Void/Entropy by Tygrak 2019-10-07T13:40:51Z
Wow, way too hard for me :) But I like the minimalist aesthetic and the music was pleasant as well, good job!
Foon → Ludum Dare Explorer → Users → Tadeas Paule
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | Time Prison | compo | 476 | 3.08 | 2.77 | 3.50 | 4.05 | 2.69 | 2.80 | |||
| 2020 | 46 | Keep it alive | Babysitter | compo | 291 | 3.68 | 3.56 | 3.50 | 4.08 | 3.52 | 3.87 | |||
| 2019 | 45 | Start with nothing | The jam ends in 1 second | compo | 265 | 3.38 | 3.35 | 3.57 | 3.92 | 3.04 | 1.61 | 3.40 | 3.02 |
Wow, way too hard for me :) But I like the minimalist aesthetic and the music was pleasant as well, good job!
Very cute and charming, lovely graphics :) I really like the idea, kinda reminds me of Minecraft Skybox. I would love to see this expanded upon!
My two nitpicks: - The hit registration was kind of wonky, and you had to do a lot of positioning to really hit what you were aiming for - It missed any sense of urgency (?), i.e. it was clear that you have to collect items in a certain sequence, they were all there, it was just a matter of time. Adding some enemies or other danger to the player that breaks you out of a walk - click - walk complacancy would've added a lot
Hi, great job on making the game :) Just three things that caught my eye while playing: - sometimes the enemies are hard to see against the background - sometimes when you shoot the gun the bullet hits you instantly? I don't know if this is a bug or if I was doing something wrong, but either way the bullet "disappears" and you take damage - The coin counter is super hard to read
Incredible, getting so much done in 2 days, great job! The graphics were cute, the enemies all unique and the movement and actions, like taking damage and dashing, all had a good feel to them.
As pfeyffer has said, the main thing missing for me was some indication on what the items do. I would definitely keep it mysterious for the enemies, as each new enemy type you unlock will be a gamble, but the "friendly" items could've used a tooltip at least.
What am I supposed to do? I'm walking back and forth in the level, I can't interact with anything other than the crafting bench. How do I get the materials indicated in top right?
I loved the soldier models and sound effects! But not having any indicators on what to choose made me eventually just pick attack/defense at random, and the game stopped being fun. I get the rock paper scizzors throwback, but maybe including some way for the player to have a better chance at winning an encounter, provided they pay good attention, would've kept me playing longer
As others have already said, the artstyle and music were both beautiful, they set the theme of a long journey wonderfully. I liked how the environment slowly changed as you ventured further, the roman ruins etc.
My only gripe was, I don't know what changing the formation does? And what the difference between the figures in pants and figures without pants was. But anyways I loved it, great job :)
Great job, very well polished, the way it was presented was intuitive and thus needed no disruptive controls screens and tutorials. The only thing I miss is having some way of moving the camera.
@polyethyleneglykol Ah my bad then. I got the zooming, but didn't try right click so didn't know I could move it like that
As above said, incredibly adorable art! Good thing it's just jam-length, otherwise I would get addicted to those cute robots :)
Cute artstyle and aesthetic, very polished! My only gripe was that if you don't click Learn at the start, you don't know how to move, and afaik there was no way to go back to the menu? Also on the upgrade screen it took a bit of pointless clicking to figure out that I have to press the respective move button :D
Overall great job! Loved the expressions on the blocks' faces
Good job, you really nailed the mood well with the combination of the minimalist graphics and the cool music. Though clickers are not my thing, I found myself just sitting back for a bit, listening to the music and watching the strings fly around :)
Great atmosphere and mood, the combination of the music, the attack sounds during the night, and the desolate landscape.
The only thing I found lacking was that the movement when you're running around during the day can get boring. Maybe with a stamina bar and sprinting, it could spice it up, as well as add to that surivival management mood ("should I sprint for that rock, or save stamina for running back to shelter").
All in all it's amazing, the models are cool, the mood is great, just great job!
Hi, nice idea :) I liked how you implemented it, moving around the page to slowly uncover a poem. The movement was so hard though!
Very charming :) I loved the beginning with picking up the flower and smelling it. And the graphics and dialog boxes were cute and meshed well together. It would be fun to see an ever-escalating back and forth of running from baddies, getting a gun upgrade, beating them back, then the tables turn again :D (as I assume it was implied in the ending).
Just one tiny nitpick; when I had the gun and had to destroy some parts of the level to climb on, it was kinda hard to tell if I was shooting at the right spot (i.e. a spot that's scripted to be blown up after a few shots). Adding some effect, like chipped pieces of wall falling down while you're shooting, would be a nice fix for this.
Beautiful. So hard though! One suggestion; I only figured out after 2 restarts that too much sunlight rapidly drains your health. Well, "duh", and you even mention it in the manual to keep it in the middle zone, but a graphical indicator (or a sound, like a sizzling), would be great!
Great job! Cool graphics on everything, the enmies, the level ground, player. The music and the strobing lights, as well as the visuals, really gave you that automated factory feel, and the music was nice while adding a sense of urgency. I especially loved the little touches with the menus; both the starting screen, and the Pausey Pausey bit :D
My only gripe was the movement, which I suppose was meant to be annoying (?). It made it super hard to position the boxes, which is fine and adds to the challenge, but for me it mostly made it frustrating.
Overall it's amazing, incredibly well polished for being a jam game.
@geoff-nagy That would be interesting! The slippery movement you have now was OK and unique, and added to that robot theme, but it became frustrating when the safety of your precious boxes depended on it. Combining that movement with a gripper to pull boxes towards you would make for more interesting gameplay and less frustration with the movement :)
@fictions Thank you! Yeah, was experiencing a lot of bugs throughout the weekend. Hopefully the enemies blocking each other is the least that's left in :D Literally Sunday afternoon was just bugfixing for hours and hours
@corrade Hi, sorry for that experience! You're supposed to end the game by clicking Publish. Tooltips were one feature I really wanted to add but couldn't fit in the limited time :(
@cyriaque Thank you :) Might be a bug, it was a buggy hell all throughout Sunday. I managed to fix most of them, but I guess some slipped by :( I know the button is purposefully disabled when in game mode, but should work fine in edit mode...
@adrien-dittrick Thank you, that was the intention :D
@tarfield @kanonix Thanks for the kind words
First of all, I love the idea! The way you describe it here draws me in, colonising different planets, managing the economy, making sure one planet doesn't topple the rest. Sounds very interesting, and definitely something I'd play.
As for the execution, well it's all been said above; unresponsive controls, not having much idea what to do.
Personally I'm just complaining because all of my metrics kept plummeting :D how are you even supposed to keep happiness up!?
But thanks for the experience anyways, and once again, the idea is brilliant, it would be great to take it further!
Great job for making so much in so little time! The gameplay was typical bullethell fun, no compaining there.
The main lack of the game was in how it presented things to you; - the healthbar was very tiny and out of the way so it was hard to keep track of - I don't know if you indicated somehow when I can shoot (have charge), but I didn't notice it, so it was just an invisible timer for me, which sucks for planning your attacks - Kinda connected to the healthbar, but knowing when you're hit is super important, maybe even if it's just a screen flash or even a text appearing and telling you, just some way to know.
Though I understand that the things above would've been added if you had more time. All in all, great job for shipping something playable in just 6 hours :)
Great job! Interesting mechanics, love the backstory, nice music too. The only thing I would suggest is maybe the prompts/hints should be a bit clearer? Though on the other hand, I loved their goofiness / unseriousness...
@alaah yeah good idea. The other mechanics were relatively easy to figure out just by experimenting, but that restart mechanic (which I loved the idea by the way), I don't know if I would've gotten it if I didn't read about it here on this page :D
I liked the goofy graphics and a few of the text blurbs made me chuckle :)
Beautiful, nice UI and flower images, it was very soothing just watching the game of life unfold. Good job :)
Hi! I love the artstyle and music, but I don't know if the controls are bugged or I don't understand them... Anything I try, the slimes just twitch in place and then stay where they are
Good job, the tutorial made me laugh. Though it was super tough! My Earth didn't last long...
@bit-assembly Thank you, I totally forgot that! It should be fine now
@fudgefiddle I'm sorry to hear that! I don't know what could cause it, just tried and everything works fine... Maybe you unfocused the window?
@grena that's right, lasers are instant death for your poor little sister. Though they can hit you just fine, since you're an awesome ghost :)
@a-312 Did you try turning it off and on again?
So tough! Love the idea and the simple graphics. Only thing missing for me was some walking animation
Love the artstyle; the effects in the background, the eye, it's great how you show health in the progressive worsening of the eye sprite, instead of a generic health bar. The mechanic was also interesting to use and made for some frantic situations :)
I would love to see some more variety in the challenges you face maybe, or some infrequent event that would break up the routine of shielding against asteroids
Loved loved loved the splat sound when you squash the bugs. That alone made me stay longer than I probably would have / should have. Also the graphics were nice. Good job
Beautiful
Nice game feel, great visuals, really enjoyed the gameplay. Only two minor nitpicks from me: 1. I would've loved to see a custom cursor. Since the rest of the game is very nice visually, the default windows cursor was jarring 2. I think the sound effect when the rockets hit the roof shouldn't be there; when you successfully create a rocket, it does that nice ding making you know you did something right, and then the whooshing sound as the rocket takes off is another satisfying sound. But then there is the rocket crash sound and I think I did something wrong, even though everything went according to plan?
Wow incredible job! You definitely nailed that "just a bit more" feeling. The music, the sound effects, the robotic voice thank yous, the graphics, it all had a great and unique game feel.
The only thing that kinda annoyed me at the start was the movement, which I felt a bit off (and I don't know why?), although this went away as I played more and got used to it.
@joonamo I'm sorry I can't really put my finger on what felt off to me. Perhaps it was missing a hand brake style thing, for drifting and better maneuverability? But it was okay, as I've said I got used to it and then it was natural and felt "this is how it should be, this is how this game's bus handles". So it wasn't a feeling of "this is not how cars move", dw :)
Incredible, so well done! I kinda lost track of time playing and trying to figure out when to switch what. Only have some minor nitpicks: - esc should bring up a menu of some sort, not exit the game - some way to track levels (which one you're on, how many left) but understandable given the limited time. What is there is phenomenal, the polish and game feel are amazing
Nice take on the theme! And of course, very beautiful visually overall. The only drawback for me was that some of the sound effects were a bit jarring and didn't match the visual aesthetic of the game (the boat crash sound comes to mind)
@geegaz I just came across this tool in another LD entry's comments, apparently you can easily create various SFX with it. Wish I knew of it sooner! https://www.drpetter.se/project_sfxr.html (or google sfxr if you don't want to open links)
Incredible, amazing job. Everything was so well polished, I'm surprised that you had time to include stuff like the idle animations etc that really added to the feel.
Hi, congrats on your first jam! Here are some nitpicks I had: - Hide the mouse cursor - It wasn't clear at all what to do or where to go - Maybe put the controls in a separate screen (menu screen?) or something, having them always be there in big font kinda ruins the atmosphere
You're probably going to hear this a lot in the following days; great job on the graphics! Really beautiful, created an interesting and cohesive theme and really set me into the world of the game. The soound effects were nice as well.
My only problem was the control. I think that the mouse maybe wasn't the right choice? The feedback also wasn't very clear; sometimes I clicked and nothing happened (is there a cooldown?), sometimes I could've sworn I was on the highlighted part and I still fell down.
Overall great job, that was just my one nitpick :)
Good job! Feels like a nice "relax, turn your brain off" game, kinda like Floating Point or Hexcells