Nanoscale Marauder by ted 2017-04-25T17:34:15Z
Thank you @psychopsam . I think I was delirious at that point. Fixed!
Foon → Ludum Dare Explorer → Users → ted
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥉 | 2017 | 40 | The more you have, the worse it is | Robox! | compo | Graphics | 4.63 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | Abyss Base Crush | compo | 2.50 | 2.33 | 2.16 | 2.50 | 3.00 | 2.66 | ||||
| 2022 | 50 | Delay the inevitable | Micronauts | compo | ||||||||||
| 2021 | 48 | Deeper and deeper | CTRL BASE ZERO | compo | 453 | 3.45 | 3.16 | 3.06 | 3.00 | 3.70 | 4.02 | 2.52 | 4.29 | |
| 2020 | 47 | Stuck in a loop | Ponkball | jam | ||||||||||
| 2020 | 46 | Keep it alive | Gardening Angel Kung Fu | jam | 137 | 4.08 | 3.94 | 3.77 | 3.58 | 4.19 | 4.27 | 3.94 | ||
| 2019 | 45 | Start with nothing | Cyber Knights RTS + RPG | jam | ||||||||||
| 2019 | 44 | Your life is currency | Blood Royal | unfinished | ||||||||||
| 2018 | 43 | Sacrifices must be made | ANGRY MOUNTAIN GODS | compo | 3.40 | 3.36 | 3.45 | 3.27 | 3.63 | 3.22 | 3.00 | |||
| 2018 | 42 | Running out of space | Granny Fran's Feline Frenzy | jam | ||||||||||
| 2018 | 41 | Combine 2 Incompatible Genres | Golf War | compo | 145 | 3.72 | 3.43 | 3.28 | 3.90 | 3.80 | 3.59 | 3.62 | 3.27 | |
| 2017 | 40 | The more you have, the worse it is | Robox! | compo | 133 | 3.73 | 3.57 | 3.46 | 3.50 | 4.63 | 3.15 | 3.68 | ||
| 2017 | 39 | Running out of Power | Plutonium & Gold | jam | 4.00 | 2.00 | 3.00 | 5.00 | 4.00 | 3.00 | 3.00 | |||
| 2017 | 38 | A Small World | 👥 | Nanoscale Marauder | jam |
Thank you @psychopsam . I think I was delirious at that point. Fixed!
The animation was great. First time I've gotten stomped to death by a giant pink turtle snail creature, so kudos to you there. :D Some faster animations and better feedback could really help this shine.
Very interesting design space you've opened up. Normally the upgrade to get better / enemies get harder loop is out of the player's hands, but here it's laid bare, and I like that a lot. Technically, I would have appreciated casting the score to an int and left-aligning it so it was readable. :D But yeah, glad you stuck with it.
This triggered my crunch mode PTSD. Seriously. It captures the worst parts of large-scale corporate programming. Well done!? :D
One of the best I've played for LD40. :) I loved how subtle the weight-dragging mechanic was, and how ably it was integrated into the level design. Wonderful world-building, cute little Lonk sprite, great design, and social commentary. Awesome!
*Thank you so much, everyone!* I was sad about the lack of sound, too, so I went ahead and did some foley / BFXR work. Combined with some dynamic volume and pitch control, I think it complements the game very well. I also added some simple instructions to clear things up.
When the game starts now, you can select the *ORIGINAL* version for the compo entry, or *ENHANCED* version to get the sounds, instructions, and all that. AND I fixed the bug y'all found... thank you!
Couldn't figure out how the loot mechanic fit into the game (slower movement? slower swings? getting hit makes you drop more stuff?) but kudos for a) making me smile with your opening text b) making a game that's fun to play and c) getting a legit puzzle in there. Sweet!
You hit the nail on the head. Fantastic job.
I was ready to put a quarter in for another go. :D Great arcade feel. Echoing others, the presentation is fantastic and the gameplay is smooth, if rather predictable. Adding some variety through physical points that restore health, refill ammo, and allow you to "fix" the silo would add a mad dash to the mix.
A shining example of game jam goodness, especially on the PICO-8!
To start with: you made a beautiful "take a break" game. :) But to be honest I was hoping there was a statement buried in there, like "the more fish you have, the more birds there are blocking your vision" or "the more fish you catch, the smaller the fish will be over time." That's not a criticism! Just kinda what I was hoping for. :D
@ruthiepee oh! I thought that was what you were going for, but I either I was getting super relaxed or past a certain point I couldn't tell the difference between the time durations. Sometimes you gotta smack people over the head with these things. :)
Fantastic animation and UX. Best use of sound to indicate weight and noise I've heard the entire jam. It doesn't work properly with my 4k monitor (bits are cut off), but that's just a bug. Definitely worth a few bucks on Steam when it's ironed out and content is added on.
This is one of the better jam games I've ever played! Given time and level design, this core framework could be turned into a 90's throwback classic strategy game. Beautiful and sounds great!
Some motors on those hinges to move them back into place would be appreciated, since I had to fall to my death a few times so I could bang into them and reset them. :) It seems to me your team was very big, and integrating all of your work together (and trying to get too much content done) may have impacted the quality of the gameplay. That said, it definitely had the start of a good "feeling" game.
656! Like other folks, more feedback on the cursor state would be a huge help, but it didn't prevent me from enjoying the inevitable crush of overpopulation!
Bleak! But funny!
LOL. Five swords is too much, man. Five swords is too much. But seriously, nice, solid concept that got a laugh from me. Cheers!
I loved the way the cat I was trading with said "gimme" with that paw animation. No instructions needed: I knew what I needed to do!
Funny, with good art. Really liked the approach into town and the weird story. Nice one!
Tight execution with a bright graphical style. Good premise for an arcade game.
I think you made a lot of great decisions in getting this done for a compo. This really is an outstanding entry: you nailed a single mechanic that's deceptively deep, with great graphics. The game IS screen-punching hard, though, and personally I think it comes down to the precision of the hitbox for the boss, and the weird camera angle. Getting the mouse cursor over the boss and firing at his chest actually is a miss, making it a frustrating experience. Making the hitbox bigger would have resulted in a more satisfying game, IMO, without sacrificing too much difficulty. All that said? Great work!
Super impressive. The use of chunky voxels was an inspired choice. Well done!
Feckin great!
Maybe not the success you were looking for, but you took on a bunch of interesting challenges and got a lot done. Good job!
Thanks everyone! A cooldown was part of the original design, but I was worried about communicating that to the user with the time I had. And in retrospect, a turn-based game would have made perfect sense, but I just didn't consider it. Those are two avenues to explore in the future, though, along with the extra effects and sounds I'm adding now. Much appreciated!
I'll be honest, the little tiny dangling dingle pixel on the hero made me chuckle a bit. :D This is a solid core loop with some good mechanics. I love how flight felt too heavy at first, but then it really clicked when I realized it was -supposed- to be laborious. Bold choice, and well done!
A demake of Darkest Dungeons in a weekend is not an easy task! Good job, and good choice. :)
It starts with a great concept and a good control scheme, is fleshed out with perfect pixel art and good music, and is buffed by a lot of smart design choices. A genuinely great jam game!
I thought the "set a patrol route" scheme was pretty neat.
Wow. That was surprisingly effective on many levels, including emotional ones. The writing between characters when they were forgotten... damn. I'm going to share this with folks.
Great use of gameplay to tell a story.
Hodor! Hodor hodor hodor!
Good character art and animation, good core mechanic. Level design had a weird difficulty ramp, but nothing felt impossible. Good work.
I won with a score of 599 and I don't know how! Okay!?
Kudos for completing a project! The art looks great and the premise has promise. I just wish it was faster instead of being so slow.
Great writing, and the graphics evoked some seriously amazing ambience. Like other folks, I was unable to make an incision with either the scalpel or scissors, and didn't have the patience to sit through the story bit again. :( But! I've never seen anything like this in Ludum Dare, and that's awesome. Lots of potential.
Definitely has the feel of an old-school shooter, but this looks like a whole bunch of pre-made assets plus an extended run at doing a tutorial. I mean... these things aren't easy, so kudos, but this isn't even on theme.
Adorable, all the way around. Love the concept of a cooperative ball-type game, and the extra dangers were a fantastic way to spice things up. I agree the hit window could have / (maybe) should have been expanded, but at least it was consistent and fair. :) Well done
Very interesting! It's definitely a good game "mechanic" (see what I did there?) that has potential as a bigger product. First: grats on the work this took, I've done upgrade trees in a jam before and they are NO FUN. Second, if there's a future version, I'd love to see the hero be vulnerable to damage, and for the speed to be about 2x to 3x faster. But! That's for later. This is awesome.
SUPER CHARMING
Hey friend, good work! It's hard to make pattern games like this feel fair... and you totally nailed it!
Great game mechanic, used well, with excellent graphics. High fives all around!
OH NO, MIMI! And she was so healthy, too... she will be missed. :) Great work, fam!
Wonderful work. I was a bit skeptical when I saw it for the first time, but the gameplay and level design are top notch. Nailed the theme.
Thanks for playing and leaving feedback, everyone! I worked really hard on the audio and mood for this one. I had some ideas for additional levels, and the tools I built made things really streamlined. But you know how it is. 48 hours goes by quickly!
Honestly, as long as people enjoy their (brief) time with it, I'm super satisfied. If it gets high enough ratings, I'll fill it out with more content. I have a lot of exciting game + narrative ideas for it, but I want to see if it actually connects with people first! :)
@train27 Automatically opening the page on exit is super easy. It's one line of code, and you can see it in the repo. Here's a [direct link](https://github.com/Oreganik/LudumDare48-Deeper/blob/main/Assets/Code/System/App.cs).
The slowdown when opening an explosive door as you hold your breath to see if you started the self spray fast enough.... *chef's kiss*
angry crab is a mood
You took a binary game and made it analog with that weight-based item lugging and compass... really well done. And the upgrade tree is not as overwhelming as a thought it would be. Biggest suggestion (that you've prob. already considered) is a filter for the RNG to give folks a better chance. My game 2 saw **one** resource in the first 7x7 blocks under the base... oof! :D
When I looped the tether around the block to tighten it up for a jump, I almost laughed out loud.
Perfection.
@ismael-rodriguez It was absolutely a laugh of joy! :)
Your own engine FTW! Solid design concept and straightforward mechanics make this a solid compo entry, IMO. Well done.
Such a novel game mechanic! Such lovely graphics!
@cakts I'm stuck after picking up the rope! :O I can get the hook in the ceiling, but I can't seem to climb higher... or is that the point? that I'm always supposed to go down?
YES! I love the heck out of yee-haw-TNT-chuckin'! This is really fresh, arcade-style action I haven't seen before. I think if you add some ladders and make this a "one screen per level" game, you could really open this up into some great design spaces. Great job!!
The opening was fantastic! I immediately brought my wife over so we could try to play together. We didn't do very well. :D The mechanics were a bit tough to figure out, but the potential of this game, the characters, and their little world is huge. Love it!
This is wonderful! I love how you changed up the mechanics with every level. It was always clear what to do, and while I think I found a bug with the "click red slimes" level (does the text box block clicks?), all in all it was a 5 minutes well spent.
/deep bow
I love strategy games where you just build an army and watch them march over the horizon. Or... in this case... the event horizon? :D I think it would have been easier to master had you spent more time on the beat mechanic feedback, but kudos for wrasslin' down obscure audio threading issues! Ludum Dare High Five!
Incredible. Simply incredible.
No pellets or fruit?? :D j/k, this was fun. Good work.
Thanks!
By the way, I spent an hour the morning after the compo tweaking the golf UI a bit: showing it sooner, adding helpful arrows and text showing what's what, etc. (no new assets, just re-use of what was there) So it should be much more relaxing... at least until those shirtless muscular bastards in kilts try to knock you on the noggin!
I also reduced the import size of the textures, reducing archive size by 20%! :!!!:
Thank you everyone for the feedback! This was one of the smoothest jams I've ever had, and I'm glad y'all are liking the results!
(@xephrys) I've almost finishing rewriting the game with a more robust framework, because I think this may have some post-jam potential.
(@impiaaa) I think I've traced the difficulty in knocking down the Scottish Bros to the fact that the player's movement stops while attacking. This messes with our mind's natural tendency to assume "persistence of motion." That will be fixed in the first update. :)
(@isaac @don-fouts) I'm sorry I didn't get a chance to put a distance indicator for each club in. It was on the list, but got cut due to an hour wasted tracking down an obscure nullref with the enemy spawner. :(
(@blushine) I also apologize for not making the controls more accessible/visible on the game screen, since you can actually view the course from your position by pressing Tab or the middle mouse button. And I promise, I did actually try to balance the grass physics, but, well, 48 hours, amirite? :D The next version ignores Unity's physics entirely, because it's rather crap when it comes to rolling balls around.
I'll admit, when you said "just hold down the stick to move on the beat," I didn't quite grasp it... until I started up the game and it just clicked! It feels good. The confidence you guys have in making games is evident throughout, well done.
How would this have worked if you stuck to a grid? I think it would have made some of the close (frustrating) jumps more possible. I get the analog bit, but maybe?
Also, not sure about the use of left stick and d-pad, TBH. Did you specifically not do right stick? If so, would love to know the thought process behind that @alexrose . It's a bold choice and I like bold choices. :)
@alexrose ah, I see the dilemma. For whatever reason, I thought the controls entailed stick+dpad, not either/or. IMHO there's a confusion between the orthogonal dash motion and 360 regular motion. Moving "dash" to a button (with the same beat lock) would have made it similar to attacks etc (and fixed the issue in my head), but also would have made your level progression not as straightforward. Not a fun tradeoff for sure! Anyways, all good. Solid jam.
@alexrose I hear you. I've made a lot of design decisions during jams that boxed me into a corner later on, or that a clear head would have handled differently. And it's almost always down to controls and UI, at least for me. :)
Yeah!!!! Great concept. I loved the tension added by the zombie waves. My only suggestions would be to show where the ball might land (to help nail the core mechanic) and to make the helicopter able to "push" the ball when close up, helping nudge it here or there. Good stuff!
An easy to play experience that is easy to figure out but has some depth to it, with a polished graphical style... this is a great jam game!
This actually got my game design mind grinding quite a bit! If you put this concept onto a side-scrolling shooter where you could "invest energy into options" (see: Gradius) I could really see this doing well. Great music, too!
Brilliant again! Well done. My only minor quibble is not being able to detect when the turns would advance. Either it was too subtle to notice, or I was too focused to care. :) Great stuff.
Beautiful art and good design. Would have appreciated the ability to rotate buildings. :) But more importantly, this game communicated a feeling of hope, and I thank you for that. Tough to do.
Nailed the core mechanic. So tense!
This was a brilliant game that was perfectly executed. Well done!!!!
Home run!
... sorry. :D Great stuff, man. I feel like there was some confusion about what was going on, but it all fed back into the overall mood. Intense.
You crushed the graphics and theme portion, for sure. My only feedback is that the rotations are a little too fast to be precise. It's really missing that last-moment Tetris "jiggle" that gives you a chance to pop things into place before they sink in. Beyond that... game jam gold!
OMG. My daughter and I just played two games back to back. The first game was figuring it out... by round two IT WAS FULL ON MONSTRO-CITY (get it?). This was super duper fun. I loved how the monsters "felt" like angry little kids, begrudgingly block building and punching out buildings BECAUSE BODY CHEMICALS.
Also, setting up controls was super duper easy. STOLEN. 🏙️🥊🌠
This is exactly the kind of f****d up brilliant weirdness I hope to see during game jams. Thank you.
Isn't it great what bloom and lighting can do for a fun concept? :D
My expectations were high on the name and screenshot alone, and you completely surpassed them! :D Fantastic job on the art and lighting (I know those were choices, not things you made, but still!). Your use of the camera was absolutely perfect... it's what turned it from a "good idea" to a "good idea done well," IMO.
The only bug I found was that the last frame's pins didn't despawn after moving to the next spot. When I had a hilariously bad (zero pin) frame the last time, and a hard-to-see set of pins to go after, it made things confusing. Still! Very, very minor detail. I loved this jam game. :)
1) Lock a bunch of college bros in a room with cameras and mics 2) Give them lots of beer 3) Make them all play this game 4) Profit
I kind of expected this to be turn based! Still, it's a cool concept.
I loved the painterly style and the anxiety-inducing split gameplay fields. :D Very innovative, almost surreal!
Adorable art and solid execution, though the UI / controls could have used some work. And the ball was insanely fast. :D But it looks like you've collected some great feedback here, and you did a fantastic job for your first jam! Wow!
You're onto something, for sure. Some of the prescribed mechanics seemed impossible to pull off -- mines, for example: who has the time when 5 bots are chasing you? -- but other emergent behavior (trying to juggle the ball with bullets) was super fun. Would have loved to be able to shoot up the robots and take them out of the game while they were repaired. Might have leveled the playing field a bit!