Entity Manipulation by JCMonkey 2019-04-30T12:07:44Z
The only thing I wish there was in the game is hitpoints somehow being persistent between levels, roguelike-style. Otherwise the cost just doesn't matter until the latest level or two.
Foon → Ludum Dare Explorer → Users → Synedraacus
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | Complete information | compo | 1.00 | 1.00 | 1.00 | 1.00 | 1.00 | 1.00 | 1.00 | |||
| 2019 | 44 | Your life is currency | One shot | compo | 476 | 2.68 | 2.62 | 2.77 | 2.50 | 2.52 | 2.83 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | Indirectris | compo | 592 | 2.93 | 2.65 | 3.63 | 3.20 | 2.93 | 2.59 | 2.22 | 2.62 |
The only thing I wish there was in the game is hitpoints somehow being persistent between levels, roguelike-style. Otherwise the cost just doesn't matter until the latest level or two.
It's either a work of genius or utter bullshit, and I can't decide which.
This is crazy awesome that someone makes a whole complete DOS game for LD. The art and sound are perfectly authentic, the gameplay loop is working fine, refreshing screens give just enough chance to grind while forcing you to finish a level in a single run. My favourite from LD44 so far.
Just one little issue: your dos-only distribution (the one without Dosbox) lacks `dos4gw.exe`.
The game is pretty nice, but I think it would benefit from having a "Restart" button on the final screen. Sure, pressing Ctrl+R isn't alot of work, but it could easily be avoided.
@carlsonandpeeters Any chance of a native Linux build?
@carlsonandpeeters Yep, I'll check it out when I get home. Probably in four hours or so.
Linux version failed to launch under optirun (Mint 19, 64-bit), but it's probably something with my drivers. The `Player.log` is below:
``` Desktop is 1366 x 768 @ 60 Hz Unable to find a supported OpenGL core profile Failed to create valid graphics context: please ensure you meet the minimum requirements E.g. OpenGL core profile 3.2 or later for OpenGL Core renderer Vulkan detection: 0 No supported renderers found, exiting (Filename: Line: 590) ```
Linux build works alright.
Usually the clickers are just about watching some number increment, but this one is also about making sure it doesn't increment too fast. That's a great idea, because it gives me the reason to actually play the game instead of just leaving it open and going for coffee or something. Graphics, sound and overall polish are top-notch. Like I couldn't find anything bad with those even if I wanted to.
That said, I felt it would be more interesting if there were two or three more variables to play with, like money, wood or some other resource. Just gradually updating stuff along a single axis starts feeling, I don't know, mechanical.
Looks decent, and you get bonus points for not making it in Unity (which lags on some low-end PCs). But I didn't find the actual gameplay funny.
Linux player reporting in, the build works just fine.
Good game, nice twist with health/energy parameter, but it would benefit from having a checkpoint or two. Otherwise it's getting pretty grindy.
Graphics and audio are great, and I'm always up to some indirect control games. But the robots' behaviour sometimes seemed counterintuitive. It would probably be better if their rules for choosing between multiple attractors were explained somewhere in the tutorial.
Cool graphics and sounds, but I found the controls pretty weird. Is left/right rotation really inverted?
Thanks for the feedback, @liauj. Could you recall which path that was? Somewhere around the Mad Max reference? I'm fairly sure there is a bug or two in there.
As for the protagonist, well, yeah. I don't think it would be really possible to get someone sane to like the suicide bomber.
@eyedromeda Yeah, some ambient would really help, but I just didn't have the time. Good point with the font, it's something I just forgot about.
@evan-minto Yeah, the project is pretty rushed. Hopefully I'd do a post-compo version, both editing the minor mistakes and maybe extending the hostage dialogue. Maybe add a Russian translation while I'm at it.
>they seem to be angry at “the man” in general and don’t have any idea of what society looks like after the bombs go off.
That's the impression I got from reading the Unabomber manifesto a few years ago. If I recall it correctly, the idea is that you need to shut down the modern civilization, then it's Mad Max for a little while, then a better world with pre-Industrial Revolution technology somehow emerges. The last part doesn't sound very convincing to me, but then I don't feel like living in the woods and mailing bombs to universities. Unlike the rest of us, Unabomber does believe that the modern society is so fucked we're better off taking the gamble.
Crashes on linux:
``` morozov@morozov-300V3A-300V4A-300V5A ~/tools/Games $ java -jar Roboxery.jar Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: java.lang.NoSuchMethodError: java.nio.ByteBuffer.limit(I)Ljava/nio/ByteBuffer; at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:133) Caused by: java.lang.NoSuchMethodError: java.nio.ByteBuffer.limit(I)Ljava/nio/ByteBuffer; at de.cozmic.graphics.DrawData.flush(DrawData.kt:27) at de.cozmic.graphics.Renderer.flush(Renderer.kt:108) at de.cozmic.graphics.Renderer.render(Renderer.kt:337) at de.cozmic.graphics.GUI.button(GUI.kt:37) at de.cozmic.states.MenuState.render(MenuState.kt:37) at de.cozmic.Game.render(Game.kt:62) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
morozov@morozov-300V3A-300V4A-300V5A ~/tools/Games $ java -version java version "1.8.0_101" Java(TM) SE Runtime Environment (build 1.8.0_101-b13) Java HotSpot(TM) 64-Bit Server VM (build 25.101-b13, mixed mode) ```
Please let me know if you need any more debugging information.
Linux build crashes after the resolution selection window. The console output is as follows:
``` XXX@XXX-work ~/Downloads/pawn_linux $ ./pawn.x86 Set current directory to /home/XXX/Downloads/pawn_linux Found path: /home/XXX/Downloads/pawn_linux/pawn.x86 Mono path[0] = '/home/XXX/Downloads/pawn_linux/pawn_Data/Managed' Mono path[1] = '/home/XXX/Downloads/pawn_linux/pawn_Data/Mono' Mono config path = '/home/XXX/Downloads/pawn_linux/pawn_Data/Mono/etc' Preloaded 'ScreenSelector.so' Player data archive not found at `/home/XXX/Downloads/pawn_linux/pawn_Data/data.unity3d`, using local filesystem ```
As far as I know, it's just the default Unity spam.
Your link is broken. Also, you should probably provide links to Web/Windows/Linux versions, not just the source code.
I really like it. Mechanics, sounds, theme fit, all just really works together. And it's in Flash, so the game must run on a toaster.
Note to self: next LD, make a renpy game that consists entirely of jokes in menu screens while the "Game" itself is a single non-interactive scene.
Absolutely great game. I take it HoMM III was an inspiration? Unit design and random map obstacles definitely remind me of something. Though honestly I doubt there is a single russian for whom it wasn't:) Anyway, just slap the KO condition or maybe a way to respawn players and you sure get my money on Steam.
That's one of the games where you forget it's a jam project. The game isn't just smart, it's actually *polished*. Great work.
That's a damn good game, definitely in top two I've seen in this jam so far. Everything just works as it should.
It's like you took the basic roguelike idea of strategically pushing your luck and thrown out all the unnecessary stuff like monsters and traps. And then made a good game from it. Damn well done.
Neat mechanics, but IMO it's lacking some non-magic way to see the floor. Maybe just show what's under the missing tile? Also, I just had an issue on L4 that I see that a certain tile is sacred (via the looking glass), place the treasure there, but it's not collected upon exiting the level. Otherwise, a damn great puzzler.
@justinooncx So the traps and blesses are hidden *by design*? Okay, then consider that point unsaid. Ditto for mimics, but I think some way to indicate *why* it didn't work wouldn't hurt.
Linux build works fine for me (64bit Linux Mint 17). I like the idea, but it really needs some QoL fixes. Showing both game screen and text console was mentioned already, and I would really appreciate some commonly used parser IF commands (ie `examine`/`x` for looking at stuff, `take`/`grab` as synonyms for `pick up`, `exit`/`quit` to end the game).
Runs on linux just fine, but deckbuilding for the bald guy seems broken (buttons don't respond). The entire run log is [here](https://gist.github.com/SynedraAcus/25108f2e28016fce2445356e91cbf1a8). And I'm not sure I fully understood the rules: for example, what's the success chance and where it comes from?
Also you have a typo in the game title here.
It's neat, but why don't goblins get to play some tune as well?
That's quite a cool little game, I'm surprised it's short of votes. Nice graphics BTW. Although there are some minor issues I'd like to note, mostly with clarity: * Resolution order is unclear. Both moves simultaneously then both actions? What if I push while enemy attacks 1 tile? These should be communicated rather than * Icons are hard to read * Are other islands (those not in the line) important? It looks like it's possible to jump to them, but I haven't found any cards to do so.
Apparently chess-souls is [a genre now](https://ldjam.com/events/ludum-dare/41/mare-underworld)? I'm yet to play either one, but your graphics look pretty cool.
Overall a good game, but for some reason it lags on 64-bit Linux under optirun. Although that could be some problem on my side.
Just when I thought I'd go back to comments and make an electric sheep joke, I noticed it's an actual item to be purchased within a game. Nice overall, but I was missing some clear way to see how much energy do my sheeps/rabbits/chickens produce, how much more I'll get from upgrades and how much I'll gain by matching tiles.
Idea is just perfect, but man, is it difficult. Never thought I'd ever need to git gud at Arcanoid.
Does indeed work fine on Linux with optirun (Nvidia Optimus card). Voiceover is always a good thing to have, and you do have a nice VO. Although the sword direction isn't very readable on smaller resolution. Maybe if I just could see the mouse pointer? Or make the sword much bigger? Or some sort of overlay highlight element?
A good idea, a good game, and definitely 5.0 on the theme. If you were to make it into an actually polished game, that would be pretty great. Runs like charm in Wine, by the way. However, it could do with some quality-of-life fixes:
* Is there a way to see the building's area of effect if it is already built? I mean, I could always hover a new one of the same type on the same cell, but that's additional hassle. * Maybe show which (empty) cells have water and electricity supplied? Little icons or something. That would make the point above redundant. * Some background beat would be nice. * Show which building's note is currently playing. It may be important for supply buildings.
But that's really picking. I would expect that stuff from Steam-level game (if you want to make one), not from a jam entry.
@solluxx my bad then. I kinda assumed that if there isn't a button for that on the screen, then it's not there at all.
Good background music and very good art. Sound effects are annoying, though, and it doesn't really have two different genres in it. A nice game overall, and it's especially good to finally play something that's not about combat.
Good background music and very good art. Sound effects are annoying, though, and it doesn't really have two different genres in it. A nice game overall, and it's especially good to finally play something that's not about combat.
Doesn't launch under Wine on 64-bit Linux. A pity, screenshots look pretty cool.
And you were commenting on **my** weird-control-tetris being too difficult. Anyway, of two Flappy Tetrises in this compo yours is the better one. Five stars out of five.
A nice game, but I found myself jumping randomly on the last level until it finally worked. Though it tells more about my chess skills than about the game, I guess.
Thanks, will look into this. [Linux distro](https://www.virustotal.com/en/file/fb25346dcd4970f2c2d8f5b0aebb9e004bb8f5b5370586e4a9116627abcaa3d1/analysis/1524364171/) and sources are clean, something wrong with win build.
Fixed. According to virustotal, the current windows distribution is clean. It was probably a false positive with pyinstaller anyway, those were [known](https://stackoverflow.com/questions/43777106/program-made-with-pyinstaller-now-seen-as-a-trojan-horse-by-avg) [to](https://github.com/pyinstaller/pyinstaller/issues/1692) [happen](https://www.reddit.com/r/Python/comments/7jm9br/pyinstaller_export_identified_as_virus/).
That's the issue with my distribution, not with your system. I'll release a fixed one in a few hours.
Updated everything.
@radical-dog Another good thing to do with the second attractor is to drop it in the center of the construction. This way you have shapes falling roughly in the right direction and finely tune their trajectories with the other one.
match3-*anything* is, alas, not incompatible. People have already mixed them with just about every genre there is.
@aditya-shukla honestly, Python isn't the best gamedev tool. It's not the language itself, but the gaming ecosystem isn't that great.
@blushine I was thinking about making several pieces appear simultaneously under some circumstances, but eventually decided the difficulty was high enough as it is. I'll look into the Win crashes when I get to the post-compo cleanup. Grabbing both gravity sources is by design. Unless they precisely cover each other (again, that case is left for cleanup; I feel it's kinda cheating to release fixes between compo deadline and voting end), you can later drop them and grab only one.
@zinkler Diagonal collisions are a thing. Or does the figure stop while not touching any of its neighbours including diagonals? If so, that would be a bug. Also, do you mean you lose while tetramino emitter is still pretty far from the construction? The only loss condition is that it collides into the block that has already "fallen".
@justinooncx I dunno, wouldn't rotation make it too easy?
@Yngvarr Howdy, neighbour. Don't know if it says so somewhere on LD, but I'm actually from Irkutsk.
Honestly, I hacked `simpleaudio` into my engine literally one day before LD and had no chance to properly test it. Thanks for the report. And technically, it's *impossible* to win. Like the original Tetris, there is no win condition.
@kpded Noted. Since I got the votes, I think it's time for some post-compo polish and showing direction is definitely gonna be high in my to-do list.