Under ytan by Ditto 2014-04-28T18:49:00
I loved it. The puzzle is very original, fits perfectly in the theme and was great fun. One of my favourites so far.
Foon → Ludum Dare Explorer → Users → SuperIzzo
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 35 | Shapeshift | Orbshard | compo | 523 | 3.15 | 2.93 | 2.58 | 3.58 | 3.11 | 2.96 | 2.28 | 2.81 | 47 | |
| 2014 | 29 | Beneath the Surface | Deep Beneath | compo | 398 | 3.33 | 2.94 | 3.72 | 3.84 | 4.00 | 3.16 | 2.00 | 3.59 | 59 |
I loved it. The puzzle is very original, fits perfectly in the theme and was great fun. One of my favourites so far.
Very good entry. I like how it fits the theme on two levels. The atmosphere complemented by the audio was amazing and I'll repeat what the others said - the GUI was a bit of a problem. It hides the bottom part of the screen and since most of the time you're descending it is kinda in the way.
I'll repeat a lot of previous comments, but here it goes:
* Mouse works best with WASD for right handed people.
* I found the crash too (log: http://textuploader.com/rtny)
* There is also another bug. The mole becomes invisible if you're too close to the block you're breaking (img: http://s7.postimg.org/mmkl33fyz/bugs.png).
* I really liked the graphics. You really have a nice composition of colors which compliment.
* I like the how cute the main character is
* The gameplay was a bit too ordinary. It could have done with something new (don't be afraid to be bold and experiment)
Reached level 27!
Graphics are neat and the gameplay is very engaging. Very funny too :D
What could add some more humor is if the unexpected things happen. E.g.
* your sword randomly breaks (somehow) and you start using your hands (and they turn out to be more effective, but on the next level you have the sword again)
* You break the world/room by hitting too hard
* The mobs accidently kill themselves: the worm that jumps out of the ground bumps into a bird and both die; you are left with one more thing to kill and it decides life is no longer worth living and suicides into the wall.
It's a nice concept. I like the graphics, especially the whale. The steering's very hard though, and the sound effect is a bit irritating. None the less it was fun to play.
It's good well polished game with nice visuals and audio, but I wish there was something more to the mechanics.
It is an interesting concept and I enjoyed it for that. Managing the energy distribution on a submarine is very cool and original idea, but once I got them right there was no reason for me to change them, so it felt like a gimmick rather than a core mechanic. Also the collision is bit off.
I spent a lot of time playing this. It is really catchy and keeps you playing even after it stops being fun (kinda like cookie clicker).
The difficulty and the upgrade costs scale very well with the player development.
Very cool and funny concept, definitely worth exploring further.
There is a tiny problem with design as it currently is though. At the moment slow and stead wins the race, the slower you move the less significant the delay between switching modes is and as there is no pressure on players the obvious winning strategy is to take your time (which however isn't very fun). Adding a time limit or something dynamic to the scene (like moving predictors, competitors or moving platforms) should should take care of that.
An interesting way to make a maze, but it gets a bit boring after a while. Could do with better graphics, or at least changing the color of the ground as it is too close to the color of the water and after playing for a while it strains your eyes.
It is a very beautiful game. Hand drawn graphics are amazing (+5).
There were a couple of places where there we discontinuities (thicker pencil followed by thinner on an otherwise continuous straight line). You might find it easier if you draw only elements of the level (boulders, rock plates, stalagmites, etc..) and then assemble them together. But then again maybe I might be missing the point ;)
Interesting game. Took me a while to find how to start it (thanks to Jason for the first comment). Also took a while to figure out that you have to mind the red bar. I'm not entirely sure what it represents but I know you have to keep it low or you get an ending (good or bad based on whether you've accomplished your goal).
I still don't know what the blue one does, it rises when I drink coffee and cut bushes and lowers when repairing but doesn't seem to have any effect whatsoever.
It is a little confusing and the tutorial didn't teach me what I really needed to know (I could have figured the controls), but the game was good and fulfilling in its own way.
PS: Scroll wheel would be good for the tool switch
Hi, I couldn't run it. I tried both the jar and debug.bat, but it crashes on me during initialization. I can't rate it :(
Here's the complete log: http://textuploader.com/rdj8
Controlling the character is really tricky and I felt there's too much text given that you have limited oxygen. Regardless, the concept of a city lost under the water is quite exciting and has quite the potential :)
Awesome visuals and great sense of humour. Just add some sound a couple more levels and you get a complete product.
A fun little game. A bit too easy though, you could play it forever. The ending surprised and made me laugh (so I give you credit for the humor).
One word: AWESOME!
Cool!
The scene does not render for me. I can see the HUD and behind it is a black screen. Pressing keys shows changes in the meters (so the game logic is fine). I'm running Windows 7 (64bit) on a laptop with a moderate graphics card (ATI Mobility Radeon HD 4200 Series); I extracted the game and ran using the bat and later using just the jar. Not rating for now.
It started funny then it got sad, but it got me following the mood trough out. Exquisite narrative.
It was fun, reminds me of a board game called RoboRally. It took me some time to realize that the effects of the chests (and the rest of the information) is in the bottom left corner though.
My middle card disappeared at one point I thought it was because I broke an engine by ramming into a solid rock.
This is the best game I've rated so far. Gameplay is simple and fun, graphics are clean and the sound effects are awesome.
The main character really looks creepy in the dark, fits the mood of the game. I wish it was longer.
This game was very good. I especially like your level design and it's very misleading, when in fact once you've died a couple of times on the level you face palm at how easy it actually is to get trough. Graphics are perfect, and the audio creates the right mood, but is very repetitive and after a while feels like a drill. It's one of the few games I've played that has so many levels, good luck.
It's interesting, though I never managed to win :(
It was a bit difficult to get into it at first, but once you find out how things work it becomes really engaging.
830 high score.
It is a very interesting game, I have no critique, just suggestion.
A shield tuning/protection orb power-up/whatever would be very handy, because in these games (subway surfer, temple run) the point is to get as far as possible and the further you go the more the pressure escalates, adding a few chance-based or costly defence mechanism will add more thrill as you will occasionally surpass your previous achievements and at those moments will have to be careful and maintain focus... *blah, blah blah and he keeps talking*
Anyway, nice entry.
That's a great game. One of the best I've played in LD so far.
Thanks guys. I really appreciate your feedback :)
I agree that I should have spent some more time on the controls and I'll take it into account when I'm remaking the game.
@dook : Yeah, they should be grouping together a little faster, shouldn't they.
@Zephyr : Ah! You've noticed it :) The school ownership system is anything but perfect. I know how to make it better, but that will be in the future.
Thanks again to everyone for your comments.
On the topic of the controls; I want to keep the underwater feel so I will speed them up only slightly, but I will probably add a speed button which makes them move times faster. That would simulate the behaviour of fish a little more accurately.. they are swimming slowly, eating seaweed, minding their own business then a predator shows up and suddenly they is a hurricane of swift fish rushing for their lives (and there will be what to rush for when sharks become smarter and start smelling blood). I welcome any suggestion so feel free to share any though.
Btw, if anyone's curious about the concept and wants to find out more, here is where it comes from:
http://www.red3d.com/cwr/boids/
There are pictures of fish on the wall :O
Fun and humorous game, I like it :)
I only got to 183 but still had the/a happy ending.
@myachin How? O_O
Awesome art style and very suiting audio. I really enjoyed this game. It is a little hard to distinguish who's got the diamond and whether it is taken or just sitting there and where there is some lag (because of the dead bodies) it becomes a bit frustrating when the diamond just flies away from you and then you realize it has been stolen. It was indeed hard to escape, but it was definitely funny.
It isn't exactly on the theme, but it is somewhat fun. The graphics remind a little of Southpark.
It is very good considering it's your first game.
Best of luck!
It's a fun game, it gets really hilarious when jellyfish start pushing submarines to the surface, or a submarine sinks a whale. It is very hard not to die quickly though.
Nice and simple. I enjoyed it more than some of the more complex games I've tried.
I've played a couple of variations of this game before. None involved mining though :D
It simple, but fun.
P.S: Do you grow hungry faster when you are bigger?
DA FAQ did I just play! Awesome game.
Very original and fun game. The sound effects were hilarious :D
This section took me long
http://s12.postimg.org/95z270o0d/sect.png
But I was already too engaged to mind too much.
Killed by exploding bubbles :D
It's a fun game. Simple, but fun.
Awesome game, best I've rated so far.
Fun idea, and the addition of a working online leaderboard to a 48h entry is impressive and a big commend for adding a color blind mode.
I'm in 4th place and played three times, so I guess that's reasonable enough effort to warrant me the right to critique :)
Now, you probably know most of this, but...
* the game feels difficult, because the movement speed of the enemies can be as high as the player's and they will always move towards him/her. As far as PvP advantage goes the rules are the same for all and it's all fine, but players don't like feeling powerless. What's more the inability to escape enemies reduces the number of tactical options you (as a player) have to one - the only way to survive is to kill. Two ways to solve this are - make the enemies slower OR make them occasionally follow different paths (e.g. random) so that the player can avoid and potentially outrun them; it would make the game more interesting.
* there is nothing wrong with having a green on red health bar, however, the magenta hearts blend too well with the red background and in the heat of the action it is hard to tell how much life you have left. I have problems with a few other color choices as well - the blue triangles (especially the small ones) blend with the black background and green circles blend with the player's avatar.
* the mouse would have made a more intuitive shoot control than the arrows (not to mention it would have allowed shooting in 360 degrees)
I hope you find this useful, and good luck :)
I'll start with the second game "Runner" as I enjoyed it more :)
The idea is very good, and you can (and probably should) explore it and expand on it - a 3D flappy bird/ hole in the wall.
This version of the game however has a few flaws:
1) you should take into account the size of the walls with respect to how far the ball is from the camera, I shouldn't have to go off screen to pass through a holes
2) it is hard to judge distances from this camera angle, because its perspective things move sideways as they come closer, consider casting a shadow of the ball onto the walls, a directional light behind the camera should do the trick (you can also project a marker)
Some notes on the first game:
If you fail a the last section of the first tutorial you have to repeat the whole thing. It is an odd design choice because you would normally expect players to have learned the mechanics shown in the previous sections.
Also when you add timed mechanics like the "O" key, it is good to provide some form of feedback on the remaining time like a cooldown wheel, or a timer or just play sound (alternatively you can signal the players right before it runs out with blinking or gradually speeding up). On the second level I am greeted with a wall and I'm not sure how to proceed, I tried climbing all 4 walls but the camera doesn't follow me anywhere.
@Ibzy ah that's how you're supposed to get past the wall :D
same happens to me though
@swamppenguins that's a very good observation, the acceleration is indeed not carried over, part of the reason is because I'm mostly dealing directly with velocities rather than actual forces in code. I didn't expect to make as much use of physics.
@Hempuli point taken, smaller collision boxes next time
@Pellanor - that's the orb not using continuous collision detection as well as scaling not playing nicely with physics. I'm not sure if I'm allowed to fix it though.
Also if you happen to reply what about the controls felt awkward - the mapping or character movement? Unity adds some gravity by default and I didn't tweak it, so I'll assume it's the latter.
@MrNyarlathotep, @CzarSilvestrini @aberdeenphoenix
Thanks. Yeah, I see the faults, but it is what it is :)
I would make a lot better game if I had more time. I won't be able to develop it further after the jam, but I'll take it as an exercise to improve the gameplay in the next couple of days.
Hey, it's a fun maze game. I couldn't complete it because after playing for some time it started lagging for some reason and I had to restart, but lost all the cookies. Having a save option in this case would have helped.
Anyways, good luck :)
Awesome idea. Really enjoyed this one.
It was really fun, the level and the mechanics are well designed and also appreciations for the controller support.
What was the intended way for getting the first coin? I got it by abusing the triangle to catch the edge of a block above that has no wall connection, but I think that's a glitch as you have to snap perfectly to the grid to be able to do it.
Very cool and solid gameplay, I really enjoyed it.
Excellent. A really great idea. I love it.
Nice and simple. It lacks depth and the only real challenge is memorizing the map through exploring. However for a first Unity project it's quite good and looks more polished than many games I've seen.
The texture work is quite nice too.
Gameplay wise this is really fun and enjoyable. I would like to play more of it, perhaps with even more elements, laws and creatures.
Nice game. Would have liked to see a bit more plausible but fake solutions implemented in the level design as currently there is one of two approaches and the solution is obvious. A third element (besides stairs and arrows) might have helped. But overall it was a rather enjoyable game.
I beat the beast and many died, but I don't care, I'm on a mountain top!
I downloaded the Windows version, but the UI problem is a little more difficult to workaround if your monitor doesn't support 1360x768. Unity (NGUI) allows positioning and resizing GUI elements relative to the screen size.
Also I see this a lot in Unity games, you don't need to include the "player_win_x86.pdb" and "player_win_x86_s.pdb" files in the zip, they take a lot of space and are only useful for debugging.
Really nice.
Great music and awesome art. The gameplay was also fun and challenging. The only problem I had is after palying for a while it starts lagging - something is probably not being destroyed off screen and accumulates over time.
But all in all it's a great game.
Nice and challenging gameplay. There are many things I like about this entry, but personally I find "nice game", "thumbs up" and positive comments in general to be not as useful, so I'll point out a few problems.
* the game over screen: there is no restart button, and on gamejolt I have to resit an ad every time I want to replay the game
* On the other hand the ludum dare frame is cropped at the white bar and it wasn't entirely obvious where I was supposed to press to start. Also it doesn't "eat" the keyboard input, and "space" just scrolls me down.
* there is no metric for progress or achievement. As a player I do not feel rewarded for playing and I do not know whether I am improving at the game or not.
* blue and light pink bullets on a light blue background. Individually bullets stand out on their own, but when you try to focus on the big picture (as you do in top-down shooters) they blend. There are few ways to improve the visual contrast - different colors, sharp outlines and/or making them blink.
* discrete collision detection. When the frame rate drops bullets start moving through their target, I know this is not a trivial issue to solve during the compo, but it's worth a mention.
* another one of those is - if you tab out the game runs in the background, but not entirely, some parts of the logic (like shooting, or maybe the collision) are not resolved and it makes it possible to skip section of the game, which is also how I know that it has no end :)
* finally, splitting the attention of the player on 4 health bars instead of one makes it difficult to track how alive you are. I suggest also adding a more pronounced health bar widget which displays the lowest percentage (plus/minus maybe a small fraction of the others).
Anyways, nice game, good luck :)
I would buy the OST.
Jumping doesn't work every time, but I get this game was never about the jumping, its meaning is much deeper than that. A serious take on liberty and a tribute to the freedom fighters with an unexpected twist. Great work.
I appreciate the humor, best of luck :)
Very cool visuals and a good selection of shapeshift forms.
It's a fun little game. I played it a couple of times and find shapeshifting unnecessary as a mechanic, it's supposed to add a stealth element, but the game can be easily beat (in roughly 30 seconds) by simply running around and avoiding enemies while searching for the ship, without having to transform at all.
To make it more relevant as a quick patch on the idea I could recommend greatly reducing the health to make players care a bit more and making the three races attack each other and not just the player, thus allowing you to explore safely in the protection of your allies while in the correct form, but punishing you a lot more while in the wrong one (especially if you make the speed of the player character less than the mobs'). If you want you could also take this further and add rock-paper-scissors e.g. something like Quickling beats Owlbear beats Displacer Beast beats Quickling so that you not only pick the larger group to join, but also consider which is the stronger group overall.
Good luck and keep it up :)
At first I thought it was just a walking simulator. I was wrong. This is really cool, and it happens so smoothly that if you don't pay attention you may not even notice what is happening and I did try to catch it red handed.
I just wish there was an objective of sorts, it would make an interesting game.