SlappyBird by JCMonkey 2021-04-28T00:10:59Z
Very fun! The mechanics of flying by wing flaps while simultaneously slapping enemies mid-air works well. A speed run mode could be a nice addition.
Foon → Ludum Dare Explorer → Users → StarryNiteGames
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | Pipeworks | jam | 3.13 | 3.13 | 3.66 | 3.37 | 2.86 | 1.57 | 3.20 | 2.93 | ||
| 2021 | 48 | Deeper and deeper | Worm Rampage | jam | 1563 | 3.08 | 3.41 | 2.91 | 3.04 | 2.65 | 2.54 |
Very fun! The mechanics of flying by wing flaps while simultaneously slapping enemies mid-air works well. A speed run mode could be a nice addition.
This is a really impressive piece of work, even more so considering you did the Compo and used no engine. I'm also just psyched to see that somebody else did a burrowing worm game! :smile:
The rapid increase in the worm's growth rate was unexpected but it made for an even more exciting end game. I think a worm length counter HUD would make for a nice feature addition.
Great work! Thank you for this gem.
This is a great jam game! I am super sold on the grappling hook idea, even though I think the mechanic could use a little work. I found it impossible at first to use, but I did get a little better with practice. I wonder if giving the player more control over it could make it more accessible? Maybe when you are grappled **W** and **S** keys could switch to controlling your winding and unwinding of the grapple respectively?
I notice when the dinos are destroyed they'd cease their movement and then explode half a second later. I found this unsatisfying. I think if they explode immediately when they take enough damage it would feel more reactive for the player.
Overall this is really good entry! Anytime a game has a grappling hook, I am all in. I imagine it will take time and several more iterations to balance properly, but I'm sure yours will get their if you keep working on this.
Great work! Thank you for this really fun LD game. :smile:
This is really unique idea for a game!
I had tons of fun steering my worm to eat enemies in the most efficient path possible. Maybe some kind of combo counter could be added to encourage this behavior in the player?
I found the camera made things confusing at times. Sometimes the camera would clip inside of the planet making me unsure where my worm is relative to everything else.
Was the third planet the last planet? I never saw the ringed planet from the screenshots, and after eating the core of the third planet I wasn't given a fourth arrow to follow, so I just sort of drifted through space looking for more planets to eat until I died.
Thank you for the game! I had fun playing it.
I was impressed with how much time I could easily sink into this if it kept going past the first boss. The controls, animation, and enemy pacing all felt really tight and kept me in *the flow*. Well done.
I did found it a little easy, and that the middle of the game was actually harder than the final boss. The store operated for me as a short of *get out of jailed free card* because I was always able to have enough scrap to stay alive indefinitely, so long as I was fast on the **I** Key. Maybe the shop can only be accessed at certain depth ranges?
The guidance system for the torpedoes made them worse to use than the aqua rockets, but I will say those aqua rockets :rocket: were my jam. :ok_hand: I could see a lot of interesting weapons devised in a submarine game.
**Bug Report** Pressing ESC key while in the shop menu will unpause the game but not take you out of the shop leaving you blinded by the menu.
Thanks for the game!
An easy to pick-up game that rewards risky strategy with larger point payouts. I like how you can choose how risky you want to play based on what routes you take as you descend. Very well done!
If ever expand on this work I think it would be cool if the player encounters the occasional guardian hotzone that's surrounded by high value resources.
Very tight controls. Great audio design. Low difficulty level, but was still a blast to get through.
There were a few times when I dodged upward and wound up outside of the camera's view. I was playing fullscreen on an 21:9 monitor, so that may be why.
Thanks for the game. Well done!
Great game! The fast paced drums that start up on the second level really puts you in the mood to kill more goblins.
Very cool mechanic, and a really impressive portal system to have integrated into a game in only 72 hours. I like that you allowed for branching paths when multiple portals where present on a planet.
I would like to see a crosshair HUD element and explosion effects when enemies are destroyed. Also look sensitivity felt a little too high, but there is no setting to adjust it in the options. And you seem to have forgot to put a quit option in the menu :laughing: I had to terminate the program through Windows.
If you were to continue working on this, I think it would be cool to add hidden portals that take you to vastly different, stranger worlds than what you typically see by going through the easy to find portals.
Great work! Thank you for the game.
This game started my Steam VR when I booted it, and I'm not sure why since I don't think it is VR. The timer is kind of harsh.
That was a roller coaster. I really enjoyed the twist and turns in mechanics. That went places I did not expect. Excellent work!
Following the doctor's office scene, the dialogue boxes at the start of each scene would cover up the entire screen such that I could not tell what was happening until the dialogue finished. Figured it might be a bug, and wanted to report it.
Thank you kindly for this gem!
**Bug Report** Mine seems to be stuck on the loading screen playing that sick guitar riff. I am attempting to play the HTML5 version on Firefox. I don't think it's simply a long loading time. It's been stuck like this for 10 minutes.
@kovalok I got it loaded! I retried it on my Ubuntu laptop (still using Firefox) and the level loaded just fine. Windows 10 with Firefox is where I had the trouble earlier.
I always enjoy doom-style shooters, and this one was no different. I really dig the music! Excellent work. I noticed there appeared to be a copy of the level (same layout of walls) floating above the level I was playing on. Not sure what's up with that, but getting rid of it might improve performance.
Question for you. Was I fighting babushka's atop ushanka wearing bears?
@jormarysky Thank you for the mythology lesson! I always love seeing this kind of cultural inspiration in games.
I appreciate how things got darker the deeper you got. I could honestly see myself sinking a decent amount of time into this to get the best score.
At least to the depth I got I thought the slow-mo clock power-up slowed down the descent a little too much. I found myself avoiding them throughout my playtime.
@jasontherand Later on I am considering adding a system where the player is in some way penalized for not colliding with terrain head-on. I hope this will make the stun status more dangerous to acquire.
@congusbongus You must dive *deeper and deeper* before breaching to reach the high ones. :wink:
@aiursrage2k, and everyone else asking about victory screen. I wish I had added one too! I regrettably ran out of time and energy. All the logic is already there under the hood for win/lose states, but I never connected a HUD element to it.
Thanks everyone for your comments so far. :smiley:
I really enjoyed this one. The combat needs a lot of work, but that didn't even stop me from completing the game. Just on the narrative concept alone got me hooked.
The paladin's animations were so good!
Congrats on an excellent LD Game!
I kept quitting out of the game by accident with the **ESC** Key. :upside_down:
I really *dig* games where the challenge is traversal itself. I enjoyed this one.
It would be nice to have a method of seeing what lies below. It could even just be pressing the down arrow while hanging from your pick or looking over a ledge, causing the game camera to pan some depth down. You would have a chance to methodically plan your next jump.
I would love to see where this goes. Thanks for the game!
I liked how the tractor beam worked. It was an interesting choice to make the four corners that indicate a material dropzone also collidable. It was frustrating when either my ship or my asteroids got stuck on them. Otherwise, this was an neat take on a top-down space.
I like the take on the theme. I enjoyed the tiny little teeth icon that did a good job of drawing my attention to an on-going predation. It felt like a living environment. I would have liked to see more instructions on how it's played. Good entry!
I enjoyed this! I like how you're not ever told how to get up there, the player is just trusted to figure it out. Did anyone else get to the party by riding atop a grabbed physics object like a magic carpet?
I liked the voice over. Would've been fun to be able to kick objects into the farmer. Great entry!
Cool idea! Neat to see another entry that incorporates fluid physics. I'd be curious to hear how you built it you'd like to sharing.
The music was relaxing and the spritework looks great! I found myself frustrated by the boat always flipping over, since it controls better while upright. Would be nice if it had a greater tendency to stay upright.
Thanks for the entry!
This felt like Dance Dance Revolution for my fingers!
@barelyevengames Thank you! I'm glad you had fun. Washing machine is an appropriate name for the robot. :laughing:
@bloodyaugust I only had time to make 3 levels, so I knew the third one had to be a nightmare :smiling_imp: Glad you enjoyed it! The camera zoom script was torn from another game of mine, and definitely needs work. Good suggestion about some kind of indication of spin speed. I'll play around with the character sprite and see what I can do.
@shared Thanks! The fluid physics was shockingly simple. The fluid consists of about 100 physics objects with zero friction and high restitution coefficient (bounce). Then they were all rendered as metaballs so they appear to merge together and act as a fluid. [I learned the technique from this blog post](http://nullcandy.com/2d-metaballs-in-xna/), then adapted it to Godot.