Lost Sakura by HellSquirrel 2017-12-06T06:03:07Z
Really had a hard time understanding when to press what. But then it turned out to be a fun game. Live the theme and graphics. Nice job.
Foon → Ludum Dare Explorer → Users → StateOff
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | Elemental Keeper | jam | 3.50 | 3.50 | 3.50 | 3.50 | 4.50 | 3.50 | 3.50 | 3.50 | ||
| 2018 | 42 | Running out of space | Alternating Space | compo | 127 | 3.77 | 3.59 | 3.83 | 2.34 | 3.45 | 3.25 | 1.90 | 3.34 | |
| 2017 | 40 | The more you have, the worse it is | Need more coffee | jam | 131 | 3.91 | 3.73 | 3.50 | 3.71 | 4.25 | 3.53 | 3.53 | 3.53 |
Really had a hard time understanding when to press what. But then it turned out to be a fun game. Live the theme and graphics. Nice job.
Great game. The less pixels the better it looks ;) And I thought I made a hard game. I really would love the blobs to move when being hit.
Hi I fixed the download (hopefully).
@keke sorry I missed time to add a tutorial/screen with controls. Just updated the page to give you some hints.
@derek-brouwer The archive is fixed. You can redownload or just rename the file to .exe :D
@Hertz14 I finally was able to upload a windows 32-bit version. Thanks for your patience. Cheers!
Thank you @spaceturtle and @flerokoo
The folks at my favourite cafe were excited, too!
@hertz14 Thanks for taking the time to play it and give this wonderful feedback. I am very sorry for the display problem. It might have to do with graphics car drivers though, at least all the machines I tried looked ok. I have a strong feeling has to do with the shader. Anyhow thanks for going through the pain just to play it.
@epb9000 The wave effect is a screen shader in a CanvasLayer. I use the layer for the gui as well but the last effect is the distortion.
The shader goes through 3 phases and interpolates through them. Check out this blog post:
https://ldjam.com/events/ludum-dare/40/need-more-coffee/$63468
That's a really fun game. Nice job. Thanks for the tutorial screen, that helped a lot.
Solid game. Kept for later replay. The only thing I did not like is the slow reacting physics. I would not mind for example if moving around was more responsive (more friction) and also if the packages would stick more precisely on the various places. It felt that I was trying to do the right thing but the avatar would not react quickly enough.
Regardless the depth and complexity of the mechanics is astonishing for such a short period of time. The combination of states for a package felt rather balanced. Also I love how you were able to get so much out of the simple graphics but still keep the player in the universe of an airport.
Also liked how the packages pile up eventually. Made me smile.
I had know idea how many bombs there are around these kind of facilities. Now I will appreciate the annoying controls on the airport even more! :airplane_small:
Solid game. All there is to say was already mentioned. Thanks for the little fact sheet on the palette.
Roughly about 1000 on the second attempt. Surprisingly balanced game, enjoyed it a lot.
:frog:
Beautiful. Actually I was close to make yet another entry with GameBoy aesthetics but I had to promise my wife I did something with color this time :-)
Yes please give us some window scaling and also it would feel better if the bomb blew away all of them. There was a situation where on of the asteroids that was left over killed me and afterwards I kept resisting taking too much risk to reach a bomb.
I unlocked the door but can not get out. Can you help or is this part of the experience?
Technical side notes: - smaller then HD resolution means that I can not close the dialog - The window scaling does not keep the aspect - I can hear not sound/music. Did not see a mention of it in the description.
Agree with all the others. My biggest issue was I could not drop the cars to the washing spot, once unlocked.
Nice soundtrack. Kind of fills the gap left by missing animations.
Still looking forward if you keep on with the game. It has some potential as a mobile time killer.
... and the funnies of them so far.
Also loved how you linked to your other games via the apps. I guess you are the first one to make use of advertising space in LD games. If google finds out they will probably buy ldjam.com :end:
This was quite refreshing. Especially fighting the mouse icon kind of changed perspective of our everyday use case with computers.
I think many of the previous reviewers mentioned most of my points. While I kind of enjoy finding out on myself what to do, it was quite surprised how often the mechanics changed and I had to kind of relearn. For example standing on mouse pointer while before it was my enemy.
I think the rounds are short enough that learning by error would work (SuperMeatBoy anyone?) however the sound on failure was really hurting my ear - probably due to the bad headphones I have to wear while the rest of my gang is asleep.
I think it is innovative enough that you should risk spending some more time balancing it out after the jam. However I wasn't able to beat it yet. Will gladly try it again soon.
Good job!
Thanks for all the nice feedback. Definitely will work on my audio skills (or the lack of them).
As to the theme: I took it quite literal and thought: What happens if you are "running out of space"? What if something weird happens. I was anticipating a lot of "people in city, crates in storage" type of games and thought I try something else. Understandable it is not obvious at first, though.
Hi @tuism I think you hit a spot there. I had the same thought and if I did it again I would replace the action-like platformer physics with something more predictable (one tile-step move). That being said: There is always a classical puzzle solution, although you can brute force many solution via physics. It just takes a bit of adjustments to get used to the reversed inputs, but once you know the solutions it becomes quite obvious.
Thanks for the feedback.
Thanks for the detailed review. Means a lot from such a brilliant puzzle designer :bow: I did not consider bigger buttons but it might solve the imprecise nature of the solving. Good call!
I am curious to know who beats all 10 levels. Once known, the solutions are simple but I can understand that everyone is also obligated to play as many different games as possible.
Thanks everyone for the feedback.
@senokos Hm, I have the feeling I know why this might happen. Will probably look into a post-jam version fix.
@shaggyfox I guess I should make a native FeeBSD version next time ;)
I think if there is one major outcome of the feedback then it is that I need to learn more about music/sfx and get better equipment for the mix for the next jam.
@AwiX Will play again on the weekend. Have a busy work week. EDIT: OMG looks nice! Can't wait.
Disturbing but fun. But I must admit I really suck at this. Probably wont become a creepy old men anytime soon.
Other then what was mentioned: Nice game! Only lasted 8.5 Minutes, but every one of them I was thinking I have to complain with HR :) I just wish there was a way that you would be able to progress but it seems the player is doomed from the start. Btw. he walks kind of slow ... but all these annoyances probably make ShredderBoy more realistic.
Makes me love my job. Thanks!
Awesome but too rough with the first wave. Also minor point: The carpet seems a bit too noisy/distracting. But overall the graphics are great. Nice job!
First I though I am not the one ... could not find the sword. But then I tried giving fate a helping hand and I got it. Unfortunately it seemed I am not the one after all as I was not able to use it properly. Anyhow sad as this looked very promising. Felt a bit like Diablo1, so the mood was right. Looking forward for your next entries. Don't give up.
Nice game. However I don't really understand why mouse focus/attack was chosen as opposed to gamepad/keyboard keys. There seems to be very little that the mouse does (left/right) and then again space repairs. Why not right click?
Keep it up.
Some minor technical details upfront: - The main screen is unreadable if you have a resolution < HD - Would be nice if ESC quit the game, or showed up a menu - I did not get the jokes and was not sure what the menu really meant. Silly me :)
Died quickly at first. My second attempt was way better as I got used to the controls. I must say that the game gets a bit repetitive and in general was too easy. The enemies did not stand a chance and my weapons got better way too fast. That's when the motivation cut off. I also had a hard time getting the theme. The description helped :) Maybe the difference between "organic" theme represented as very geometric objects. I mean like simple rounded shapes as opposed to cubes.
Now on the bright side I enjoyed it way more than I thought I would. Like said before I wished it gave me more challenge. Changing the weapons did not really make it more challenging. I like the implementation of the messy decals, although not a fan of gore in this very abstracted version it kind of gave some more live to the scenery.
Like always: Well done.
Sad Frog 404 :frog:
Nice work. Refreshing and one of the few games that has simple controls ... really simple. Keep up the good work. Would love to experience more of these.
This was fun. Really very simple game but the message comes through quite clear. Made me smile and a little sad, too.
Little bug I got: After Game Over start brings you back to the game over screen instead of to a fresh game.
Also like already mentioned it would be nice if it was easier to launch.
Solid game.
Really enjoyed the step by step tutorial.
Animation is also splendid.
Maybe I missed it but your supposed to make the source code available if you participate in COMPO. Anyhow nice work!
Solid game. Although I hope to never get myself hired as a mover.
Smart and simple mechanic. Solid implementation, thanks for the guide. Had a good time playing it. It's nice how the mechanic takes care of making it gradually harder and creating a kind of level with a unique challenge each time. Kind of like a mix of tetris/platformer.
Little critical point: The "instrument" of the music felt like an arrow punching my ear as I had headphones way too loud. In contrast the sound effects were spot on.
Nice. Love the looks. The bigger the pixels, the better. The sounds were also quite interesting.
Like others said I wish the levels were not random. Some of them are just impossible to beat.
Glad to see another entry made with Godot :gorilla: :thumbsup:
Could ... you ... pl... please .... get ... rid ... of ... the ... bugs. ... This ... is ... way ... too ... cool ... to .... not ...b ...bee .... polished....
Thank you for this little experience into our-self.
Constructive review would happen here. Jokes aside what is in the game looks kind of nice. The battle feels good, the music is entertaining, feels like a lot of space to explore. But that's about it. Not sure what I am supposed to do next to smashing the dudes. Really wished it was less polished in details but more finished. Do you plan to finish it?
First card game done with the zig programming language and SDL2
Progress so far:
ld46 2020-04-19 03-49.gif