when replaying). Aside from Iron Maiden members having no hitboxes, this gaem is very well made.
Room of Shadows feels like a zombie apocalypse gaem. It also gives me an impression of reversed Xonix. Melee weapon makes it really challenging. I like that rooms are randomized.
I think you should finish it. I'd certainly play more of it, with more variations and difficulties. The concept is really interesting.
Oh god, keyboard-controlled pixel art tool. Reminds me of painting flags in a Worms gaem for the PSP. Good times.
Not too much to comment on this. On the frontend it works very well, and it's impressive that you actually used JS and HTML for the first time.
For a collaborative piece, the story is fantastic. Bonus points for a good moral. Smoking is one of the things which make me not understand why humans are called an inteligent species.
Visuals and audio were very good, although I missed diagonal movement (but that's not a big issue). The memory mechanic is quite fun and inspiring.
Art and music are gorgeous and oustanding, 5/5, huge props to the artists.
HOWEVER, regarding design: zero momentum on movement and fixed-height jumps combined with the camera spoil a lot of fun. And I don't understand why did you letterbox the viewport. And maybe if it hadn't been so tiny, the gameplay would've felt different, but currently the gears need to be slowed down xor the camera should follow the player instead of them (but that's against the idea). The player has a way too short window of time for decision making and execution, and it doesn't help when one fall equals death. Difficuly should not necessarily equal being punishing.
Now a lot of these things have been mentioned earlier, and I don't know what have you changed since the release. These are just my impressions. I'm more of a critic than admirer, so I can't really write essays about how much I liked this gaem. But seriously, well done. This is amazing. I'm looking forward to an extended version.
This was a genuinely fun "bullet hell" and I spent a lot of good time playing it. One time I dashed through the wall and could farm infinitely.
Nice play on the theme, and funny writing.
I understand the no gold mechanic, and it's quite unique. But only one tower with no upgrades? I'd expect more from a Tower Defense.
The enemies are almost not varied at all. I like their pathing, though.
The concept and execution are great, but as the others have stated, there are too many ingredients.
CHAKA CHAKA PATA PON
Just when I thought that Goat Simulator, Rock Simulator and Goat Simulator were all I needed in my life
I found Danger: Mondays, a supreme Jackass Simulator.
Works on Wine. I enjoyed the aesthetics.
@kptemre the button shows up when you move your mouse to the bottom of the screen; move your window to a single monitor maybe.
It's a boring gaem, and getting stuff out of the toolbox is the only real challenge. The idea is nice though.
I'm not a Janusz, but I can confirm it's an accurate simulator. I am glad that the polish culture is being promoted in an honest and accurate way.
Mr. Mullins, you are a maestro of self-aware gaems. This is the first time I'm giving 5 stars in each category.
The Linux build crashes X for me (apparently it attempts to create an absurdly huge window), so I had to use Wine.
Really nice play on the theme. Reminds me of Quantum Conundrum a bit, not gameplay-wise but with the overall style. The tutorial introduces the rules well and in a funny way. I enjoyed Table Jockey a lot.
The thing I didn't like the most was tough controls, but that is unavoidable in this kind of gaems. I missed Y axis controls (like shift and space in Minecraft). Physics liked going wild whenever I tried moving something fallen upside down or lying on something else.
Only 4 buttons and so much joy! Graphics are extraordinary, and the red phone is a nice touch. And I loved the endings.
Learning curve is steep. At first the time passed too quickly for me and surviving for two hours was difficult. When I already knew how to react to the messages, I felt that they could have been more varied.
Honestly I'm way too retarded for these kind of puzzles. I capitulated after ten minutes of wrestling with the lights, constantly almost getting it and ruining it all over again.
I don't know what lies beyond that, but for me many different mechanics are a good thing in a puzzle game. It makes the gameplay feel less repetitive, and forces you to constantly think in a different way. Think of Portal for example; the puzzles are generally built around a single mechanic, and it gets stale quickly.
The interpretaton of the theme was interesting, but the transitions should have been smoother to convince the player that it's really the same room.
Props for a dead simple and working Linux build, not archivized in a windows zip.
That's pretty good. Doesn't have nearly anything to do with Tetris, but it is very innovative and enjoyable.
After 48 hours of development it is more enjoyable than Pivot after 10 years of development.
Art is amazing, and it proves that mspaint-like graphics can look very well and create a great mood. Content is kind of lacking, unless I missed something important.
The four elements are pretty cliche. This kind of magic is not really that interesting. It is very obvious which spell to use against each foe.
It only got interesting when all enemies spawned at the same time, because they started overlaying each other. The previous levels were pretty boring. I missed a self hp indicator.
On the other side, particles are pretty impressive and the simple graphics style works well altogether.
I like your level design (especially the ending and Limbo-like checkpoints) except the room is too short. Audio and graphics are very good. On the technical side you have a lot to learn.
The graphics were okay, the fact that colors were sometimes very similar was a bit distracting. The controls weren't great, the motion sickness was kinda painful. If the font was provided, and thus the text was visible, this would be a fun entry ;)
+1 for Quake-like ceiling.
Very entertaining. Concept is simple, but gameplay is quite challenging and involving.
This is a great puzzler! I went through all levels (the length is ideal).
Perhaps the music doesn't fit, but I enjoyed it. But it starts again and overlaps with the previous loop if you finish the gaem.
10/10 theme interpretation.
A waste of 15 minutes for me. Can't make revenue at all, making the game unplayable. It's a shame, because it would have been fun.
I don't know what's going on, but I like it.
I don't know how it works in Windows, but ext filesystems do distinguish upper- and lowercase. http://i.imgur.com/eZ1zKC6.png
It runs properly after moving „Data/Levels” to „data/levels”.
Great pixelart and the concept is interesting, but all I got to craft was hats. I rated N/A in audio. I guess you had forgotten to enable it back in the Linux build?
Taking hostname as player's name (and publishing it to the leaderboards) is disturbing.
So the new Linux build runs out of the box, and the audio is working. I see no issues now.
>I really hope I don't get a low rating because of these issues tho, I really would like to build to all platforms but if people rate it low because of it maybe it'd be better to skip them until I know they work well.
I rated it just like every other title on Ludum Dare. In fact, I appreciate that you're trying to release a semi-native port, since most creators don't bother and force me to use Wine (I would've had maybe like 5 coolness without Wine). Don't get discouraged by this not-100% successful port; you can always ask me to alpha test a future Linux build.
Is this really a compo gaem? So much content. So many various enemies. Tilting ground. Bombs. Just wow.
Also, it's 3difficult5me.
This should be marked as NSFW.
So these are two birds in one stone. The first part is pretty easy and it puts emphasis on constant dying, while the second part is confusing (even after reading the description). Could use some work. Works on Wine.
Not working for me. You should provide a 32-bit libnss3.so with your Linux release.
So these are just two rectangular buttons put together in GM:Studio or am I supposed to dig for deeper gaemplay?
Such a simple idea, yet very entertaining. I liked how the score multipliers give an opportunity for 6 and 7 figure score. At some point enemies start spawning too commonly.
This isn't really difficult. I finished it in the 2nd run.
Lacks content and replayability. I'd expect more from a Jam entry.
The Linux build works for me.
In my opinion you should have made movement relative, as currently it feels unnatural. And the counter (5 seconds) remains static, so I can't really know when the wave begins. In overall it's a pretty enjoyable game.
Interesting, original idea I've never seen before. It is very challenging and enjoyable, but it lacks lots of polish, and controls are uncomfortable.
Blood is always on the top layer for some reason. Looks compelling behind a shadow.
All in all, good job.
A pretty generic maze. Enemies are quite useless (they won't even hit me when I'm on their way; they will turn around instead). Not bad.
You've found a good way of showcasing/making and example for your engine. Mmmm colorful logs.
I liked the concept, overally it's a good entry. Collision is sometimes glitchy and game isn't challenging enough for me, though.
I managed to get out after having clicked on everything. I wish there was an option to play as Santa Claus.
Music is a bit too loud relatively to the voice. The room is beautiful. Probably the best point and click I've played in this compo so far.
No idea why everyone says it's hard. I got to the door in my 2nd run (and I am really not a great gamer). At first I hadn't realized that I couldn't really jump in this gaem, but instead I could use a jetpack which boosted me to a fixed height. This is (for me) a cardinal con in a platformer like this. The player could also use some momentum.
But on the other side, you did stuff many compo gaems fail at. The story (I mean the text in the end) and music are VERY good, animation looks appealing (despite being three-frame, lmao), gameplay is straightforward and well introduced. It's almost a solid classic platformer.
Nice audio and graphics. Keyboard controls feel clumsy.
I really wanted to like it.
It's a good concept with okay visuals, but the poor execution kills it. I had to restart the gaem multiple times because I passed through the walls. And how could it remotely be a good idea to rotate with W and X? Fixed-length jumps are also a no-no in a platformer.
It was a good attempt, though, and would have been fun with more polish.
I've been gamedeving since I was 9, but I can assure you I wouldn't have been able to make such a gaem when I was 14... because I didn't know about sine and cosine back then. Big props to you.
Geometry Encouters sure aren't finished, and 72 hours (vs 48) was a lot of time to polish it. Nevertheless, you have potential. Keep jamming.
In general it feels like a mobile game. Gameplay is simple and not really involving. You can win with no problem with only catapults.
Visuals are extraordinary, but you already know that. Colon three.
Doesn't work on Wine for me. No text at all, maybe you're using a weird font?
I don't love how a ghost is camping you in the beginning.
This is a very nice 16-bit platformer with good controls, but had a lot more potential. The room is far too short.
I've finished the game with all heroes. Collision is bugged (the conspirators would sometimes shake on the walls and even pass through them) and priest feels underpowered, but in general the game is quite funny and enjoyable. I'm looking forward for more.
12/10 for putting Socrates next to Maria Skłodowska and Tomás de Torquemada. That's Paradox Interactive level of historical accuracy.
I enjoyed it. It feels familiar, yet different. It has a marvelous replay potential.
Aside from a "start wave" button, suggested by others, I missed an actual dungeon; even a symbolic one. This gray plane feels sad.
Could've been great, but the bugs are making it just unplayable. I spent 10 minutes on the gaem, and when I managed to get through the blue door, I ended up floating through the stairs.
This is... impressive for 48 hours.