Under ytan by Ditto 2014-04-28T18:30:00
Incredible!
Foon → Ludum Dare Explorer → Users → tanjent
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 35 | Shapeshift | Shapeless Island | compo | 696 | 2.93 | 2.70 | 3.23 | 2.91 | 3.25 | 2.47 | 2.44 | 84 | ||
| 2015 | 34 | Two Button Controls / Growing | Lillypup | compo | 792 | 2.83 | 2.36 | 3.39 | 3.25 | 2.67 | 2.80 | 2.00 | 2.94 | 70 | |
| 2015 | 33 | You are the Monster | KleenEmUp | compo | 527 | 3.05 | 2.75 | 3.57 | 2.53 | 2.88 | 2.26 | 2.23 | 100 | ||
| 2015 | 32 | An Unconventional Weapon | Tranquility | compo | 368 | 3.37 | 3.15 | 3.29 | 3.13 | 3.30 | 3.44 | 2.70 | 3.02 | 100 | |
| 2014 | 31 | Entire Game on One Screen | Tacit | compo | |||||||||||
| 2014 | 30 | Connected Worlds | Spirit Aerie | compo | 555 | 3.21 | 2.84 | 3.00 | 2.80 | 3.76 | 3.38 | 2.09 | 3.26 | 100 | |
| 2014 | 29 | Beneath the Surface | GuppyShark | compo | 1106 | 2.55 | 2.51 | 2.02 | 2.98 | 2.83 | 2.55 | 2.24 | 2.34 | 91 |
Incredible!
Very good atmosphere and art style. The ambient, droning music is very fitting.
This has a lot of potential and awesome graphics. With some good music and sfx it will be really immersive. I think you should continue to work on it! Some in game help texts + elevator activation animation would have helped getting started :) I stared at the start screen for a good minute thinking it was a loader screen. Also it was not clear that I could enter the tunnels when the elevator had stopped - restarted the game because I thought it had crashed.
Man I keep getting wasted without knowing why! I think this game would be massive if the graphics where trimmed just a bit. Good entry, lot's of potential here.
I think this is a really good concept. Also a very extension of this classic :) The first level needs to be a bit easier. Some hidden tiles with bonus/cheats had been nice to have.
Good work and nice polish! Needs some sweet sounds :)
This is like playing NES Metroid again. Really good graphics and music.
Very good theme and atmosphere! An in game map would've helped a bit when the fog of war was gone.
Very nice graphics and I think it has potential. Could not manage to break any blocks :(
The Box room framerate room was OK for me. Seems like the default screen settings are a bit too big for my monitor. I think this game can be a game control mastery. The suit switching could be used as a good puzzle device: get different capabilities, or move controls to another hero on the level. Sort of a beneath the surface of the heroes meta-game :)
Cute! This game really has it's charm. As I am playing it I'm not really sure what to expect next + I like that you change the sounds effects. I think this game can be expanded further with a lot of different gameplay elements, like code breaking/mental puzzles + some room identification so you can look up the cheats online :)
With some better graphics and some fine tuning (juicy powerups + combinations) this could be a good "I've got 2 minutes to burn"-game! I think you managed to create a very satisfying sound atmosphere too, a hectic sound loop + rewarding "collecting" sounds. I felt it was a bit awkward hitting the down key so much (could be a bonus powerup?). Good work!
Creates a really nice vibe with the reverbed sound effects, the lounge music and the overall cool color scheme.
Really good level design that introduce the game mechanics. With some more time you can have introduces some moving platforms + other timing enemies. Solid idea!
Truly an unexpected entry for me! I think you can do a lot more with this technology/platform. Need to think about this some more, hmmm...
Took a few gameover-s before I tried pressing DOWN :) Really good graphics, feels like you are interacting with a hand drawn animation. Convolved harmonica?
Sweet! Good work.
Oh, I hope the page is working for you now, at least I can access it. Also thank you all for the nice feedback! I've been away for a few days so haven't had time to log in / rate any more games. Now I see so many good submissions and inspiring gameplay/techniques/ideas and it's hard to not think of your own as kinda 'meh' :) (I try not to look at the jam entries too much). Well my personal goals were reached with this entry (use Haxe/OpenFL, try HaxeFlixel, try Tiled, record sounds, do some music, draw some stuff with the Wacom). Also a huge goal was to limit all this do something do-able <24h and put it out there for feedback.
You should definitely keep on coding! I think you have the potential to create a lot of amazing (and beautiful) games.
Good work + it reminds me of Gauntlet! It's a bit too hard to attack and thus I keep dying.
Good start. A visual indicator of a loss/win on a trade by the sell button would be very cool. Also I think a scrolling news feed alerting about 'deals' on certain locations would be a nice addition :)
Really solid idea, good work. I think it would be better UX to only have to click on the passengers instead of dragging them into the triangle/ship.
I really like the physics, but it needs some kind of hint/preview of the next connection point to know where to go. And I think the intro screen would have looked a lot better without the meme. I don't think your simple(r) graphics needs to be excused ... it's just another art style and it was good enough.
Really good work! When you enter each world/circle/chamber a preview vector field of it's forces/gravity could be a good addition.
The right click to pan in the web browser is a bit hard to use since I manage to bring up the context menu in my browser sometimes (which messes quite a bit with the interaction). Also I think a mini map of the game world and a first level where the start and goal is just one bridge away would be enough to get one going (... and then ramp up the difficulty + explaining the bridge loop trick at level #5 or something).
Also I thought that the green arrows in the corner where some kind of decoration at first and that the bridge decay/pixel dissolve was a texture mapping glitch. An idea I got would be to replace the bridge graphics with a line of those (floating) green arrows (repeating like <<<<<)... I think that would have looked a lot cleaner and kept the tight abstract style even more streamlined.
Very good game with lots of potential for expansion when you grasp the mechanics. It just need some more trimming and user testing :)
I had an idea about a text adventure for this LD but it didn't really fit any of the themes... So it's good to see that someone did one :) Played for a while but got a bit lost after the hallway/lab and gave up ... will probably return and try again when I'm a bit fresher in the head. A big + is that the "quest desktop" helps with the typing and the objects ... would be even neater if the surrounding ui widgets could be colored and themed a bit liked your nice screenshot/drawing!
I delivered -400 items to the planet ... I guess the drought got worse! :)
Feels very complete, impressive work for 48h hours. I could get right into it and play/interact with the game learning as I went along = very good. The level where you jump on your previous d00ds sold it for me! Had to look at the source to see if you had an FM synthesizer in there as well, but alas .. is ogg files :)
This really reminds me of those (fantasy) books where you read a few paragraphs and then flipped a few pages back and forth (and usually ended up being killed by a drunk barbarian at page 120).
I think this game could really benefit from a cover picture or some kind of border theme (like a book frame / cover); some small icon of the location or something for each page. I think that would make it look so more polished and add quite a bit to the content. Take a look at Frankenstein or some other interactive books at inkle studios for some inspiration on how others have solved this!
This would be a lot easier if you had some alternatives that you could connect (in crazy ways). I like that you have a background graphics.
Really good and very clean/simple with good core mechanics. I think that instead of the message about not dragging inside the circle you could project the mouse pointer to nearest point on the rim and shoot from there.
Thanks for opening my eyes to a new game genre! When I think about it some more: most games I've played seem to have a core of "incrementation": levelling up, reaching the next world, getting achievements, improving your (motor) skills, earning more, getting more XXX ... Really basic human stuff, man.
Funny that when my kid brother showed my cookie clicker I thought it to be the most silly and pointless thing ever ... but it's really an archetypal game mechanic, we just dress it up in lots of logic and gfx, like this silly action rpg I've been playing for 100+ hours just to get all the last level 9 items ... Well, anyway, nice game and thanks for making it! (...and sorry for the philosophy :))
Great comments so far, they make a lot of sense and really resonates with my own thoughts. With some distance I feel like I would have needed a week or so of refactoring/rethinking the game mechanics, because one part is very relaxing and the other is very stressful (which I'm not really sure is what I want) I think the match 4 need some extra stuff to be more interesting and the second room could need some more "dimensions" too. If you have any ideas for improvement - just write em down :) Thanks so much!
Really good graphics and animations. I think the gameplay would have been a lot easier if the Q and E buttons/functions where mapped to some other keys so you could use the other hand to move, I ran out of fingers on my left hand and kept confusing them :) Probably easiest to add the left/right arrow keys for movement.
The ending was great! Graphically I think you could have skipped the pixel textures or worked with larger bands of colors in the last levels, since it would have harmonized better with the larger scale of the protagonist. Also I really like the evolving music, since you did not just progress through the levels but also with the audio. Good work!
This is utterly impressive and so hard to rate - I don't know what to do! If someone magically turned up behind me and knew the system/rules I would sit down and play immediately, but 10500 words is a bit too much to have in my head... :) Well here the points from the Swedish jury (outside the LD-system): Overall: ? Innovation: 5 Fun: ? Theme: 5 (Really like the idea of prime factors to use for world/stats building, will keep this as a cool tool), Graphics: 3 (Nice map) Audio: n/a Humor+Mood: Depends on the people playing!
Like the book, the introduction was better :) I think the graphic style of the intro should also have been used in the game because it's a really big contrast, in style (and in scale) right now!
Hard to rate! But looks very cool :)
This game (struggle?) makes me wonder if I am part of an abstract art installation. Pretty unique! I guess you will also remain silent, and that me writing this confusing mess is just an ongoing part of the work ... haha!
Really good graphics and style. I think you have a very good and solid (graphics) template, but that you should "pivot" and rethink the mechanics. I think more focus on connecting the worlds in smart ways (like colored sides for extra bonus, overlaps for penalties). Mashing keys to meet all the new people thing was quite tedious, it was more fun connecting the worlds and try to figure out the optimal placement :)
I am not sure I won, but I really like that you packed so many different kinds of gameplay in here + big +plus+ for the love story :)
"This sure does look like outrun!" #thingsinmyhead ... Plays one round of the game and reads text below, sure enough there it is!! I thought I should avoid the birds so I only got 3 kills :) For a real clone there should be the "world map" with splitting levels and a goal at the end... probably something oil related :P
Love the animations. Just wished that the aliens looked a bit more ... alien :)
The graphics and writing are great! One thing I really think you should try to check/fix/improve is if it is possible to reskin the UI-buttons ... the rounded corners are quite a mismatch to the angled/sharp shaped style of the BG images.
Hard to vote on this in this state :) I think the interface would be better if you use a virtual arbcall/trackball to rotate the torus around origo instead of using the keys. I was dragging the mouse and clicking the middle mouse button to orbit the scene but it didn't work :) Check https://www.youtube.com/watch?v=NZkGbKYLK3c or download Sketchup for inspiration on how it might work!
Good work, ambitous doing graphics for a 48h jam :) Remember reading standard children books to my kid brothers a few years ago, and I can see that stuff like this would be a good update (for tablets) .. so while reading you could ask the kid what they want to do and have a good little interactive story instead of just flipping pages.
Agree about the sword and its "conventionality" :) That aside I think you have a good gem here if you want to polish it further. The graphics have a unique style I like.
Really like the art style! Just one random thought: I think that since the overall design is very retro, the sound should also reflect that... So if you bitcrushed the mumbling samples to 4-6 bit audio or something similar it would have enhanced the gritty digital feeling greatly - especially since the first sounds you hear is very simple/retro/digital and that clashes a bit with the rest of the sounds that sounds more recorded. Still a great take on the theme!
Man, thanks for all the great comments! It's funny because I've must have thought about all this things while messing around with the code, hoping no one will notice or that it will fix itself ... but it sure gets discovered + summarized so eloquently by you. Thanks again, lots of info/things I will think about for the next game :) I hate that you burn out so quickly in these 48 hours.
Games won by me:. Score to red:+13. :) I think it would be much easier if there were some preset combos so you could hit only one button to attack high/low and do combination moves with the directional controllers (like streetfighter)
I thought initially it was a meditative piece, commenting on shallow commercialism and machine produced food or something. Did a bit of a stroll and then a glance at the shelves too see if there was any political statements/commentary on the products ... next I look up and there's an angry purple guy in a turban hitting me with his flailing arms... Hmmm, is this a modern art piece or should I just randomly throw this toilet paper roll I picked up... the questions.. the implications..
Impressive work, been thinking about making a game like this someday. As an audio geek I had to look at the source... I hope for your sanity that GamePatterns.as was generated by a tool :)
Hah, did not expect something like this! The range of interactive things in this compo is really part of the charm :) I've never really thought about making content with real life pieces, but I think this 'game' shows that is yet another tool to use. The LEGO characters themselves are like preset modular 3D models that you can assemble, skin and animate, just like in Blender et.al.
Oooh, this was like being back at miniclip games or what that site was called back in the 00s :) Really good stuff.
Good graphics and I like your interpretation of the theme by using the "world" as your weapon. I think you need to add some more extra hits/lives at the start, because it's a bit difficult to progress now! :)
I really like this entry. Such a nice mood and friendly atmosphere, the sound design is great. It has a few bugs and I think you can work on the controls to make it a bit easier. I had to backtrack the entire first level because I forgot to activate the first star thing.. :)
I appreciate the honest writing in this entry :) Could have been interesting if you skipped the "action" component and did a puzzle/adventure thing with the same graphics. I think it could easily have been made into a strategy game where you have action points or something similar that you have to allocate in a smart way in order to survive/kill!
This is really good! I have a hard time connecting it to the theme, but the music/sound and graphics design is really good. Now you need to gamify-it some more so the different minds give you abilities to solve puzzles and traverse the maze/room/world further.. Good potential in here.
Looks outstanding and very polished/expensive. I have really hard time with the controls and the camera is a bit too unstable for my liking. I think this could be a really great game if the camera moved less frantically and if the difficulty level was a bit easier in the beginning.
"You have pressed shift for 5+ seconds. Do you want to turn on STICKY keys?" ... "No! I want my monster to speed up!" Good idea to add an extra dimension with the upgrades. Couldn't get so far because I am lousy at this: but I see a natural expansion to put upgrade points/bombs, powerups etc. on the field as bonus objects for one to catch/avoid.
Really good mood and graphics and a very interesting take on theme. Also the minimalistic audio is really well done and fitting. I think that the "game" aspect needs a bit more work: it was a bit dull just moving the character across the level, also I think the first part needs some "game rules" (like bounce on left wall X times to get Y body parts etc.) so it feels more integrated with the exploration/movement part and that you feel a bit more control/ownership over the character.
Really super awesome audio and fx design! I think the gameplay needs something more than just walking left and right and jumping as much as possible. All the particle effects made it hard to see when you got hit by bullets (?) and it was hard to strategize/dodge/escape so you just had to take the hits and power down.
Outstanding music, best tune in this LD by far!
A+ for innovation, haven't seen it used like this before but then again I only watch unboxing videos :P When the clips are this short You-tube really messed up with the interaction ... I really think that if you hard-code the captions (I had to re-enable them all the time) in the video and add a bit of delay at the end of the video it will be much easier to navigate and decide where to click before Dr.Phil and other related videos show up. .. + Always fun to see something that's not unity-grey/pixel art. I managed two different endings anyway :)
I managed to reverse and fly up the hill so I flew into the void of space and now I have a walrus in the sky... trippy.
Why not rating of the sound category, because I found it to be awesome! Just wished it had some distant reverberant metal clangs/noises and it would have been even more drab/ominous and fitting.. Got lost pretty quickly and gave up finding the exit, a little map would have helped :)
Sorry mate, still 404!
This is a really cool concept. Really slick presentation as well.
I see super potential in this one. Some ideas: The music is already "top notch" for the sub-theme (rage) ... so just need to fit the rest to make it even tighter! Inspiration from Anarchist-movement design/fonts could be an easy 10x multiplier for the overall look/menus/etc. Black+Red+White = very basic good colors, keep it. Make the intro skippable, remove the ":" sign in all the status texts. I think the little d00d should move faster and have a bit of tremor/shake when idle so you know he is about to explode. Also an extra effect could be background lights/screen blink in tempo with different snare hits/wubs.
Good idea with different movements/attacks. Would have been nice with some air bubbles/wavy things to up the underwater feeling. I had a bit of trouble knowing which fish I was + guy could move off screen, so could be good to have a little animation indicating what fish you currently are + preventing the hero from disappearing from the screen :)
This is really cute. I really like that you did 2 games with the added bonus level. Could be fun to add some combos, obstacles and powerups for extra challanges and a more deep gameplay.
Good variant with the shield mechanic. Can easily see how one can expand this with powerups and other obstacles.
Really like the hoarding of zombies. Would be fun if the environment could unlock some bonus things to kill/slow down the shooting guys + other missions (find something on the map or similar)
If it had children and animals it would have been even more grim. Good work! Impressive for 48h. Blood could've stayed inside the houses, breaks the "immersion" a bit.
Yes you mirror my exact thoughts on this theme! :) Also your entry is spookingly similar to one of the ideas I scrapped ... Thanks for actually doing it!
Very stylish and nice entry. I was a bit confused at first on what to click and what the countdown timer meant. I randomly clicked on the large notes board and then a guy popped up and let's just say I didn't really further our relations! I think it's a bit easy to miss the name of the ambassador and it might be good to have a blocking timer to preventing one to click by the presentation dialog :)
Great anger management tool :) I found out that as long as you move in the perimeter of the arena you tend to not get hit by the tank shots but as soon as I went into the centre I was ded.
Very good entry! I really like the graphics and the music which share a suitable corny/good lo-fi approach. A thing that I think could add to the complexity and make it more deeper was if you became slower when walking in the mud + maybe some wind resistance to make it harder to progress. Thank also for not having to restart with wiped out stats :P Also, beat the game!
Like that the protagonist changes sprite, could use some more interaction with the other d00ds to revenge their hatred - tried to crush em by jumping on their noggins but it seems that I just passed them by? Also, what if I say Candy Crush ... ? :P
Good idea, the snake gets slower and more sluggish the larger you become right? Initially (when you were a fast little leech) I thought that switching colors to green was a cheating somewhat, because you could sort of run up to the little blobs and test your size against them and eventually dodge them in the last second to prevent insta-death. But when you got slower it was pretty much necessary to see where the "safe spaces" were so you could plan your route...
mack: You should def. continue with this. I think you should go all in on a christmas theme (like jingle bell music etc.) snow blizzards/snow castle bosses, fights with other balls ... Perhaps you could sell it to some company that needs an ad-app/promotion for the next holiday season. The basic idea is very simple so anyone should be able to get it instantly.. And you can cute it up/spice it up to infinity with IAP and upgrades etc.
13 !!! But that was only because the first 5 seconds? where almost white space :) It needs about two rows more of preview to give you a bit of extra planning.
Good entry and very slick 3D feeling. I found out that I suck at it though, had a hard time completing level 2. A little minimap/radar thingie would have helped so you know how many birds are incoming :) Also I felt a bit uneasy with the super sensitive panning, but that might just be me and lacking skills with FPS in general. And another + for doing it in C++ and publishing on the web 8)
A very tight feeling in this one. Plays super smooth on my PC/Firefox. Good work on the in game tutorial and really good music as well - which provides a good pulse and spacey feeling. Nice work.
This is evil.
A meditative peace. Good music. Kept trying to crack the ultimate press/hold ratio to get to a 100% green but it was very easy to burn/flood the level once you got over 80% :) I think this mechanic can be a real good component in a "bigger" setting, but I just can come up with something right now. Have to think about that one for a while, but it is a very inspiring entry for me. Good job.
I think this is a perfect example on how to get stuff done with an (untested) technology! It also really helps when you have a deadline, know you will have some players + some direction in the form of a theme. I've been thinking about making a HTML game like the classic BBS adventure games for a long time and this reminds me a lot of that :) One thing I felt was needed was a way to lose? I think that the warning about entering a too hard dungeon could be made into a suggestion and not a barrier, so you might take a risk to either die hard or grow faster.
Man what a solid idea! Great take on 2 button controls. The repetitive sound FX got a bit annoying after a few minutes, so it could have been fun with different sounds if you hit the paddles with a strong/weak force. Beat the game - 1Ö represent! Some extra polish with the framing/on screen info and a check if you are stuck in a curved slide would have been a bonus. Anyway, I see this concept can easily be expanded and more obstacles added. Add some IAP and you'll rake in the £, $ and €'s ... :D
Needs some dub shake on the logo box in the intro :) Also, agree with many comments above, I flew around, spewing bullets, but the bullets didn't seem to interact with that much so I guessed you had run out of time and released what you had.
An entry that had me laughing from the description until the bitter end. Dammit, I fed that octo-pussy good and all I got was 0 :) Really like that you created an anti-theme, I wish more people would do that :) Really fun entry. Luckily my keyboard doesn't jam up so I could pretty much press everything at the same time.
Nice animation and good graphics. Wished for a mute button on the music for a while, the SFX was really good but the tune got a bit on my nerves after a while :D Really good embryo for a puzzler but I think most of the levels are unsolvable unless you are lucky? (Had completed 7 of 9 squares and thought I was on a roll, but had no water left and got dealt 3 new flowers.. :)) I think you have a good idea here but might need to iterate a bit more on the rules/balance so a level can be solved with some more strategy. Felt like the placement of the flowers did not matter? But a good start to add more stuff, perhaps some chaining of flowers/different rains could be a good meta play, or some wind vector or fertilizer to blow into the garden...
A bit tricky playing it with just left and right turn and not the normal WASD. Got the hang of it pretty fast, so it was less of a challenge. Reminds me of many hours wasted in FastTracker II Nibbles :)
allegro_init("COMMENT");
/* Really tight mechanics and a good mix on the theme with growing by sucking up the bricks and firing them! I think the game needs some powerups and new enemies to make the shooting easier and keep the interest up. Also a big up for keeping allegro alive. I remember back in 98' when DJGPP, Deluxe Paint and Allegro were my bestezt budz */
allegro_exit();
Pressed down the first thing I did and got stuck underneath the fire :) Now you know you can make it in 48h so things will only get harder as your ambitions grow!!! /Evil laughter
Having the command actions on screen would have helped a bit in the beginning, cause I only remembered to build houses and fields :) Really good atmosphere in this one and I really like the style and the whole package. Very impressive work!
Argh, my Mouse Gesture Extension in firefox did a lot of bad things to my browser when holding down the right button and dragging around :) I think this needs a little in game radar so you are not surprised by the enemies coming in from behind.
Good work on the 2 button theme. I like the whole aesthetics, with the combination of FM-music and the 16-color graphics, which reminds so much of playing Warlords I with friends in a hot seat back in the 90s :) It was a bit tough restarting when you died so some save-points would be good!
Could play it with eyes closed :) Really done something great with the theme. Audio games are really hard to make but I think you pulled this one off! Getting sent back to Level 1 was a bit tough and make it hard to want to progress on the harder levels.
A lot of good comments above, so won't rephrase em! I think you can skip the ":" in the hud controls so they look less cluttered, also a little minimap that reveals the places you been at could help a bit with the backtracking. Otherwise, good work and the WebPlayer worked fine for me!
I really like the constraint that you can shoot yourself to death, but the controls are a bit too floaty/slow, so it felt like a lot of time was spent backtracking when you missed a jump :P Anyway, a very well executed growth theme!
Man what a pretty entry. This is so awesome! How can you come up with an idea like this? Now I crave a Coca Cola(TM)! Yes, you must work for them... This is what it is.. A commercial. That why is so slick.
Simple game and idea. I think it is actually too difficult right from the start. I died almost instantly, and often when I had just passed a beam, it was very hard to know when you had "passed" it. My best was like 8 beams :) Reading the blurb about energy I was trying to charge my cloud and matching the width of the beams, not really sure if that was intended? Or is it just a binary pass/fail?
This gets better the more you play :) It felt really slow in the start, but once I got that you could click the plants to get some extra boost I was a centillionare :)
Keep on rockin'
96! Catchy tune and simple mechanics. You should head over to onehourgamejam.com and participate I think you would fit right in!
Awesome entry, really like the factory and the sound design. It was a bit frustrating w.a.i.t.i.n.g. for the pieces to come to the press and then miss it because you clicked before it turned green. Could be good to have some cheater power up so you can fire a press before, a bit if mental off loading ...
Awesome execution .. text based yet very graphical. And bonus for the added nostalgia from ancient BBS ANSI games :) It should really have some PC-speaker crunch sound fx for extra feels (but played some dub reggae instead!)
PICO8 games = such nice feels. Dangelidoo, my tetris skills are gettin worse for every year.:( I was really bad at rotating AND flipping shapes but I think that with a bit of training and a warm/good toilet seat I could crank out a few lines after a few hours of training :) Nice and very smart. Like it.
Looks really good and does it's thing well! It seems like the hit area of the sprite is a bit too big, especially with the spiky level I felt like I was in the clear but died anyways.
Awesome puzzler, my main feedback was about the mouse gestures but then I saw you had already released a fix :P (+ I played that one and the UI experience was muuuch better). One bug I found is that sometimes you can spawn 3 in a row and not clear them automatically. Keep on polishing this and it's in the app store making hot IAP money...
didn't see the pictures of the dog at first, but that's just fishing for extra scorez, so you get a bit of boost for that, u cheater 8) Good idea and nice level design. I like that you have to balance between the shapes. Got to a bug that I couldn't reset the level with R, seemed like the game just hung.
Really nice puzzler. It felt a bit too random sometimes since you could get some high matches while trying to go for another target you had in mind (like 123, but happened to get 444 on the way) but I think that with more time and some level design it could do pretty well. Perhaps introducing gravity/collapse could spice it up...
Solid idea and really good graphics/animation. But I guess you can't lose/die right now? Needs more stuff and perhaps some historical battle progress, with upgrades and extra powerups.
This is the best game I've played out of about 60 games so far. Super - awesome. Extra bonus for making it in 3D and it pulls it off so beautifully with the sand toned graphics and a streamline mechanics of working with up/down disappearance relative to the ground. Please make this a real game, make it happen! .... bonus idea for extra levels/world: make the world/level rotate around in 90 degrees. And get some nice music + polished GFX.. Sweet.
This one I will remember for a long time - very trippy and really good animation :P I don't really know if I did it right when I clicked on the different shapes and if I did it in time, some feedback other then the red bar could be good.
OUCH sorry about the Space and Chrome. Thanks for letting me know. Stuff like this is why I need the comments :P
I've added so you can fire with X as well. Hopefully that will work with Chrome.
And now I added WASD-controls + shoot with J and also added some keyboard capture calls, hopefully this will work...
nihil: well, *blushes* apparently one of the enemy towers was placed on top of one of the shapes... I've moved it now so the game can actually be finished :P Damn I hate it when you are so stressed you can't playtest enough!!
Wonderful sound design and background music, it really fits the floaty graphics and the puffy clouds floating about. Nice pitch down effect as well. I was expecting some 'loading' energy bars (until I got it that the space bar only fires) and a bit more graphical feedback when changing shapes. It's almost a rhythm game in a way :)
Really good art and audio. The knight gets a bit too slooow sometimes, so I think that needs a bit more balance.. Also I found out that I could let the king+cart skip barriers and run to the exit if I stayed put behind and waited for the green bar to fill up... :)
score of 277 represent! Some of the word plays are a bit of a stretch, but quite fun game and I really like the mood and the bit of random conversation that pops up in the middle. I think that the floaty movement of the sprites make it a little less gritty/lowres, so could have been more lofi charm if they moved in pixel/grid steps instead!
Who-ho, #5 score :) Let's see how well it stands toward the end of the voting. I think you have a good embryo to a solid puzzler here: quite relaxing to play and just needs some AAA/F2P polish and it could be a good mobile game. What I think is its main drawback is the mental overload of moving more than one row/column when dragging. I find it hard to strategise when the entire field shifts too much and the predictability goes down. Many times I was just dragging randomly and hoping for 4+ match. The drag entire field could be a good IAP-powerup or something similar.
Ragequit at climbing section!!! Good idea to have dead blocks to use as (extra) stepping stones it makes for good strategizing of a part. But they got really annoying at the climbing stage because you had to wait for them to s.l.o.w.l.y. fall down so you could attempt to jump up at that ledge where you always die on the next jump (because IIRC) you had to also shapeshift for this one. But then the old you was in the way so the timing was off. This part could needed a faster timeout for the old blocks to die like some shake-the-screen-and-wipe-it-clean knob..
Solid idea and good take on the theme. It's very hard to see the shapes: they are too small (even in fullscreen) and they wizz about!! 8) I got bumped back down several times and just had to wait for the black hole to eat me up :(
Hate it when the LD weekend collides with real life stuff. The controls are a bit slow, but the game has it's charm and funny sounds :)
Simple and fits the theme. Really good.
Congrats on your first entry! I like the idea and I've played similar version (you were in 3D space and had to rotate the environment to match the knots/verticies in a single line). The UI needs a draw me now button, because it doesn't update when you change the k slider only when you click on the time slider, so it's hard to get an understanding of what it does. Also moving the time slider with the left/right keys doesn't update.
Good work on the theme. I think it's a bit hard when you are damaged to know which shape you are. Because it 'morphs' I don't know if I should collect the colors or the shape, perhaps it would be better if you just picked a shape/color instead and let the player chase it.
The leaves are a bit too similar to the background (better if they where contrasting pink/purple) and I think they could need a bit of an animation of where they will pop up (so that you can plan your route a bit) Also when time is running out I think the game needs a bit of flashing text or something so you are aware that you need to go back to the ring. The HUD/text is a bit hard to read on the busy background, perhaps a yellow text with black outline popping up near the worm so you don't have to take your eyes of the "target" :)
Very cute and a good puzzler. Could add some action bombs ala bomberman and some interactive walls if you want to expand the levels a bit more.
Nice puzzler. At first I dragged around randomly because I couldn't understand what a shipshape shape looked like. I think you need a super-easy-basic tutorial intro, like drag one dot onto another empty dot and build up from there. Once I got it it became quite relaxing. Add some music and some other shapes and It's a casual game!