Hey, Hugo! by OddballDave 2018-08-18T02:41:47Z
Graphics and vibe are great, I liked the song too. Restarted once and the Fuzzy Counter maximum shot up to 320 instead of 160. Nice ending, even if it took me a second to figure out that was the end.
Foon → Ludum Dare Explorer → Users → Tattomoosa
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | Art School | compo | 425 | 2.95 | 3.02 | 2.93 | 3.29 | 2.52 | 3.56 | 2.70 | ||
| 2021 | 49 | Unstable | Midnight Maintenance | compo | 319 | 3.38 | 3.28 | 2.50 | 2.71 | 3.24 | 2.97 | 3.48 | 3.69 | |
| 2020 | 47 | Stuck in a loop | 👥 | Turn Left | jam | 3.07 | 2.88 | 2.50 | 3.35 | 2.85 | 2.88 | 2.73 | 2.65 | |
| 2020 | 46 | Keep it alive | The Acolyte | compo | 319 | 3.64 | 3.27 | 3.17 | 3.54 | 4.21 | 3.86 | 2.60 | 4.04 | |
| 2019 | 44 | Your life is currency | The Garden | compo | 169 | 3.50 | 2.66 | 3.61 | 3.20 | 3.96 | 4.03 | 2.13 | 4.42 | |
| 2018 | 42 | Running out of space | Where the Cloud Lives | compo | 94 | 3.84 | 3.64 | 3.44 | 4.08 | 3.94 | 3.78 | 3.45 | 3.88 |
Graphics and vibe are great, I liked the song too. Restarted once and the Fuzzy Counter maximum shot up to 320 instead of 160. Nice ending, even if it took me a second to figure out that was the end.
Very cool! I liked that it zoomed in and out based on speed, but would be nice if it started far enough away that you didn't have to use the mini-map to avoid asteroids.
Very cool. Gets hectic. I was able to hold out for a long time when my lawn got mostly destroyed, the intensity dies down a lot by the time you've almost lost. Very fun up until then though!
Making the mob get more aggressive when you don't have much lawn left seems like it might work pretty well and it would feel even more like you're getting swarmed. I dunno about repeated screaming tiring you out, that would make things pretty difficult earlier on. Maybe if you have a lot of screams before you have to cool down. You could do a funny heavy breathing animation though, and that would be awesome.
Same issue as Skyc - looks really cool please @ me when you fix the link.
This is awesome! Everything has a ton of juice. It took me a playthrough or 2 to figure out what was going on, but once I got the hang of it it got really fun. Have never played Kingdominos so maybe it would have made more sense if I was familiar with that. Great graphics, great sound, great gamefeel. Game mechanics feel good and fit together really cohesively. And that juice! Good job!
There's an issue where books can pop out of the back of the shelf. I liked the vibe but I would have liked some sort of rising challenge. Had a hard time with the mouse sensitivity, it would be nice if it was adjustable.
@thechainwax Thanks!
@cheetahspots Good call on the visual indicators. I agree it should be longer but I felt like it needed more substance in the game-play to be too much longer than it is. I wound up cutting a lot of planned features, unfortunately.
@Alexey Akulovich Definitely!
@nikki93, @shellbot Wow, thank you so much! I'm really happy to hear that!
@silkworm-sweatshop No you are definitely not supposed to be able to stack things infinitely! I just checked it out and it's such a simple issue, can't believe I didn't catch it. Good find! I had also meant to implement scrolling when you moused toward the borders of the screen but I guess I forgot about it? Lol. You are right too that there could be more challenge. The initial idea involved managing more variables - hiring workers, power to the servers, researching better compression, etc. but I cut almost everything when I realized there was no way I was going to get that and the story. I don't know if it was the right call but I'm really glad you enjoyed burning it all down!
@oddballdave @dark-roast-studios @rend @lxchow Thanks! I'm so glad you have enjoyed it!
@pierallard Yeah, this is unfortunate. I noticed this the first time I got to watch a streamer play it. What happened was that I had the build menu open before building the game... the intention was that it would have been closed at first so that button would be more obvious. Glad you liked the characters! I had to pick between the story segments and deeper mechanics and this and other comments really make me think I made the right choice by focusing on the story.
@Endurion Moving the room to the left would have made a lot of sense... It's super funny in retrospect to see all the obvious things that slipped by while I was so focused on other things. That's literally a 2 second solution to a very serious problem with the finished game, haha.
Would love to see this finished! What is there feels really polished, the animations are great and the little pixel people and buildings really pop. If there is sound, it isn't working for me. Love the concept and that it's sort of an RTS that you play like a tower defense.
Really nice audio and visuals, nice take on the theme, great polish.
You should upload a post-compo version with mouse sensitivity controls. I would definitely need to turn it down quite a bit, I was spinning a lot and that got really frustrating. I also got stuck spinning in walls sometimes when I turned too fast against the wall, not to mention that it was very difficult to line up with the boxes that needed to ship out. I like the idea a lot and think I would really enjoy it if the controls weren't too sensitive for me.
Easy to cheat AI by waiting on bottom platform and sidestepping their dash. Presentation is awesome. Bet it's fun 2-player and would make for a great 4 player party game.
I liked the art and the general vibe. If there was sound, it wasn't working for me? The dog ticket bit was great. In my first playthrough, I ran into an odd bug where I was constantly moving right and up, but it had the side effect of making the pong game hilarious when my paddle just slid up and off the screen. Maybe making the pong joke more obvious like that would help it land better? The other characters could use some more personality, too.
Really cool twist on Tetris. Controls felt a little off though. If I'm not mistaken the coming piece was actually random instead of Tetris' 'random order but one of each block before it repeats' ordering, but maybe that was intentional. What's really cool though is that you made a really meaningful addition to such a classic game - here there's more of a reason than just a high score to get Tetrises. Presentation is good - very clean, although of course sound would have been nice.
Great idea! I agree with some of the earlier comments that the failure state comes on too fast after only a mistake or two. Maybe if it started out a little slower for new players? Would be nice if there was some indicator for when the next block will drop, since it just suddenly shows up on top of your stack.
Great take on a theme! I often refer to packing my car tightly as 'playing tetris' and this game really nailed that metaphor. I ran into an issue where you can get stuck if you can't send either truck and you pick up a piece that also doesn't fit on either truck, but maybe that's intended. Presentation is great, song is good but could be longer, sound effects are good. Good job! I do think the difficulty ramp is a little awkward - almost no challenge until level 5 and then it gets tough quickly.
Great take on the theme! Nice selection of diseases. Was it intentional that some patients die without any chance of making it to even the closest bed? I mean, it is sort of appropriate from a thematic standpoint, but still struck me as odd.
I have mixed feelings: Basically everything about this is awesome but it also made me super anxious
Too bad the spare moment wasn't at the start to compete in the compo, I think it would be a strong contender in that category. A lot of content for 6 hours of development, and the humor is good. My highest score was 475, lowest -700. I agree with earlier comments that the scrolling is confusing at first.
Very cool take on the theme! Surprised more people aren't getting it.
It seems like an awesome puzzle mechanic, but after the initial hurdle of figuring out what's going on the game isn't all that puzzling.
Some of the platforms were a bit tedious but I think if there were checkpoints that would make it all good.
@zax Thank you! Mood was definitely my focus this time around.
@ldjsq Yeah, some kind of speed setting would be nice. One of many features I wanted to implement but did not have the time for :) Glad you liked the graphics/music!
@daria-toni Thanks! Do you think more visual feedback in-game would be helpful? Maybe progress bars for when things need to eat/drink?
@grille Thanks! The source is mostly a mess but the kaleidoscope effect part is not so bad, at least.
@joemanaco Thank you so much! I'm glad you enjoyed it.
@Bakenshake Glad you enjoyed it! An intro skip would definitely be good! I even had a kludgy dev flag to skip it -- probably should have taken that as a sign, lol
@jjjjason Thanks! All I meant by "website game" is a game made with web languages. I poked around in your source a bit, it's a lot cleaner than mine :)
I'm kicking myself that I didn't change the color as you progress!!... originally my intention was for the colors and the music to change dependent on the balance of the resources. That didn't happen, but it would have been super easy to at least make it shift on every new resource unlock.
The music effect is a total hack - literally a for loop calling setTimeout a ton of times and setting the playback rate of the music lol. I am very surprised that it works as well as it does.
@gimblll Thanks! I definitely found pacing it tricky and do not think that I nailed it :)
@historymaker118 Thank you, so so sorry that it made you feel sick!! I would have *really* liked to get some options in for the background to address motion sensitivity and performance issues but never made it that far. Motion sickness is definitely not the mood I was going for! Very glad you liked the music at least!
That background was also intended to have more gameplay use... I also never made it that far. :)
I am sure I could have placed or displayed the gameplay better. My original intention was some sort of board, but... I never made it that far :D. I will definitely do some thinking on how that could have been improved.
Very cool that the level was destructive, but it seemed like I couldn't ever walk through the holes I made? I also had an issue with the camera popping out of the store and showing the outside wall when I was far enough south. The ambient sound was nice but maybe a little loud.
The game didn't scale up in full-screen for me, but I think that might be some sort of Unity Web Player issue?
Nice ending lol. Really nice take on the theme, since your *actual* life is a currency and not any in-game life. I really liked that.
I think if maybe you had to spend likes to get a second deal then the gameplay would have been more engaging. I know the point is in the 'story' and I think it serves well as an art piece, but reading other reviews I see some people never made it that far and maybe some sort of risk/reward system would encourage more people to stick around for the ending. Some sort of background music or ambient sound would go a long way too.
This was awesome! Favorite entry that I've played so far. I did have to look up the script once, I had missed that you could take the word 'before' from the email attachment.
All in all, really innovative mechanic, really interesting take on the theme, great mood and atmosphere! Not to mention it's a fellow "just a website" game like mine. :) Really good job!
Good setup, some faster and more dangerous monsters would have gone a long way toward making it feel complete. I don't think my health dropped under 75%. Maybe monsters that you had to use a charged shot to even hurt at all?
I liked the music, and the graphics took me back to the height of the flash game era which is nostalgic for me. I think it could have been zoomed out a bit more, I played with the map open frequently.
Pretty fun, but the blue/black weasels were very easy to catch against the walls of the cave.
Would be much improved with any sounds, even if they were just small voice recordings or similar that could be done very quickly. I know that you disabled voting on sound, just mentioning because it really does affect the whole experience.
Visuals are very nice. I seemed to have some issues with hitting enemies, the arrow would fly through one periodically. Wish it had more sound effects, but I liked what was there. I thought the music was pretty good.
Was there a way to read the books? There were so many designs and they seemed almost highlighted in the levels but no matter what I pressed I couldn't read one.
Game is very difficult, but pretty fun. I really liked that you had to be careful to not shoot the dead again or else they'd disappear. That added some really interesting strategy and risk to everything. Also, the music and sound are great!
IMO the first waves should be easier and the camera could be zoomed in quite a bit. I only played with mouse/keyboard and only solo, so maybe the difficulty is more balanced with a controller and/or some friends.
Very cool! You managed to pack a lot in here. The sound and music are particularly impressive!
I also liked that the mobs weren't particularly dangerous to you, but were very dangerous to your town.
The controls were awkward, though. Maybe something like WASD to move and leftmouse/middlemouse/rightmouse (and keyboard alternatives) to use abilities might have felt better.
Whoa! Really complex game for 72 hours, good job! It took me a few games to get a win against the AI, so good job on that! Was there a way to recover health?
I thought the tutorial was pretty easy to follow and the mechanics made sense. The UI is fine but more feedback would definitely be good (e.g. if you don't have the resources for a card, some kind of error beep or a message like "not enough resource!" would be really helpful). Maybe a ring around units that can still move on the current turn too.
Really cool! Loved the art and their little screams. Definitely would have liked it zoomed in a bit more. Nice take on the theme, too.
Great use of absurd genre-switching to tell such an absurd story. The aesthetic was on-point for the narrative as well.
I'm glad our tragic hero got a happy ending.
Cool roguelike, the hex movement felt good once I finally got used to it. I think it could use some kinds of loot on the map or other goals.
Should maybe start off a bit slower and ramp up. Would be cool if there were powerups too
I wish responding to the scams would have had more of a payoff, and there was a bit more content, but what was there was really nice. I got the endings where you get fired and where you automate your job and stay forever. Is there a scam ending? I took a bunch of scams both times...
I had an issue where lines were aligned strangely and some of my responses were cut off. It seemed to happen no matter how I resized the window (on the web build).
Excellent work! By far my favorite take on 'keeping a fire alive' I've seen so far, really clever to make it a little robot. Would have liked to see one of those big ones in the ice come out for a final showdown, but totally understandable given the deadline. Great environmental storytelling. My only nitpick was that the smallest circle for the axe was sometimes too small to react to.
Excellent mood, great sound. Nice surreal story. The color transitions were great.
@dandala88 There is a casting animation for a set amount of time before they attack, try watching their animations so you can be dodging sideways already before they fire. Maybe it's a bit too subtle. You're totally right that the player's attack is more finicky than it ought to be, though.
@zimny11 Do you have any more information about what caused that error? What were you doing when you got it? I haven't seen it before.
@verrazano I have patched in arrow key support (and game-pads, hopefully).
My intention re: the theme was that you have to keep the enemies alive until you can feed them to the hole, as well as the thematic idea that the evil was being kept alive by you feeding it. YMMV whether that was successful or not, but that was how I thought about it.
Thanks to everyone who has played it so far. I'm really grateful for so much positive feedback and especially glad y'all are liking the art. I put up a small patch that adds more input options, fixes a soft-lock, and makes the hit-boxes more forgiving. You still will have a hard time if you don't watch your enemies and move carefully though!
Seemed like I couldn't ever click on a yellow fish. Seemed like the optimal strategy was to just rapidly click as soon as you get a critical mass. Really cute graphics/sounds, dug the aesthetic.
Really dug how the outlines turned white in the visible edges of the shadow. Animations are very slick.
This was very nice! Pombo 4eva!! Killed the pigeon god in 2 hits. Btw I liked the feature where if your Pombo was Pombo enough the shop stopped charging you for purchases... and my Pombo was the Pombo-est of them all. Long may he reign!! (But actually it was probably a bug, still had a great time tho)
Nice concept but as far as I can tell there are a lot of times when there's no way to win. I never made it past year 7 and I definitely felt like that was just the time I got lucky. Would be interesting maybe to try a variation where you discard and draw a new hand every year.
Game speed is definitely too fast. The graphics are extremely charming though and I like the concept.
I played 3 times and never really got very far... it seems like its just random if you can do well or not, and the odds are stacked way against you. The art and music were very nice though, and it made me chuckle several times.
That music though! I really liked the look of the spirits too. The battles were a bit repetitive, seems like it could've used some rock/paper/scissors kinds of mechanics with different abilities or something. I found myself always either in a loop of boost-boost-attack, or meditating over and over once I took a few hits.
Very fun, nice simple idea. Would have liked there to be just a hair more warning before the red bullets came in from the sides of the screen.
You've listed linux/mac executable but there is only a .exe file in the download. Screenshot looks neat but I don't have a way to play it.
Really cool idea. I had fun trying out the different configurations, but it felt like the best option was always to build a corridor. Not sure if I just wasn't being clever enough. The rhythmic nature of the attacks and the hopping was great, but it would have been nice if there was music to go along with it. The sound effects and graphics are good otherwise though
Really liked the mood a lot. The sounds are especially nice. The game loop of navigating to a battery to learn the layout and then having to escape the swarm to get back was nice. It didn't really make sense to me when the computer changed sides at the end, some kind of notification would be good. I did figure out I should kill it though. I'm surprised to read that others were having trouble finishing - I actually thought it was kind of easy. I think a bit of momentum in the ship movement would be really nice, like drifting after letting go for a bit.
It felt a little bit too slow. I thought the handling was okay but I would prefer if you could build up a bit more acceleration before topping out. I got 2863 points.
Very cool! The procedurally generated ships look great. I made a little rogue-like tech demo in Rust/specs a while back but I couldn't imagine doing it under game-jam time constraints... The borrow checker would not be happy with all the gnarly things I do to my poor game-jam code lol.
Excellent work, it plays extremely smoothly and the concept is a great take on breakout/pong/space invaders and a perfect fit for the theme.
The writing was great but it could have used some more content
It took me a while to get something that sustained for any length of time. I felt like it moved a bit too quick to wrap my head around. Eventually I got it to go for a while and it was pretty cool but I still think it was a bit fast to feel like I could appreciate it and contribute. The presentation is very nice!
Nice music, great mood! Congrats on finishing your first jam
I had a hard time keeping up when the ghosts showed up. The movement was a bit finicky. There's a point when you start losing where you can't see bottles anymore so you're done but you haven't actually lost yet, would be nice if coming back from a bit closer to dead was possible. Cool idea though, liked the colors.
Hilarious idea, really nice implementation, very accurate simulator
I feel like you need an effective way to dodge or defend from enemy attacks, because currently the most effective strategy seems to be just running at them and spamming the sword as fast as possible.
Great graphics, the music was good. It wasn't clear if time was advancing in real time or only as I completed tasks. I skipped some reading thinking I had to move quickly and I think I might have missed some story but now I'm wondering if I could have taken my time.
Great atmosphere. I had barely figured out what I was supposed to do when the twist came. Good thing I won't have to worry about all the debt I was in, I guess. I really liked the colors and the minimalist aesthetic. Was thrown off in the last scene that if you touch the walls the room disappears. I thought maybe I had found a way out.
Great mood, very eery and tense, great graphics, extremely interesting. I'll be thinking about this one for a bit.
Nice simple game, takes a little too long to get challenging
I've played several stacking games in this jam, but this was by far the best feeling. The mood was great, the camera adjustments to the current stack size were really clean. You took a simple idea and knocked it out of the park.
One mechanic I'd like to see added (taken from another stacking game I played earlier) would be if initial clicked location became the rotation/dragging pivot point, this adds some strategy to where you click on objects initially in a way that I think would add just a little more strategy to this without complicating it.
Really fun take on the theme. I agree with the other comments here that it's just a bit too sensitive, but it's still fun.
The graphics/sound/music are awesome!
This is a fantastic concept! I was a little slow to pick up what was really going on mechanically but once I made the connection I had a lot of fun with it. I think it could maybe use another card or two in your hand or something.
Cool game, nice sound/art although I wish the hay bales had a pickup sound. Lots of upgrades! Couldn't figure out how to kick though...
Very cool interpretation! Nice puzzle mechanics, very good vibes.
I was a bit disappointed that I didn't get any secret messages after going back to the beginning using the machine -- I thought for sure the game was implying there would be something there by making that journey possible with the "background" unstable realities.
This was really cool, very neat idea. I like how strategic and hectic it gets once multiplication and division are introduced. I think something was lost from the strategy once there were enough number/sign places above your head, since it just became too hard to avoid things well enough to strategize anything.
@robert18 Were you sprinting with the Control key? Those jumps shouldn't be too difficult.
@robert18 @butterfly @tinykidtoo thanks to your feedback I've tracked down a bug in the jumping physics that makes it perform differently on different machines. I believe I've fixed it now, in v1.2.
The early jumps should be pretty easy so please let me know if they're not! Thanks!
@elucidark Sorry the jumps gave you so much trouble. You're not the first to complain about the jumps so I'm aware of some issues, but if you don't mind I'd really like to get a bit more detail about what specifically you had issues with.
Were you sprinting? (with control or shift) Or was it issues with the air handling? Or maybe something else entirely?
This was very good! Agree with earlier comments that so many options feels overwhelming at first, although it's not actually so bad once you get to trying things in the environment. I definitely think there's a lot you could do to expand this idea and I'd love to see some more puzzles with more moving pieces
Cool concept! I had fun with it. It took me a while to realize it was more about building more buildings than keeping the ones you have out of harms way. It did seem like sometimes I could move buildings on a turn when I got a weather warning, but other times I couldn't?
It would be neat if there were some adjacency bonuses at the buildings or events or something to encourage still moving buildings around during good weather seasons.
Neat idea, I like how the abilities have different effects and target patterns.
It could really use more descriptions of what's going on and what each ability does, though, I wasn't getting very far trying to puzzle it out and there are a ton of them.
PS PIGSquad brought me here!
This is really cool -- very impressed you made a whole editor! I think a really easy/simple/short intro song would be a really good addition. The music is extremely good!
It would also be nice if the description specified that both arrow keys trigger a note. I wasn't sure at first, and I was playing in wireless headphones at first so I had some false starts thinking things weren't triggering. That's obviously mostly my fault but I also think if the description specified that I would have figured out the issue a little faster
This was great! Very polished. The graphics and music were very nice and it was really fun figuring out how the systems interacted (and reading and re-reading the extra help lol)
The only thing that I can think of that would have been really nice is a ghosted preview of your selected component on the map so you know you're over the right square and not about to mis-click.
It looks and sounds great!
I had a hard time trying this solo -- which obviously isn't the ideal experience but unfortunately my only option right now -- but even if you just had something besides left mouse, like right control, as another option for the player 2 jump then I could sort of play against myself and at least get a better idea of the game.
I'll try and come back with a friend and give it another go later
This looks extremely cool but I'm not gonna play your game when you literally haven't played anyone else's -- and it's clear you had the time to try at least one since you wrote that long retrospective. Ping me if you can rate 5 games and I'll come back and give it a go.
Neat take, I liked the mini-games. The synapse connector was tough for me but only the very outer ring. Also if you jump sometimes you can keep jumping in the air.
Definitely one of the most interesting moving button type games I've played. I think it gets difficult just a little too quickly.
Loved the graphics, especially the space background and the zero-g sprites. I was able to push off walls where there weren't any walls sometimes. I really like the bit of characterization that was there, and the story is good but very bare bones. I wish there were a few more twists and turns and that there was a little more to do around the station.
It would be interesting to see the "alien" earlier in a more mysterious fashion. (My read was it might be a very bio-engineered future human)
Mine is: https://ldjam.com/events/ludum-dare/49/midnight-maintenance
(this site doesn't like people leaving links, anyone trying to leave their game link here actually gets a big warning -- you can always find someone's current game through their profile by clicking their profile picture)
Cool game, really dig the art. I think the platforms that fall should have some indication beforehand, like a crack on the surface or something. It was fun to try and get the crystals.
This is very nice! The audio is great -- Those harmonies are definitely not unstable! The gameplay definitely is though. The story is a nice touch and I love the 2 tone + glowing colors. I also really appreciated the very fast re-spawn, because I found it really difficult.
Bold move to make a game that plays at being broken in a game jam lol. The graphics and sound were really nice.
Could really use responsive jump height, I think that would make it a lot easier control. The top of the jump could stand to have a little bit of float to it too.
I got pretty frustrated underground trying to jump on a tiny platform before realizing you can skip it if you follow the elevator platform all the way up. Not sure if that was intentional but it sure was helpful. I still got way too frustrated with the little hallway right after that, try as I might I could not jump over the first enemy, let alone both of them. After 15 tries I gave up, sorry.
Very cool mechanics, I think it could use some simple tutorial tasks before the aliens start coming to get you used to everything.
The graphics are really great. Nice touch with the cloth robes that flow. Needs some kind of challenge but it sounds like you knew that and ran out of time. It was still pretty fun to play with the character controller for a little while.
I should also mention mouse sensitivity is going to be drastically different for different machines, and even different people. It did work fine for me, but there's really no way around needing to make it configurable on a per-user basis.
This was great! Loved the visuals and audio, really nailed a sort of beautiful but sad feeling that fit really well with the story. The movement felt really great.
The schematics took me a while to find although once I found them I'm not sure how I kept missing them haha. I think it could really use a more difficult final challenge too.
This is really cool and props for doing multiplayer. I think there was like almost half a second of lag when I played though, so it wasn't always clear if someone killed me or if maybe you just die after some amount of time being alive or something?
It was also too difficult to hit people imo but maybe I just gotta git gud. Other players certainly did manage to kill me lol.
One time I died and just stayed dead for a long time -- so I don't know if there are lives that run out and then you need to wait longer or what?
I think it could use a lot more UI - like "[player1] killed [player2]" or "[player1] exploded themselves" would make a huge difference. A re-spawn timer would be really good too, so it's not such a surprise when you come back.
This was fun! I was surprised how many animals there were. The graphics and animation are great
Really interesting concept but a little too unstable IMO -- I think maybe if timing windows were regular or at least predictable and there was some UI indication of what current settings were and what the next change would be that would make this a much stronger experience, while still maintaining the instability of the world forces.
Great graphics! I agree with other comments about the warning. I tried 5 times and made some progress but kept losing in situations I'm not sure I could have really avoided. I tried killing the things as they popped up and attempting to outrun them until the individual got mad at me then switched focus to protecting it from a distance. Wondering if there's maybe a better strategy I didn't find though.
This was fun. I thought initially Minotaurs were OP but I've started over a couple times after winning to try and study the monster interactions more and I noticed Minotaurs don't always do too very well alone. This is great but I wish that rock-paper-scissors aspect was even more pronounced. Minotaurs 4eva anyway though.
I think it might be a really cool addition if you could place the starting arrangement of your team, so once you figured out the monster relationships you could put tank-y ones in front and stuff.
PS Hello from PIGSquad!
I see this is Unity, you can fix the camera issue by adding: `Cursor.lockState = CursorLockMode.Locked`. This locks the mouse cursor into the screen and hides it. Note that you will want to unlock it manually with `Cursor.lockState = CursorLockMode.None` for any time where you need the cursor to move away from the center of the screen, like in a menu.
As it is, the game is completely unplayable. Not just in web but the Windows download too for anyone with multiple monitors like me. It looks interesting, and babysitting is an incredible take on the theme lol.
I'm not leaving a rating for now, but ping me if you get the fix patched in and I'll give it another go.
Thanks for patching this so I could play. This was hilarious, but very easy. My first play-through I just filled that kid with cake and did fine. It would be a nice touch if Kevin had a face that gets mad with low blood sugar. Maybe it gets even darker when the lights go out and he gets a monster face or something haha.
I saw another comment saying they couldn't die, so I wanted to let you know that you do die if Kevin attacks you, it just takes a really long time. Lowering the player health would be good.
Odd about the web player camera. I checked my game and it's actually grabbing focus in the camera controller's update loop. I did that just because it was an easy place to put it, but maybe it's actually important to request to lock the mouse every frame or when the web player has focus (web browsers impose some restrictions on what website media can do with grabbing the cursor for security/not letting sites be super annoying)
The card art is incredible. Seems like a solid base to build on, it would be cool to see the mechanics fleshed out.
This is cool! Nice colors, and very tense gameplay. My best time was 131 seconds. You should post yours to compete against! The left/right are toughest since you can suddenly lose even a big lead. The bow/ammo is a nice touch -- very cool that you can actually temporarily kill all the vampires following you.
My only critique is I think around a minute and a half it starts to get a bit old. The tension stays high, which is great, but I think even 1-2 other events would go a long way. Especially if it was a twist, like an incoming car or something where you couldn't type for x amount of time -- maybe with vamps temporarily stopped or maybe you need to build up a solid lead to survive or something.
Cool game - the graphics are great, good take on the theme. It was fun and tricky to balance the different aspects.
I wish it sold speed a little harder, maybe if it was a little more zoomed out or something. I agree with other comments that 2-handed controls would be better. I kept trying to jump with spacebar but I guess that's on me haha.
Some of the rails in level 2 seemed a bit messed up? They didn't have endcaps and jumps off the end / onto the start felt really finicky and I think I fell through one at some point.
Loved watching the tower collapse at the end! It was extremely cool how you built up into the sunset. Between those graphics and the music the game has an incredibly good vibe.
I didn't read the directions until I played once and thought the point was just building a tower that stays stable... so I thought it was way too easy... until I read the directions and realized that wasn't the point, and catching every single block is actually really tricky, but a lot more fun!
This game is so close to being really awesome. Really nice voice work and graphics... But the camera shake was so bad I would get motion sick and I almost never get motion sick. I would up getting through by pointing myself where I wanted to go, look away, and walk for a while. This was an inconvenience for me, but I know for some people it would make the game literally unplayable.
It also wasn't always clear where voices in the environment were coming from, but that's not that big of a deal.
Hilarious take on the theme, graphics were very good. Physics got a little goofy if you tried to pull around objects you were standing on.
Wee! Ow. The sounds are so great! The title screen is so clean I actually thought it was the page banner instead of the game at first, haha. It's a really great design though. I liked the colors and how organic all the shapes were, and how the levels all made sense as parts of a body (in a very cartoon-like way), and the acid effect was also really good.
The only things I think would be really nice to add would be mobile support and a bit more of an ending
This was fun. Sailing was a bit long and could use a bit more visual feedback. I quite like the wacky crane physics.
It could really use a tutorial sequence so you're not wasting valuable time getting used to the controls. I spent most of the first level on my first playthrough just trying to figure out what was going on. Once I did it was fun though.
I liked the dynamic music. The maze was maybe a little complicated... or maybe I just have a terrible memory.
Interesting idea. I really liked how expelling waste messed up your balance. It's a nice pun how you're performing a 'balancing act' to keep a thing 'balanced'.
I really wish I could make it full screen though... Mostly because I had kind of a tough time grabbing the slider. While it probably wouldn't fit the game to make it snap to where you clicked, it would be nice if the part you could grab was just a bit bigger.
Awesome game! The sound is great!
I found the jump really difficult. It's uncomfortable for me to try and jump with the up key or W. Also the physics were tough to aim -- Sometimes platformers will have a light normal gravity, but then apply extra force to the player when the player is moving down. This gets you that bit of float time for aiming the landing while still feeling weighty and I think this game would have benefited a lot from that.
As others have said, I also think the checkpoints are too infrequent for how difficult the gameplay is.
I'm getting a 404 on the download page on itch.io
The CRT filter was very cool. As another comment mentioned I wish the door cost was in the UI somehow. Cool how the different areas had different effects (like slow, dark, etc).
Extremely cool but I had some issues changing frequency fast enough to match incoming waves. A little more time would help but mostly I wonder if it's dependent on scroll wheel settings. It felt a bit like once you started losing it was all over too with how quickly it expanded sometimes.
It would be nice too if there was more feedback for how close you were to matching -- I get the sense that you circle expands by less the closer you are to a perfect match? Is that right?
Also you should definitely post your score so we have one to compete against.
Really interesting take on the theme, the graphics are nice. The rear-view camera is a very nice touch. It seemed like you still decelerated slowly when the throttle got stuck -- I don't know if that's accurate or not but I think it would be even more hectic if your speed stayed completely constant while the throttle sparked.
In the second level, somehow some boxes by the entrance fell over when I wasn't even anywhere near them and I got charged on damage. It would have been a zero damage run too :(.
You established the mood really well. Appreciate the trigger warning too -- not necessary for me but a must in a game like this.
I think a couple passes of editing would help a lot. Some of the scenes could be cut in half if not more, and still get the feeling/story across. I think there is a case to be made for long scenes with uncomfortable dialogue, but if every scene is long that doesn't feel intentional. I think the lowercase was a stylistic choice, and I did get that, but because the writing wasn't always technically solid it didn't always come off that way. Of course it's also a huge task to edit a game of this size within the time frame.
Even with all the detail, when the time for a choice came I didn't feel like I had any hints of what was a good idea in the situation -- I thought that was a good way to sell the abusive home at first, when you actually don't know what will set somebody off, but then the other choices also seemed like they didn't have much in the way of signposting what they entailed. There's the one scene that's like "I must choose my words carefully" and then it's not even a dialogue choice, that really irked me.
The music was good, and some of the sounds fit, but some of them felt just a little out of place.
Also, glad you were able to get out of the situation that was the inspiration for the game. Hope things are well.
Nice take on the theme, very cute graphics. I really appreciated that bell when you finally take out the skyscraper.
It took me a while to figure out there were trees/houses on the far right side of the map, so that was a bit frustrating
I'm on Windows and can't seem to get it to launch from GUI by running the JAR, and when launched with the .bat it complains that this.worldManager is null. Running the JAR via "java -jar" on the command line gives me the same error.
``` Exception in thread "main" java.lang.NullPointerException: Cannot invoke "com.game.world.WorldManager.getEntities()" because "this.worldManager" is null at com.game.entity.Entity.moveTo(Entity.java:99) at com.game.entity.player.Player.
@robert18 It opens the window into the title screen now, but I still get a crash after clicking the button to start.
``` Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException: Cannot invoke "com.game.world.WorldManager.getEntities()" because "this.worldManager" is null at com.game.entity.Entity.moveTo(Entity.java:99) at com.game.RestartGame.restart(RestartGame.java:28) at com.game.core.input.MouseInput.mouseReleased(MouseInput.java:57) at java.desktop/java.awt.Component.processMouseEvent(Component.java:6614) at java.desktop/java.awt.Component.processEvent(Component.java:6379) at java.desktop/java.awt.Component.dispatchEventImpl(Component.java:4990) at java.desktop/java.awt.Component.dispatchEvent(Component.java:4822) at java.desktop/java.awt.EventQueue.dispatchEventImpl(EventQueue.java:772) at java.desktop/java.awt.EventQueue$4.run(EventQueue.java:721) at java.desktop/java.awt.EventQueue$4.run(EventQueue.java:715) at java.base/java.security.AccessController.doPrivileged(AccessController.java:391) at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:85) at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:95) at java.desktop/java.awt.EventQueue$5.run(EventQueue.java:745) at java.desktop/java.awt.EventQueue$5.run(EventQueue.java:743) at java.base/java.security.AccessController.doPrivileged(AccessController.java:391) at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:85) at java.desktop/java.awt.EventQueue.dispatchEvent(EventQueue.java:742) at java.desktop/java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:203) at java.desktop/java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:124) at java.desktop/java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:113) at java.desktop/java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:109) at java.desktop/java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101) at java.desktop/java.awt.EventDispatchThread.run(EventDispatchThread.java:90) Exception in thread "Thread-0" java.lang.NullPointerException: Cannot invoke "com.game.world.WorldManager.getEntities()" because "this.worldManager" is null at com.game.entity.Entity.moveTo(Entity.java:99) at com.game.entity.Entity.move(Entity.java:66) at com.game.task.tasks.MovePlayerTask.execute(MovePlayerTask.java:26) at com.game.task.TaskManager.lambda$0(TaskManager.java:61) at java.base/java.util.ArrayList.forEach(ArrayList.java:1511) at com.game.task.TaskManager.tick(TaskManager.java:55) at com.game.core.GameTick.tick(GameTick.java:42) at com.game.core.GameTick.run(GameTick.java:65) at java.base/java.lang.Thread.run(Thread.java:832) ```
@robert18 That worked! No problem, I don't mind. Glad I could help you get it sorted out.
I liked the doubled effect. It's fun when it gets going, but it seems like it's really easy until somewhere around 4-6000 points and then it gets really hard all of the sudden. I think it would be good if the difficulty picked up quicker.
The graphics were really nice. It seems like sometimes animals would react the way I expected and sometimes they wouldn't budge no matter how many times I wrangled them. The sound effects were good at first but got a bit grating after a while, especially when they kept interrupting each other
This is really good! The concept is fantastic. My high score was about 15. I liked how you needed to be strategic about which point you grabbed the block from.
Really nice graphics! Loved the way the worm moved. Took me a while to figure out how the controls worked but once I did it was really interesting.
I think maybe the world is a bit big, or at least the invaders you have to get to are too far apart. The movement system is really interesting when you're navigating, but not nearly as interesting when you're just trying to keep moving the same direction.
> was it interesting to keep going in one direction or not?
All in all I didn't like going long distances in one direction. Getting up speed and going fast for long distances in itself was really fun, but the frustration of trying to turn around when you had picked up a bunch of speed was way too high.
It might be as simple as making the dunes much bigger, then there would be more time to react when you're going faster, and more time to push against your momentum... with the unfortunate downside that the worm wouldn't feel as big. Another thought is a button for brakes but I don't know if that would take out too much of what is interesting about the movement.
This was great! Took a couple lives to really figure things out but once I did it was extremely fun. I was surprised how intense the mouth music was! Good job on that.
My only real complaint is that I couldn't maximize it, so that led to me clicking out of the window once or twice and getting some pretty frustrating deaths!
I did come back and beat it though, the ending is also great lol
The graphics are nice but as another commenter pointed out they seem to all be from your LD 39 entry?? The gameplay was pretty rough, I kept getting trapped in terrain.
Really neat concept, nice execution. I didn't get that far since I am currently on a trackpad but everything I saw was really nice!
Haha the music is amazing! Great game, great style.
Haha, I should add touch support. Has anyone found the ending? There's a hint in the description
This was extremely good! I thought the puzzles were an appropriate difficulty but some of the blind platforming was a bit tricky, though the sound clues were helpful.
Can you do anything with the fools? It just occurred to me to try to bring the crown pieces or finished crown to that room...
Very interesting concept, was fun to figure out building strategies. Graphics/sound are great!
Nice art but it really could have used more interactions. Nice music! Bummer that some of the items and many of the characters weren't needed. Love to see another plain HTML/CSS/JS game!
Hilariously frustrating! Like Tetris + Getting Over It haha. Great concept, great execution, my only criticism is that I think 6 minutes for a round is too long
Nice game, very difficult. Loved the retro vibe and it had a great gameplay loop. Had an issue in full screen mode where I could only select the middle upgrade.
@codsalmon 5120 x 1440 ultrawide so not a normal size or aspect ratio
Great art! It reminded me a lot of an old Conker game for GBC that wasn't very good but had great art. The tide effect is really nice but I think it should kill you rather than just slow you down. The gameplay was nice but it would be great if the web player was a bit bigger or allowed full screen. It really could have used an indicator of player health. It was possible to snipe enemies from far enough away they never got aggro'd, that's how I killed basically everything including the Alligator. I think if I had a bigger screen the aiming would have been a lot easier and I wouldn't have been incentivized to cheese.
Nice, well developed game really brought down by the controls. I was constantly dropping tiles in the wrong place which made it hard to arrange the word I wanted. Even just an indicator of where the tile would drop would be HUGE in mitigating this.
Also I picked a hack that hid all but the bottom row and one that showed one less row and I couldn't see anything. Maybe that's on me but it seems like there should be a safeguard.
Very polished! Modifiers are neat, aesthetic is great, sound is great
Great mood, great art, but a little too much pixel checking for the time window. It froze once on me and I thought it was because I tried to sleep in the middle of typing but then when I relaunched the game I could do that just fine so I'm not sure what happened.
Atmosphere is great but it took me a long time to figure out I could jump and climb on stuff, then I walked off the screen from the ladder and the screen stayed behind so I didn't get very far. Great graphics and sound though
Great art, great sound, interesting to try and guess what the stats would change at first but before winning it became pretty repetitive. Seemed kind of hard to lose, upping the difficulty but shortening the round length would go a long way imo
I wasn't able to interact with anything :( neat concept though
So I think it was something weird on my end, I was able to try it again and everything worked fine. I beat it this time, graphics are nice and I like what's there but I wish it had a couple more interactions. Good light hearted mood.