I Once Had Power by jackyjjc 2017-08-26T10:08:55Z ♥ 0
I loved it! Very interesting interpretation of the theme, and the gameplay felt really solid and polished. It also seemed well balanced on the compromises you can choose :)
65 killed π
Foon → Ludum Dare Explorer → Users → SuperCrunchy
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 44 | Your life is currency | π₯ | Influencer | jam | 803 | 3.18 | 3.03 | 3.75 | 3.93 | 2.60 | 3.89 | 3.32 | ||
| 2017 | 39 | Running out of Power | The Infinite Mine | compo | 134 | 3.67 | 3.74 | 3.00 | 3.37 | 2.89 | 2.41 | 2.05 | 3.08 |
SuperCrunchy leaves an average of 10.0 feedback comments each event.
I loved it! Very interesting interpretation of the theme, and the gameplay felt really solid and polished. It also seemed well balanced on the compromises you can choose :)
65 killed π
Very nice game! I found it on itch first (it is one of the top ones in the html5 section) and then noticed it was done in LD39... :D I liked it so much that I had to track you down here and give a review (at least you used the same username :D)
Nice job!
Nice game!
I finished the game and it was the right level of challenge (not too easy nor too dificult) I liked the fact that you needed to build batteries to survive the night and the waves of enemies attacking.
Good job!
Fun game, I liked the gravity mechanics there π
It would have been fun probably to make the other planets affected by gravity too, even though it would probably have been much more difficult to play
This game is fun but extremely difficult (I got at most 90m, which can be reached in a few seconds). The controls feel a bit weird at the beginning, but the they start to make sense after a few trials.
The (clouds?) at the top seemed quite low and the margin for error is small. I would suggest raising the ceiling a bit to make it easier, and possibly changing the camera angle to something like first person or at least putting the camera not centered on the drone but a bit ahead of it (so that you can see what's coming next)
Good job!
PS: you really need to go and rate (many) more games to get more ratings!
OMG I don't own a VR headset so I cannot rate it, but I looked at your walkthrough and it looks nice! I would classify it as some sort of "light horror" (especially from the unsettling sounds the things were doing and the amount of darkness)... VR is the platform I wouldn't want to play this kind of game ;)
Very nice job, If I were able to play it would have been probably a 5/5 π.
Good luck with the next LD, maybe in a bit of time I'll get a Vive, too :D
Simple game, but absolutely not bad for your second LD! It's quite an achievement to be able to just publish something in 48h, so be proud π
The graphics are well done, and I appreciate the presence of small details like the animation of the character or the fire in the locomotive.
The only negative point (as also other people said) is the "getting stuck on a wall" issue (that's probably the fault of Unity - I had some strange behavior with unity physics before) and the, most importantly, the repetitiveness of the gameplay.
I think that you just may have needed 1 or 2 "events" happening randomly during gameplay (the train splitting in half? a bridge coming in? whatever is ok) and it may have been much more fun than right now. I also understand that 48h is not much time for doing crazy complex gameplay...
On the wall issue, next time you may want to consider doing some geometrical calculation by yourself, (even though it takes way way more time than just putting a rigidbody on the player, so I don't know how well suited this option is for a LD). If the objects are rectangular and all oriented in the same direction is not difficult to do, and you can also learn how collision calculation works (and you may be able to tweak behavior even more than unity allows :D)
I hope you had some fun in doing it and maybe a good opportunity to learn something new π
See you next LD!
Nice relaxing game, very very easy to the point that it's almost impossible to lose π
You should have put a limit on the max amount of energy, the bar goes over the limit and towards the end it was literally out of the screen :D
By the way, these are my scores: temp.png At the beginning i pressed teleport without knowing what it did, and towards the end I had so much energy that I was ignoring completely the resources.
Absolutely wonderful job if you took only 12 hours in making this. I don't know if I would have succeeded in that short time :D
Wow this is really difficult!
The max score I got was 3, and I never managed to pick up any wrench.
I liked the twist on keeping your wings retracted, and I agree with danielilett that this is one of the very few "flappy" games I liked. Overall it feels solid and well curated, even though I have to agree collision boxes have a "oversensitive" feeling, even though I cannot really point out any specific case where it was obviously wrong. Maybe you should have used square "bricks" instead of "diamonds" for walls if you are using square bounding boxes for the collisions.
I got stuck too on the level with a hole and a wall going down, one single "wall" positioned so that you can stay there, but no way to go up. The level before was quite difficult, too, so I'm not trying it again. Overall I liked it, the mechanics are good, I liked also the overall graphic style and the level of polishing. Good job!
Nice game, It was quite fun, even though I'm quite terrible at these kind of games (score of 35 π¦).
The guard trying to reach you puts a nice twist on the genre of infinite runners and made it unique π. I just wished that the potholes could slow down the guard a bit, because right now it's quite difficult for me to get anything more than my terrible score.
The graphic style is good. Somehow has some 90's feeling in it. I also appreciate the presence of an introductory sequence.
Nice game and very good graphics. The use of unreal engine pays off for sure on that front (wrt unity, which is more basic).
I liked a lot the graphic style and the environments.
I have mixed feelings about the camera: on one side it's a great quirk on gameplay, on the other hand when playing it I really felt the "need" or "itch" to rotate it or zoom it out, especially with ceiling lasers! This made me realize how much spoiled I am for modern games that have camera rotation :D
The puzzles were fun and well polished, along with the gameplay. You can really notice that you curated the game in details, and I like this (it does not feel "rushed" as most of other LD games).
Good job! π
Simple, innovative and fun. I liked it!
I particularly liked the typing minigame that you could do while trying to move and avoid obstacles. Really put up a challenge to multitask between all of this. I died 2 times after the third fragment, and none from the fourth to the village.
I would probably rebalance either the damage of the bullets (need to be increased), or the power consumption of the rush (needs to be reduced). Right now rushing is almost useless (except in rare cases to avoid some bullets by a bit).
By the way, I loved the voice-over audio, especially the evil guy voice! π
Hi @broken-matrix
I love this genre of games. Logic games with links and computing involved always get my attention. First of all I think that you actually did a good job in this game (the logic inside is quite difficult to code right and putting everything in a 3d environment makes everything much more difficult).
Unfortunately, I have to say that you probably overlooked some important aspects of it, in particular: - The target audience: for a classic LD game take into account that people trying out the games wonβt spend more than 10 minutes / half an hour with it. Keep ALL the game mechanics and elements **very very** simple! Like elementary-school simple. Your game is one of the rare cases of a LD game that has **too many** options (this is not negative by itself, it's just not good for LD games) - In this game, thereβs really too much to learn! I got almost lost just in your quite simple tutorial (the *literal* walls of text and all the different combinations of things that had to be remembered really made me confused). - If something is obvious for you it does not mean it's obvious for players. If you have a friend (a smart one) try have him play this game and watch over him without helping him. You'll see how difficult it is for other people to understand a new game. If you have Portal 2 try making a level and see your clueless friend not seeing the "totally obvious" solution (I'm speaking from personal experience here) - "walls" of text are probably the most user-unfriendly way to do a tutorial. Watch this: https://www.youtube.com/watch?v=BCPcn-Q5nKE - The puzzles are REALLY too difficult. You cannot start with a level in which you need to do this many trickeries with **all** the machines you have put in the game. Start small! You should probably have started with only one one room that says "given a 0 get me a 1" and then build up from there. The first try I didn't manage to understand how to use the memory device and then died due to the time limit. I managed to get the memory working the second time, but it was increasing only by 1 at the time and I wasn't in the mood of clicking the button 16000 times, so just quit π¦. - Itβs much **much** better to put way less mechanics and spend that time for a better introduction/tutorial than the wall of text to read (give small bits of information on how things work along with at least some pictures if not a tutorial to show how it works - even some screenshots with descriptions are fine!). - leave a good amount of hours to polish the game up. Things like the tutorial, easier to use interface and removing small "imperfections" DO add up (e.g. wire cutter cutting ALL the connected cables instead of only that one). - A main menu with only the button "play" is useless (unless the game is ready, you really have time to waste and you do a beatiful one). A ugly one just leaves a bad first impression. Next time don't add a main menu. It won't make any difference and you'll have more time for the game. - You should also give hints for the second level if people want them, because being stuck in a game is not fun for any of the players (and that's ultimately the objective of making any game). - If somebody is not able to understand the tutorial then there's really no hope that he will get the first level, If you are going to post a walk-through then at least post a full one, so at least he can try to understand how how the mechanic work!.
Sorry for the wall of text I wrote (π), but I LOVE this kind of game, and I hate seeing a game with a potential like yours ruined only by few simple things you could have avoided :D
I really hope to see you again the next LD!
PS: By mistake I rated also your previous game (the new LD website grouping together LD38 and LD39 games is a disastrous choice), but I just wanted to say you may want to go and check them out anyway as you have 3 more comments there (and only 1 is mine) π
Quite nice! I was able to finished it, but it was very fun to play and had some very interesting mechanics. I liked the misaligned grid, i think it made it look much better than a boring rectangular one and also offered more choices at every turn.
I would have liked being able to restart from the last level when you die:after the third time i tried to solve the level with 2 green and 2 red planets I was almost in doubt of stopping playing it because I didn't want to repeat the same level twice (unless it's possible to finish each level in multiple ways - in that case it's perfectly reasonable)
Nice little game,
Seems to have been polished a bit and I've noticed it's only missing a few things: - this game is difficult! I usually last 2 minute at most (score around 1000 on average) - sometimes I'm not able to take a battery to the base, thus I lose running out of power. - you should have a visual indicator somehow of the strength of the turrets. I take batteries to them, but i see nothing happening on screen. - You should probably shrink down the corridors or make the batteries bigger, It's actually possible to miss the battery if you are running around quickly and that doesn't help. - it's possible to go out of the screen by going out of the gates where monsters come in.
Anyway it's more than enough for a game done in 48h!
Good work!
PS: I hear no audio - if you don't have audio you can directly opt-out of the category!
Hi!
Don't be so pessimistic about your game, I take LD should be more than else an opportunity for learning and having fun doing something, so try to learn what went wrong and try again next time :)
As you said in the description this is a very incomplete submission (there's basically no gameplay at the moment), but you could have probably done some very quick fixing/workarounds for the core elements of the gameplay (e.g. winning/losing condition - movement jerkyness is not that important) and submit something for the jam (you could have used the 24 hours more available there, if you had Monday free).
What was the idea you had in mind? If i interpreted it correctly, this should have been puzzle game where you move around the boxes so to put them in some 'correct' places. If that was the idea then you were quite close to having something for this LD! You had movement and box pushing implemented so you are only missing the winning/losing conditions and some actual levels :)
TIP: next time leave graphics to the end. Make your robot a blue square moving in a white room full of yellow squares/boxes. If you have gameplay without graphics you still have a game, if you have graphics without gameplay you have an art exposition, not a game :)
See you again in the next Ludum Dare, don't give up! :)
The gameplay is fairly basic, but works. I would have liked to see more variety of enemies and situations (e.g. some platforms and not just a flat surface)
The main problem for me is that the character moves too quickly, to the point where it removes any strategy in it and it becomes just a matter of running around and smashing the left mouse button (melee attack). Are you running your logic inside FixedUpdate or Update? My frames per second are probably way higher than yours and the game runs too quickly for me. By the way, I found some problems at the edge of the map: if I run against the wall then i somehow get stuck in it and start to move up. I think this is probably some bug with the position of the collision box when turning your back against the wall.
Difficult, but very fun. TIP: you can smash down walls!! I discovered it almost by accident, and it totally changed the game from "very hard" to just "hard" (I was usually getting lost behind buildings and there was no way to get inside in time. Suggestion: make the power meter go drain slower!
This is a quite interesting game! I loved the mechanics and you should think polishing it a bit and publishing it outside LD!
I found the game quite difficult, too. On my best try I survived 133s. I had difficulties in typing commands fast enough to fend off the enemies and collect the orb and take the orb home at the same time! (and I usually type quite fast..)
Another quite cool feature I noticed you added is that the two servants cannot shoot through the central place... that tricked me! it changes gameplay a lot!
Why did you opt out of audio? I loved the audio commands being spelled out!!
Wow, absolutely beautyful. The music, the atmosphere, the puzzles. Very good work! The only imperfection is the quite hidden ladder on one of the puzzles (luckily somebody commented on that, otherwise I would have probably got stuck closed the game at that point...). Also the length is quite good :)
Hi! The concept looks nice, but when I shoot the bullets don't hit anything (they actually go straight through the enemies without damaging them). I think you should upload a fixed version if you get some time because it makes the game difficult to evaluate right now.
Graphics are gorgeous, the sound effects were hilarious(where did you get the sound that the enemies do? Did you poke your cat? :D). The music gets repetitive after a (short) bit, but the game is solid and very well done and polished.
Seems almost incredible you did this in only 48 hours! :).
I like the idea, but I found very difficult to buy anything or actually progress(I usually die within 3 minutes as I run out of fuel and don't know where I can get it next). It would be nice to actually get more fuel as time goes by. Also you should add a score mechanism that rewards both enemies killed and time you survived. I liked the idea of the safe area and the fact that you need to venture out to actually survive. Graphics was ok (especially for the presence of animations), and variety of the monsters was good, eve though it was fairly basic.
It's a bit difficult, but definitively beatable once you have a good "strategy". I liked the introduction a lot. Very good live acting (hopefully it didn't happen IRL)! The game is a bit short though, and at the end I always missed the last sleep point and fell down in the infinite void (does it have a special end if I'm able to sleep there?). It's a neat idea overall :D
@broken-matrix first of all congratulations for what you were able to do in 48 hours. Don't get discouraged by the harsh critiques above π
I think that turn based games in general are quite difficult to balance and get them feeling "right", and your choice of doing one in 48h was surely quite ambitious, especially using 3d graphics and trying to get an AI in.
I think that you did a good work for a 48 hours game, and the result is surely not the too bad for a ludum dare game.
A few notes: I tried downloading the **windows version**, and it seems to be one of your **previous ludum dare game**... (Recheck your links! π) I actually played a bit that game too, and I have overall a few comments that somehow apply to both submissions (old and new one :D): - For LD games take into account that people trying out the games won't spend more than 10 minutes / half an hour with it. Keep all the game mechanics simple! In this game, for example, there's too much to learn! - It's much better to use a bit of time for a graphic introduction/tutorial than the wall of text to read (give small bits of information on how things work along with at least some pictures if not a tutorial to show how it works - even some screenshots with descriptions are fine!). - keep UI to a minimum, and... - .. if you REALLY need UI (as in strategy/turn based games), then know that it's much more important than graphics. I noticed that you probably spent a bit of time on the 3d models and textures... which nobody up paid much attention to. The UI instead felt very rushed, with some bad alignment and bad usabilty. Try dedicate less time to graphics - e.g. plain green color for the grass would have worked the same way - a yellow cube with a triangle on top, call it "house" and it would have still been fine. - BUT instead you didn't want spend 5 minutes to make the green/red square at the top look nice - it covers a lot of screen, and looks very ugly - something as simple as a transparency from the top would have improved the feeling of it quite a lot, with very small effort!. - the tech tree is probably overkill for a LD game, remove it (or just make the "first time" cost of the buildings high if you need it for balancing) as it only complicates things. Focus on getting the gameplay right instead. (the structure selection menu would instead really need some β€οΈ) - Try to reserve 5-6 hours to do some polishing of the game!. All the "small things" and "minor imperfections" are actually very very important for the feeling that you get from a game. On my game I spent around 10 hours doing balancing, menus, tutorial etc. It makes a difference - If on the main menu you are only going to put "play game / exit" it's much better to IMHO save the time spent there on something else and avoid the menu entirely. - I felt quite lost at the beginning on the role that each structure plays, too.
On the gameplay side: - I liked the mechanics around the use of roads to make the units move (gives some unique constraints to the movement of units) - I didn't like the mechanics around the use of roads (π) because (with enough resources) you can build them directly to the enemy base, and build directly the soldier inside the enemy base. The road also should probably be usable by both players and shouldn't count as "structure", to prevent people from building soldiers directly into the enemy base (in a single turn you can possibly build a road up until enemy base, create a few soldiers there and attack immediately! :O ).
**TL;DR**: The game feels a bit rushed, but if you could spend another day or two polishing the UI and rebalancing the roads IMHO it could actually be a very nice and enjoyable game. For next games do LESS features and more quality improvements!
LD40 — The more you have, the worse it is (3)
AdBlock Doesn't Work! by talisra22 2017-12-09T15:14:16Z ♥ 2
Annoyingly bad videos in the background + advertisement dystopia = the worst internet nightmare...
The ads opening on top of the close buttons when you are about to click them are super-frustrating π!
I liked it π!
EDIT: In the case you are stuck with dragonstea din tei in the head: http://youtu.be/s9YbICd43Mc?t=4s
(EDIT2: It seems that the link to youtube doesn't work :/ maybe it's a website bug?)
Sumo Slam 2D by Joel Rochon 2017-12-05T20:04:37Z ♥ 1
1800 burnt, 1700 eaten...
Nice concept,
Controls can be a bit difficult, especially the left and right actions are sort-of confusing (because you also go down), but it's just a matter of getting used to them I guess... One way I was able to get a lot of burnt calories was by constantly bouncing left or right (very rapidly). The ball then bounces on the game borders (you may fix this by having the camera following the player and a sort of hill on which to stay).
Boat&Friends by averagebrownie 2017-12-05T19:55:56Z ♥ 1
Quite funny and well made!!
I didn't encounter many bugs, the result of pressing right while empty is hilarious!