SimDare by Michcioperz 2013-09-02T15:53:00
I just can't finish this. :( Pretty hard, but funny idea. The only connection to 10 seconds was the timer in the beginning though. :P
Foon → Ludum Dare Explorer → Users → Tegu
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 36 | Ancient Technology | Javelipes | jam | ||||||||||
| 2016 | 35 | Shapeshift | PopcornShift | compo | 550 | 3.12 | 3.17 | 3.13 | 2.77 | 2.65 | 3.21 | 2.64 | 52 | |
| 2013 | 27 | 10 Seconds | Lamesoak | compo | 1149 | 2.14 | 1.83 | 2.21 | 2.89 | 1.78 | 2.00 | 52 |
I just can't finish this. :( Pretty hard, but funny idea. The only connection to 10 seconds was the timer in the beginning though. :P
Nice idea, but definitely needs some kind of AI especially when the spawning isn't random but can be used as a tactic instead (for example, stay at the lower left corner and you'll spawn to corresponding position in the other room). Having realized that, getting a golden sword and shield was easy and then killing even easier. And the shop should be more responsive as mentioned here.
Phew, finished the game! As it's been said, the hitboxes feel a bit too big. It makes jumping over arrows and dodging flames/mines very difficult. The perspective is very nice otherwise, but would indeed need a shadow. Also the boulder part can be passed by going to the right side in the beginning and letting them go past you. Not sure if it should be that way as it's a bit too easy. The fence tactic sounds a bit better so that could be let as is.
Apart from the hitboxes it was a enjoyable game. :)
Oww, turned out that I'm very poor in memorizing anything. :O Could most of the time only remember the first three or so colors so I kept failing. Managed to pass it twice though.
Anyhow, the execution is hilarious. :D
Only managed to clear 9 rooms. :D There's nice variation on the maps. Somehow the shift, z, x controls felt a bit weird as there's one key between shift and z. Probably three adjacent keys would have been easier. Like zxc or something. Also the game gets frustrating when you fail on the last gap or monster. :D But that's not a bad thing as it's only the player to blame and not the game. So yea, nice entry. :) Music and sound effects were peaceful (although the action itself gets pretty intense at times :D). The monster and player sprites were cute, too.
Passed the game. :) It was nice that you actually had to think about which route to take and which power-ups/downs you choose to get to finish. I had to try several approaches on the first moving platform map before getting it right. Very enjoyable overall, although the graphics were pretty basic. But hey, a good game doesn't need good graphics (it may have such, but it's in no way a necessity). Music set a peaceful relaxing mood. The theme approach was ok and differently running counters for each plate was a nice twist.
I was doing searches for meanings for second and found this definition. So it's cool that someone took and made a game about it. :) Ten seconds.
Oww, my finger hurts. :D Clicked at least 13 minutes and got to wave 81 before stopping. I guess it could have gone on forever. :D After getting all the upgrades it was just crazy clicking for 10 seconds, then more crazy clicking to refill HP (score was incrementing faster than I was able to spend it). So yea, probably needs some different weapons or something. But it was very addictive, I just _had_ to get all the upgrades. :D
Pretty nice! The parachute put on part immediately reminded me of Dance Dance Revolution (or ITG or Stepmania etc) but the order of arrows was different. In this case it didn't really matter though, as spamming one key is all that's needed here. On certain position the arrows were <v>^ while in DDR they're <v^>. It confused me at first. :D
Runs horribly slow on my machine. It seems to be very heavy for such a simple game. Tried on Chrome, Firefox and Opera so it's not about the browser. The slowness makes even the first map impossible to pass under 10 secs. :P
The drawings and the soundscape are so beautiful. The game started a bit abruptly and I almost missed the first turn but fortunately decided to click around before hitting "Play" for the first time. It could be a bit more clear. Also it doesn't have any kind of instructions, but on the other hand it was fun to find out what it is possible (just click everything to try what it does). A restart option after game over would be nice since now the game has to be reopened.
I had placed the guys to each path and it was nice to see that they moved to help the other guys if they had finished their enemies. Also it felt a bit weird that the enemies retreated from the town even though all my soldiers were killed, but then I realized that it was due to the 10 seconds timer. In the next turn I just placed the traps but obviously they didn't help much.
It's amazing how cool games people can do in 72 hours. :)
Okay little puzzle. I needed a couple of retries on the levels although it's probably pretty easy to pass it in the first try. I'm just so bad. :D Just check the upcoming route and open the necessary locks.
The collision detection/response was bugging at times a bit so that I could pass the lock without interacting with it. However, it's so slow method that the proper way is way better. It was a bit pity the shooting didn't seem to have any purpose. If you're going to continue this later, add some enemies or something that makes a bit harder. Although there was no time for wandering on the second level, so enemies would probably make it too hard. Anyway, just something to shoot at. :D
The music is somewhat repetitive but is okay and doesn't make me mute it. At least it has sounds and music after all and changes when taking the intel. :) The theme 10 seconds can be felt in the game, too.
Not an easy game! Only got to slightly over 500 score but often lost earlier. I tried that big circles strategy but it didn't work for me when there was a bunch of enemies. Directional weapons were good for taking those down though. Sometimes the firerate felt a bit slow when compared to the amount of opponents but I guess it's not that bad. Just try to survive to the next weapon change and hope for the best. :D Yea it doesn't always work. Anyhow, nice little entry. Would need some sounds though.
"You beat the game!" Yayy! The upgrade system was pretty funny and it was nice that you could rebalance your skills if you had for example too much jump and too little right speed. And yea, separate fields for left and right movement was kinda unique, too. Not sure if this is a bug but it felt a bit weird: if you pressed space in the shop, you didn't spawn to the beginning but if you pressed enter you'd get back to the beginning. That way you could travel over 10 seconds and only had to reset if you fell down. It made this a lot easier. It was good that you could control your jump height, saved time when you didn't have to make giant leaps if smaller bump was enough.
This is fun! The sword attack hitbox was a bit weird at times, so backing and swinging was a good tactic if straight running didn't work. I liked that you could take multiple enemies down with one swing.
I tried to make files named level9 to the level folder in hope that the would load it, but it didn't. :( Would have been fun to add levels. Ofc that can be modified on the source if wanted to.
Strafejumping all the way. ^^ Got to 700.
:o This is impresssive. The gameplay is very smooth and the difficulty hard enough. The post-processing and color scheme finished the beautiful look. The probes are so adorable when they run out of fuel and do their last beeping. In the end I was so happy of the following probes that I just had to revisit every place to gather all the mates together and head for the happy ending. ^^
Whoa, an interesting idea. Would need some kind of quick start button so that you wouldn't have to wait the 10 seconds every time you try a new route. I'm not too fond of the invisible walls though.. Yet they weren't that bad after all although they seemed terrible at first.
Also the Bonus level 2? What is this? Is it even possible or are there some weird invisible stuff again? I can only get to the first teleport with the given three caps. Maybe I just suck. :D
The graphics are okay, especially the nice tele animation, but the sounds consist only of a repeating quiet clash so that's not as good.
While I agree with ananasblau that a circle of arrows would be better than right clicking in this game, IMHO in general right clicking itself is completely allowed thing to use even though it has to be done in a weird way in some machines.
Overall a pretty nice entry. :)
Quite nice platformer, but yea would need more levels. It felt like you had just introduced all the cool features but it ended instead. And most levels were doable without the using the gravity inversion, but yeah, level design is hard. :)
Found a funny bug: on maps with moving platforms, jump onto one and walk off it and you will move around like you were still on it but falling (poor explanation, try it yourself). Also the music starts playing again on top of the existing musci when the game is restarted after completion.
Nice animations! At first the 10 second round felt a bit funny and easy, but yeah, it gets pretty hard already on level 10 so level 20 sounds crazy. :D Got K.O. multiple times on level 10 but managed to get to 11 once. ^^ My master plan to stay crouched and hold the punch key didn't end up being as good as I would have thought because it doesn't turn quickly enough then. But yea it smashes every guy coming from one direction while dodging all the bullets. I think it's actually a good thing that you can't just sit there hitting everybody and you have to be active instead. Then again I tried to be a Ten Second Pacifist and avoided hitting anybody. :P Got to level 9 with that method, so not so far away from 11 achieved with Assassin style.
So yea, I enjoyed this one. :) Some fitting background music would be cool if you continued developing this. The other sounds are OK as is.
It's a shame that the dark parts aren't finished as now it just feels like they're only there to slow down retrying. :/ But anyhow, the idea is neat and otherwise it's fun to try different placings. Some kind of undo would be nice, though, as I kept hitting space accidentally and had to go through the retry process again a few times. :/
(Spoiler: Gur fbyhgvba sbe gur frpbaq ohvyqvat vf fubja ba n cerivrj fperrafubg.)
Ahhh, got 111 points at maximum. Pretty hard game. Just had to keep on reseting and try to beat that score one more time. Then I had to stop because it was driving me crazy. :D
The controls could be better indeed, but at least it's slightly different than what I've usually seen. It's pretty nice to be able to shoot to any direction (well, four direction) while moving to other one. Yes, it's a bit confusing at times but not bad.
The zombies of different health should be identified in some way. The game repeats the same wave pattern so it's possible to memorize them but still. The huge wave was pretty frightening at first but it turned out to be pretty easy (if they didn't spawn right on you) because theire health was so low. The one guy with a massive health is a tough one.
Anyway, with better controls (holding and releasing keys and possibly diagonal movement) this could be even funnier although it's very intense already as is.
I kinda liked it. The low fps caused by my machine made it a bit harder because of the somewhat sliding movement but it's still nice. I nearly fell to the trap. :D Jumped back in panic. Was fun. The screen shake really helped in timing the jumps after observing the pattern for a few cycles. The text went behind the level at times, but it didn't really matter because it was the same all the time. It actually stayed away from view but still readable if one wanted to. The levels varied enough to keep me playing through the whole game. I somehow guessed the outcome in the final level when falling. :D But it's okay.
This is driving me mad! :D Had to retry like a million times and was getting really frustrated but just couldn't stop before I passed all the levels as it was so addictive. I'm so relieved that I finally made it. The graphics or sounds aren't anything special but fit well and are a lot better than silence. Awesome game! :)
What is this I don't even... :D Cool drawings and slicky gameplay.
A nice and simplistic game. Somewhat short but it's totally okay for an entry. Couldn't pass all the levels on the first run, so it wasn't too easy although it's not hard either. The AI guys aren't smart enough to go past walls if you're behind one, so it makes it a bit easier too. Needs some sounds. Pretty fun game though. :)
To anyone wondering: there is a 10 seconds timer at the top left corner.
You might also want to replace the excessive newFont calls and reupload. The RAM usage skyrocketed and went to swap file and freezed my machine. Had to download the source and do a quick search and replace before being able to play this properly. :D
Anyhow, the game itself is hilarious. The voice acting was funny and the growing explosion made me rofl on the first time. And the insults in the game over screen really started to be right after I died the 20th or so time in the last level. The humor compensates every other aspect of the game very well. :)
Looks fun so it's a shame I can't try it on multiplayer. :/
Seems to require OpenGL 3.0 so I can't test it. :(
An interesting idea and fast typing games are often pretty fun especially if you know touch typing. Somehow the astronaut spawn rate was very varying as sometimes there was only one guy during the whole 10 second period and sometimes a bunch of them. My maximum score was 10 which is pretty low, but retries didn't often give the opportunity to breach it. Also the overlapping sounds seemed were a bit annoying and probably made the whole game run slowly on my machine (making the window smaller helped though). I had to refresh/reopen it after every round to prevent excessive sound overlapping.
Yea, I'm kinda disappointed with the outcome, but decided to submit it anyway as it would be even more pointless to leave it to sit in my disk. Lacked any proper ideas (or they were too complex) so I lost motivation make it any better, not even gfx or sfx. So.. meh.
</angst>
Gotta do better next time. ^_^
+1 for using "tense conds"
I think you should revert the original version and mark the updated one clearly as a post-compo version.
Also, you really should fix the huge memory leaks you have there. You are calling newFont multiple times per frame and that eats lots of memory. Fortunately it's pretty easy to fix: only call newFont once per font, store the results to variables and replace the rest of newFont calls with appropriate variables. I had to do this in order to even play the game without freezing.
And to the game: I can't really rate it because I don't have the original entry, but in this version the map 6 seems impossible for me. I watched the youtube video you linked in the description and fortunately it featured gameplay of that map. An interesting note was that in the video the timer actually lasts 23 seconds(from 0:44 to 1:07) instead of 10, so obviously you could nearly pass it. I could barely get half of the gems.
I timed it on my computer with a stopwatch and weirdly got slightly under 12 seconds after a few tries (used the stopwatch of my phone so had to start and stop it by hand so it's not very accurate, that's why the retries). Seems that system performance or something affects the timer pretty much.
Uff, sry for above rant. :D Keep on deving. :)
Highly addictive game! Spent enormous amount of time trying to get higher and higher. At first the controls and plane collisions felt very weird and off, but after a while I got used to them and slowly learned how to get to plane 12 pretty much every time.
Then I wondered how it's even possible to get any further until I realized a nice little glitch with which I could get slightly higher. It needs some practicing and still requires perfect jumping and some luck with map generating. I just got sucked in to try to trickjump better and better.
The process reminded me a bit of learning how to strafejump etc in Quake and Warsow. It just is so addictive and learning feels so rewarding (well, maybe not so much in this game as in Warsow but still).
Anyhow, I finally managed to reach level 16 and ahh it feels good. Here's a shot: http://i.imgur.com/ediicAx.png Now I'm waiting for people to break that. :)
GVmakesGames: Yeah, exactly that glitch. And if the map is suitable, it's also possible to make more than a double jump. Also: http://i.imgur.com/a7JWAox.png (Tried to record with Fraps but the game kept crashing as soon as I started recording.)
Somehow it felt a bit buggy for me. Could be because of poor machine, but the bullets go through enemies without doing anything at times. And I coudn't move most of the time (tried pressing WASD but nothing happened except it seldom moved slightly and then stuck again). The player could also turn constantly when moving the mouse and not only when shooting. The spawn point could also vary slightly around each spawn as now you can just spawnkill every monster until the spawn changes again.
I was impressed by the length of the text. Some branches were surprisingly different which is nice. The technical implementation is pretty good and clicking around is very quick and easy. A lot easier than the paper stories where you have to always search the right page and paragraph. The funky music didn't irritate and was easy to listen to while reading. Didn't really expect to see this kind of game here but it's neat that you made one! :) The visual descriptions probably count as graphics btw. :D
Actually a quite nice idea and the maze is cool. Absolutely needs more levels as currently it's challenging only the first time when you haven't yet found out the route. The next time you'll know exactly where to go and it kills fun. :/ Maybe even some kind of generator (implementing one might be hard though, dunno)?
At first I didn't get the idea but after the first collision it was all clear and pretty clever. What's better, the maps weren't actually as simple as they seemed and I had to retry a few times. The graphics and the screen size somehow reminded me of GameBoy. :P
Dodging ghosts is fun and gets increasingly harder over time which is cool. The intersection gets pretty dangerous. I would have liked to have some kind of lap timer though. Also more tracks would be fun but can't be demanded from a 48h entry. :) Maybe for a post-compo version?
Yea, an interesting idea. It would be very nice if you implemented a network multiplayer. It would prevent peeking effectively. :P Currently I've only been able to try it against myself and it's a bit boring (ofc, like all the hot-seat games). Looks nice though. :)
Now this is pretty cool! Couldn't stop until I managed to finish the race. :P I kept felling down or messing up somehow on the final lap many times in row.
The cat is so cute! I really like the art of this game. The gameplay itself was OK and the upgrades kept me interested. The normal mode is pretty easy especially after getting some upgrades. And in the end the hyper mode was just pressing forward and watching how the cat mercilessly destroys everything it encounters in split second. :D It's funny though. Hard mode isn't that easy and needs more use of defense which is nice. Somehow the level up or hyper mode music tends to get stuck in a loop and is repeated until I close the game. It gets somewhat annoying.
An excellent overall! :)
As someone who doesn't know how Voronoi decomposition works, the area is somewhat unpredictable. An intereresting concept however. Should probably read about the algorithm a bit. Btw, although it says "Linux" on the download, it works on my Windows machine (well, it's Java after all), so it's a bit misleading.
It's amazing to see and hear this level of polish. It took a while to get used to the controls and switching but after that it became smooth (okay, I still occasionally mixed them later). The fact that the punch moves the player forward bit me a few times and I fell down from platforms. I like that the bird is able to punch as well, makes some parts easier. Punching should also not be odne too close to the enemy or the player loses health. I also tried to punch the little flies but they didn't seem to care. I like that the red enemies jump if you try to simply jump over them. However, if you don't want to punch them (although the coins it gives would be nice), you can just lead them to jump out of the level. :P
Nice to see that the coins have other function than just score. Saved me a couple of times from further frustration, especially on the tight part with spikes in the later part of the level. Restarting the whole level at that point would have been annoying. Sometimes the coins spawned under the platform, especially with the flying enemies, so I couldn't get them. :(
There wasn't a 32-bit Linux build but compiling Juno was easy enough. At first I simply tried to use plain LÖVE but it errored due to lack of juno. Had to google what is Juno to get the game eventually running. Worth it.
About two button controls, I guess it would require some modifications to the level. That's because sometimes you just need to use shapeshift on the ground instead of jumping because flapping is lower. Indeed it would simplify the scheme, but I guess it needs some experimenting (for which there is not usually too much time on LD, I guess).
Finished in 7 mins 43 secs on the first try with 63 coins, 92 in total, 3 continues used and 208 switches. Not quite optimal result. On another (but not second :P) attempt I finished in 3 mins 39 secs, collected 64 coins, 84 in total (thus 2 continues, still not good), and 144 switches.
Overall, a really enjoyable game!
Omnomnomnomnomnom, nom no no nom nom nom.
Great sounds! Occasionally, a sound got in loop. The hitboxes are insane, indeed. Quick movement is very risky yet needed to pass the levels. I like how the fat-shape time equals the nomnom, makes it possible to predict how much time is left. The doors seem to move you when they close if you're not centered enough, so you lose precious time because you have to move a more. The level editor is really cool and works well. I'm not quite sure how to play the levels using the ID, though. Here's some useless test: 7049ae9b-d470-4a5e-9c90-13c3a8dcd508 (sorry)
Great idea and ther were quite a few levels as well! Challeging as well.
Using different number of fingers to shoot different shapes was an interesting mechanic. It also meant that the triangle was kind of the hardest one with three fingers. For some reason the game started lagging quite much on my poor phone if I shot too many shapes (tapping quickly). Sometimes tapping quickly wirth one finger shot other shapes as well but this might be related to the lag.
The pace gets quite fast, so it's not too easy either. Nice game!
Times: .., 75.15, 88.98, 86.28, ..., 61, 60, 58, .., quite addicting. Trying to find out a good strategy. The flying insects are faster than the player so they are primary targets. Then just alternating between crabs and monsters. I noticed that it's possible to shoot through rocks, so they can be used as obstacles for enemies. It's not too easy either, though.. The drawings are beautiful as well. For futher development, some more variation (guns? levels? enemy types?) could be added. The shapeshifting is nice, though, and provides an alternative approach in tight situations.
Matched 140 shapes, missed 35, skill 80 %. Rank: Greased Lightning. This got very hard in the end. I kept mostly missing the shapes. The current shape itself obscures the incoming shapes, which is even more significant on the faster levels. I feel like the two nearly-circular shapes were too similar to each other as they can be easily mistaken. Also, pounding bass action. :P An intense game!
The moonwalking barbarian. :P
The mechanic was interesting, I would gladly play a longer version of this. The graphics, sounds and animations are really cool and have probably taken quite significant time to make. The wind seems to only affect when moving horizontally. It doesn't do anything when moving just vertically. Not that this really affects anything, just happened to notice. I really like the hilarious end.
It turned out I couldn't die. I desperately tried to, though, but the bat just dodged me. I ended up jumping on top of it and kicking it to the wall.
Great base for an adventure game!
Modifying platforms is an interesting approach. What made it more difficult was that the score was not based progressing but breaking the platforms instead. So you cannot just avoid everything. The movement is quite funky as well, for example, lifting the ball. It's also a difficulty factor that if you get stuck against a wall, you move backwards on the screen and cannot recover. Less room for mistakes. Overall, quite a difficult game.
For some reason, occasionally the platforms stopped appearing preventing further progress.
pokipsy: Thanks for playing and good point! Only switching that could be confusing, though, because the mouse button would shoot with a different thing. But now that I think, it would be possible to make the game mouse-only simply by using right and left mouse buttons. For example, microwave still on left mouse button and the cannon on right button. I don't know if it makes easier to misclick, though. Might need testing.
g12345: Oh, I should have mentioned that you have to hold the mouse button to cook popcorns. However, don't hold for too long, you don't want to burn them.
Billiogadar: The difficulty actually does increase over time but maybe too slightly. :) It's just linear with quite a low coefficient. I didn't really have time to balance it. Or, to be honest, I'm not really sure what would be a reasonable way to increase difficulty. It shouldn't be too quick but probably not too slow either (like now). Thanks for playing, though!
Really challenging game! I love the idea, especially as the glider does not have an engine. I had moments of fun and frustration with it. :)
Some assorted and redundant thoughts in the following.. Sometimes it felt like I was just lucky but I guess I'm just not yet good enough to play this. At first, I was constantly mixing X and C but it get better after a while. Sometimes I lost nearly all speed after shapeshifting. Especially on the final level on the second plane part I just couldn't get enough speed to get up. I just kept stalling and crashing but later it turned out I was shapeshifting a bit too late. Quite delicate controls, that is. I'm relieved to see that I'm not the only one struggling with level 4. When I finally got up and further, of course I crashed right in front of the finish line. Multiple times..
Often the plane did not really turn after shapeshifting and flew forward even though I was holding the turning key. However, they key might be not to hold all the time but a bit less at a time. Or at least I felt like the plane controlled better that way but there is still some learning. On the other hand, as the goal is to finish as quickly as possible, learning to do a better time is rewarding.
I also managed to do some wheelies. However, sometimes I didn't bother braking but changed direction, which ended up in wheelie and flipping over.. Just gotta be patient. On wheelie, the car sometimes got stuck vertically while still being able to switch directions (but not affecting anything). Once the car happened to flip over due to wheelie but got stuck upside down. I think I mashed some buttons during that, so I tried to get it to glitch again by mashing X or X and C. Occasionally, I could glitch trough the wall and fly outside the map (briefly before crashing into another wall). :D
The appearance is quite appealing in its low-poly feeling. Especially the car/plane looks cute in its shiny material. The animations are cool as well and give a little Transformers feeling. However, the engine sound could have a bit lower volume compared to the background music.
Incredibly addicting. I couldn't stop until I finally finished the final track (took waay longer than it should have).
(I should have left out over half of this but have to sleep now.. Especially now that I read WetDesertRock's great comment.)
The approach to the theme was interesting and it was nice that the movement changed on the different types of areas as well. The movement speed could be a bit faster or alternatively the gaps could be a bit narrower. The ground part is perhaps the hardest if the height difference between two successive gaps is large. This is because the character goes linearly so you have to be going to the right direction right after the gap. If you are too late, no amount of clicking gets you there quicker unlike in the other types that have gravity and steeper jump. My high score was 60 after several attempts. Keep up the good work, try making some sounds next. :)
And for cornard34, .love is the renamed .zip file which can be either unzipped for inspection or opened in LÖVE as is if you have it installed.
An interesting combination of a space shooter and rock paper scissAn interesting combination of a space shooter and rock paper scissors. Quite hard actually if you try to collect lots of points. Just progressing seems to be easier as usually (not all the time) there are places where you can stay safe, like the bottom or top of the screen. I like the pixel graphics. Some parts require pretty fast switching between the shapes, for example a powerup surrounded by enemies or two different enemy types right after another. Hit them at first when trying to switch in panic. At least the levels are not too short. However, as the score is carried over to the second level, highscoring the whole game gets very hard and tedious. I guess it could be better to have separate scores for the levels. Also losing all lives on the second level currently throws you right at the beginning at the first level, which is quite discouraging. Nevertheless, a good and finished game overall.ors. Quite hard actually if you try to collect lots of points. Just progressing seems to be easier as usually (not all the time) there are places where you can stay safe, like the bottom or top of the screen. I like the pixel graphics. Some parts require pretty fast switching between the shapes, for example a powerup surrounded by enemies or two different enemy types right after another. Hit them at first when trying to switch in panic. At least the levels are not too short. However, as the score is carried over to the second level, highscoring the whole game gets very hard and tedious. I guess it could be better to have separate scores for the levels. Also losing all lives on the second level currently throws you right at the beginning at the first level, which is quite discouraging. Nevertheless, a good and finished game overall.
Interesting idea! Definitely has some learning curve and the feedback could be better. It took quite a while replaying and rereading the instructions before I finally started to grasp the mechanics. It's nice to finally land that >1k typhoon or volcano and actually understand how I did it instead of just hitting randomly. Eventually I managed to win 5 enemies before defeat.
I like that there are attack animations as they give some more feeling and visible results.
The pace really is fast and many times I ended up running out of time and doing the default 100 hit (which actually is the best move in some cases). There not much time for thinking.
One pattern I noticed is that the powerful moves are clockwise and weaker/healing moves are clockwise. The fizzles are opposite as mentioned in another comment. However, picking the elements from a linear list on the bottom does not really support this kind of visual thinking in such a short time. Thus, mistakes and bad moves still happen.
Overall, a surprisingly fun game! I recommend people to give at least some time to this before jumping to rating.
Neat concept! Sometimes the "great" sounds confused me and I lost the combo even though the sound was different. At times I failed to follow what pace it expected and entered too quickly or slowly. Occasionally the feedback stopped completely and I had no idea how I was doing, which usually lead to losing the combo. Perhaps I missed something in the isntructions. Some parts were just too hard for my dumb brain especially in some of the final levels where there were like three conditions. :P
I really like the visual style with the shapes flowing around. My first score was 108020. On second attempt my score was 595100. I got some instructions better but some parts were still very difficult. Anyway, a bit different game, which is nice.
An interesting game! I got to the third checkpoint. I liked how new elements were introduced gradually and later in different variations. For example, the red essences that decrease essence count and started to move later.
The controls have interesting depth into them, as at first I didn't realize that the distance between mouse and the ball affects. However, I'm not sure if this is intentional but moving the cursor behind the ball seems to lose the control. Hit some walls a few times when trying to move as vertically as possible. :P
The game kepth crashing for me for some reason (usually when touching something). However, it might be entirely due to this poor netbook that barely runs anything, so probably not worth investigating if nobody else has the same issues. Regardless of the crashes, the checkpoints and savefiles worked well. No progress was lost!
The game indeed is quite difficult, which of course isn't a bad thing by itself. Sometimes I managed to slalom through the gaps and gates only to realize that I don't have enough essence to turn a "turret" on. :)
Overall, a fun little game!
Whoo, got through it. It was funny to see the transformation of an enemy to a machine gun. :D On many levels you could just run behind the enemies and then shamelessly shoot them to back. It seems to take a while to shift back to human form which meant a few deaths for me as I couldn't dodge a bullet. The atmosphere was nice with the music, the screen effect and the color scheme. Also LÖVE (or Lua, not sure) seemed to say this to console after the run: "Too mutch garbage! (Tell a programmer to check garbage.lua)". Not quite sure which programmer it means, perhaps the resources could be handled in a more efficient way for Lua.
Anyhow, great game with enough levels and different enemy types. The transformation is funny.
The first time I started shaving, I thought "Oooh, this sound is self-recorded, and not from an actual razor." Brilliant! I managed to shave 4 customers but the second to last I had to rush slightly unfishished with less than $5 left. I didn't know barbering could cause such an adrenaline spike. :D Got over $30 but the next one ended quickly anyway. There's also the trade-off between memorizing the haircut well and getting to action quickly as I keep losing money during it. Time is money, really.
I don't know, maybe it could show the initial request at the end just for comparison, but on the other hand, it probably just shows how horribly it's off in the end. The money received gives a hint anyway. Although sometimes they say like "You're an expert!" and give $9.. Shaving larger areas got quite frustrating as well. I felt like I'd need a bush cutter or something.
The fast background music really set the mood that you have to be quick all the time. It added the tension quite a bit. Even so that I kept clicking furiously the customers that are walking in. Except that didn't really work as then it skips the request as well.. Sometimes the razor sound got stuck on a loop even when not barbering, but it's okay.
Overall, a really fun game. :)
The dashing feels really satisfying with the sharp sound effect and screenshake. It is soo cool to switch to the rectangle, dash a couple of time mid-air to get on top of a large enemy group and then smash down with triangle. <3 The precise controls really make it! Just need to avoid going too crazy within a group and forgetting the energy (oops). I that while you can get to the upper level for a little cooldown, the enemies are able to climb there. The enemy movement feels really organic as well, I like it. There seems to be a ceiling as well. I managed to dash through the wall with the circle a few times and fall to eternity. Had to restart the whole game. :P Also happened to remain squeezed after jumping high with circle and changing the shape.
My score about 4100, .., 6000. Possibly higher on some rounds but forgot to check the score. For possible further development, some kind of a highscore system would be useful and encourage to break the score without memorizing it. The explosion/screenshake effect feels quite heavy as the framerate drops with my poor machine. An intense soundtrack would nail the game, but I get this is a solo compo. :)
Neat!
Intensive tapping action! So, the goal is to destroy developers before voters hit them too much? :P That deer really got mad, poor developers. Managed to just get through the game on second attempt with one critical life left and voters around. The music set some nice sci-fi mood along with lasers cutting the air.
However, I don't know what the cards value was, what changed it or what effect it has. I tried to hit the posters on the wall but didn't notice it would have done anything. Anyway, the graphics were polished and had interesting subleties like moving toes. The explosions were also satisfying.
A simple yet fun game! It was challenging to try to find the line that requires the fewest moves to get filled. Or more like, finding a line that can be filled with the least moves but that is even more difficult as it's not as clearly visual. I kinda just ignored the timer, but it would probably add more tension if one tries to be as quick as possible. The shapes and colors were distinct, which was good.
At least on Firefox, the ctrl+direction occasionally jumped a couple steps instead of just one. This was sometimes critical when I was running out of shifts. The cursor could also wrap around the edges like the shapes.
And my scores were 2600, 3400, 4500, so maybe I learned something after each round.
Managed to do it in 44.67 seconds. However, it was somewhat frustrating when the shape rotated whrn I just tried swipe to move. Sometimes the shape got stuck so that it did not go in the gap where it had gone on earlier runs. Had to restart the game as there is no retry button. That button would be useful for speedrunning as well. I liked the Tetris feeling and the funny texts along the course. Funny game, some new levels would be nice for further development.
Really smooth gameplay. I liked how the game gradually introduced more elements. The sticking mechanic was interesting especially due to the shapeshift. The ball looked like an appl
e that is being eaten more and more. :P For further development, sounds, music, and new levels with more challenege would be nice. But I get the jam has been a bit messy, it's okay. :)
It's funny that you can win although you throw the object to the enemy after you had died already. Interesting choice to have Gameboy-like buttons on screen that don't do anything. There could be some kind of punishment for dying, otherwise you can just keep hitting everything and it doesn't affect anything. A combo system could be cool as I found myself trying to hit two or more enemies on one go even now. The score could be visible somewhere as well. The graphics and audio style is nice 8-bit style.
I like that you really need to think ehat shapes to use because they cannot be reused. In theory, if multiple shapes would go through a hole, you still have to think about the rest of the level as well.
The controls on Android felt a bit clumsy with the virtual analog stick.i guess grid-based movement might have worked better. Great game anyways!
I managed to escape!
I like how the different shapes seem to have different personalities. The enemies had aso nice variation. Especially interesting was that movement of the arrow-ish enemy was not restricted to turns. The hardest enemy was the one that seeked into you. I always feared to see it. :D Sometimes it simply followed you parallel instead of running into you, which gives more room for tricks. However, killing it with bombs still turned out to be quite difficult.
The graphics are consistent and the music along with the sound effects set the mood well.
I haven't really used Unity, but according to this post the .pdb files are just debug information and don't need to be included. http://ludumdare.com/compo/2016/04/18/psa-a-couple-quick-distribution-tips-for-people-that-use-unity/
An interesting, emotional game.
The gameplay itself is quite slow and I feel like there could be a bit more variation. Or maybe it's just because I don't understand the story too well. The occasional pickups were nice, though, and it was nice to see the player grow up. I didn't understand the texts on the background so I missed most of the story. Anyway, there were some images and symbols that were more universal. For example, the smoke on the teenager phase was really descriptive and characteristic for that age. The smiling player in the wheelchair made me smile as well but the pills that appeared soon shadowed the feeling.
I noticed that it's possible to stick to the platforms and the front "wall" by holding forward. In this way I managed to jump out of the screen from some high platform and skip the rest of the first level. :P However, I kept going on for a while like this but the platforms stopped appearing and the level didn't seem to end. It turned out that I had skipped some trigger that moves you to the next level. Had to go backwards, restart the level, and play the next round more normally.
There were some somewhat annoying traps on the second level. Especially on the high parts where you end up to a place where you cannot jump over the platform (something blocks you from the top) and cannot go backwards because there's not enough space between the platforms to drop down. Fortunately, losing only takes you to the beginning of the current phase, not the whole game. Now that I think, they might have been part of the story? Something like making a life decision that turns out to lead to a dead end (or maybe I just imagine this)?
An interesting take on the theme, nevertheless. It was really moody and focused to the story.
Really interesting take on the theme. There are suprising many levels for a game jam game. Some of them are quite tricky to get to three stars and occasionally I think I was just lucky with the bounces and timings. The gameplay, the graphics, the music.. the whole game feels polished. I am not quite sure if the star rating was based on time (or bounce count?) or the shapeshifts used, probably time. Also, sometimes grabbing the lines didn't seem to register or it dragged two lines at ones (well, understandable, since they were close to each other).
Perfect for mobile!
Now this is brutal. :D I just.. I have seen some of those Japanese game show videos but this game takes it to the next level.. Moving with touch was quite hard, though. Augh. At one wall I accidentally aligned myself to a block instead of a hole.. The color of the blocks was similar to the background. Had a good combo that was ruined. I didn't get the score system at first but apparently I need to be as wide as possible for better scores.. Nice twist that pushes to try more difficult and risky positions. Sometimes just getting through is challenging enough, though. Great game and nice musics!
As mentioned, there should be an indicator when planting/defusing bomb. You could also have blocked the way out, as now the bad boy can just walk away to the black area and plant the bomb somewhere there. Pretty much impossible for the good boy. :P
In any case, I like the idea but unfortunately could not test this with anybody. It's probably quite hard for the good boy as the bomb can be anywhere instead of just two areas like in Counter Strike.
Aqueduct is a really pure approach to the theme. Impressive ancient technology at its best. :)
At first, I kept placing the aqueduct parts only next to each other so that the water flow keeps going continuously. I felt a bit dumb when I realized that I could place them wherever I wanted to. It helped in cases where weren't a suitable part with which the aqueduct could be directly continued.
I'm not sure if this is a bug or not, but the parts can be placed on top of each other (essentially replacing the lower one). Makes some sections maybe a bit too easy if you can just replace stuff without thinking. Additionally, the water flows although you connect a curve part to a straight part to the curved side, for example.
Some sounds and background music would increase the mood of the game. I'm also not completely sure how the next available parts are determined. It looked random to me, so you couldn't use the parts tactically. Just use whichever fits? Sometimes, the house spawned somewhere where it couldn't be seen, which required a restart.
Thanks for the game, keep on making!
Great little puzzle game. I'd gladly play more levels.
Using both arrows and WASD felt a bit odd at first but I got used to it quickly. I managed to fail just at the end of the last level. However, retrying was easy and quick enough now that I knew what to do. I liked the parts where you had to switch blocks midair.
The animation was nice and smooth. The player seemed to have a gun but it wasn't used for anything. Perhaps that could later (hypothetically) be another puzzle or action element. The music sounded good and the sound effect of death was funny. The level design introduced the different elements clearly one by one. Thus, it was easy to use them together in the later levels.
Having played some rhythm games like, surprise surprise, Dance Dance Revolution, I liked the idea. However, I found it somewhat hard to follow the beat for some reason. In the end, I just ended up spamming the direction.
I didn't really undestand how the stars were deteremined. Is it just time or the number of moves or does the direction key spamming (misses) affect it? Anyway, it encouraged me to replay some levels and try to find shorter pathes, so I guess it still did its job. :)
In the torch level it was slightly unclear that you still needed one tiny part because the gray placeholder barely visible. But it's not a big issue, as one can just find it and then replay the level for a more optimal route.
The artwork was beautiful both graphics and audio wise. The characters had a distinct look that conveyed the era clearly. It was also interesting to see parts of the items which would be searched for only later. I found myself guessing where some of the parts would belong to. It was nice to see the answer later. Overall, the idea of going through eras and showing some typical technology of the time fit the them well. Really polished!
Pretty unique idea!
There should be a restart button though, as sometimes I made so bad wheels that I just stopped. Had to restart the whole game. Loading a new chunk of terrain made the game lag badly each time for me, which also made the physics glitch. The cart just turned around and I could do nothing to save the situation.
With the lagging, I found that making a bit slower cart was a better idea than making a quick one since the glitching doesn't affect so much on lower speeds. At that point only patience matters, as the game gets quite boring..
This is minor, but there could also be an indicator about which wheel is being done currently. I know that you could just memorize the order, but still. At first, I was also confused that I had to draw multiple circles although no text changed in the screen. I though the wheel wasn't registered or something. But those are for post-compo version if anything.
I really liked that the results of other people are directly visible in the track. There were a few "x got bored here" messages. :D Also, I passed the "you shall not pass!", is this bad? In the end, I went for minutes without encountering any score until the mouse steering glitched somehow and I couldn't steer as usual -> it all falls down..
The concept of drawing your wheels is nice, though, so it could be developed further.
Quite a weird little machine. Definitely had some demoscene-ish vibe to it. Even though this really wasn't a game, it was fun to poke around and see what happ
ens. However, somehow I wished that some combinations would have revealed something. I didn't seem to have any issues with the keyboard alignment in fullscree
n.
At some point I managed to get some funny waving that resembled a flickering CRT display. I also tried to write my nick but E turned out to be a bit difficult
: http://i.imgur.com/3YQCfHC.png I consider that my characteristic pattern which describes my mind perfectly.
I like the art style and colors, which clearly show the surroundings and the fact that you're on a desert. The ASCII art and the smiling little guy really bring into mind some old text-based adventure games. The light colorscheme (vs the usual dark terminal colors) puts me in a good mood.
It's funny that you can hit yourself by attacking while moving forwards. :D A nice little detail is the dot line that follows you and gets longer when you sprint. I'd also love to be able to enter the pyramids, and maybe loot some stuff there. ;) Traps could be interesting as well along with moving guardians.
The movement felt a bit unsmooth at first, but it felt like I got used to it after a while. You could experiment with smooth camera movement although I'm not entirely sure if it would fit the text-based feeling.
It would be nice to to see a post-jam version with some sounds and perhaps an objective.
Initially, I tried to calculate the whole sum, which took a bit time for me. Thanks to justinooncx, choosing the right option got slightly easier but it was still quite hard.
Often, I found myself putting the items to the cart blindly. Thus, I missed who was underage and lost hearts. :( Better be more careful!
I liked how the size of the time bar was adjusted to the number of items. And went offscreen when there were lots of items.
Automatic pausing on window unfocus was really helpful.
Funny game even though the math part drove me crazy at times. But that just kept my trying again. :D
Sales: $615
Played to a bit over 13k points for some reason. Getting scores gets a lot easier later on. Even though the game lagged a lot on my machine, destroying those huge groups of balloon heads was oddly fun. Let alone the massive power-up rain following the line of orbs.
The game itself isn't really difficult. You just need a bit patience in the beginning to get over the sword part (the target score 1000 sounded like a very large number early on). The bombs weren't really difficult either because they fell so slowly. After reaching the flying part, you can just fly and spam flask around, which makes the rest of the game quite easy (yet monotonous).
It would have been cool that I could have lured a group of balloon heads under a falling bomb and let the bomb deal with them. A hit indicator would have been useful. At first I thought that the sword (or orb) hits weren't registered, but it turned out that I just had to hit them multiple times.
Flying felt a bit uncontrollable (might have been due to the slow frame), so I ended up mashing z and x and oscillate up and down. After getting enough flask ammo, you can just fly around and watch the score increasing.
Please, make the sounds a bit more quiet. Especially the bomb sounds are crazy loud and I had to lower the volume to minimum (I wish the machine could go even quieter..) and put my headphones on my neck. Even then I could hear the beeping well.
A pause mode would be useful, especially as the game requires quite a bit time. Then one could just resume without fearing that the balloon heads catch you. Of course, this is a compo game and these request may be a bit too much asked for that. But for a post jam version or future games.
I really liked how the characters accelerated and decelerated and how the running animation spinning legs matched the speed. The animation (spinning legs) itself was fun as well.
Overall, the game was enjoyable. :)
Wow, I think I like this game.
Although I didn't really know how the selections affect the score (I should have paid more attention), it was fun to see what's coming. When the build process progress bar was visible, I wasn't really sure if the game should advance just by waiting. At first, I feared that the green End button would end the whole building but apparently it ended the turn instead.
The music and the sound effects are really fitting. The artwork is polished with all the particle effects and characters. The flowing river and stuff like the elephants made the game more lively. I guess I didn't manage to avoid the war completely, as some of my workers were killed. :( And at some point I threw all of my workers somewhere else but the game seemed to progress anyhow.
I got 2920 on the first attempt. I didn't really follow any rule and chose just some options. On the second attempt I decided to avoid all kinds of additional buildings even though I had age a lot at times. No tributes or anything. Lost some workers to fireballs a couple of times, though. :( The alien guy also wanted to explain the wheel to us twice in the same game.. Is this reinventing the wheel? On the second round I only got 1641. Perhaps building some additional buildings is a good thing. Or some of the other options, I don't know. Gotta try this later again.
I'm glad that someone dared to make a location and AR based game. It looked like rocks and trees kept appearing everywhere randomly, so I didn't even need to move anywhere. That's also because interaction did not require the player to move closer to the object. Of course, this may get a bit tricky if the object is in a place that isn't accessible.
I didn't spot a single skeleton that is shown in a screenshot. :( Where do they spawn? I also didn't see a reason craft new axes instead of puckaxes, since I only encountered one type of trees. The other rock types needed better pickaxes, though. However, after I crafted a golden pickaxe, all objects stopped spawning. At that point the kingdom really started to feel abandoned. Maybe moving around would have helped.
I edited the description to mention mashing of S and D.
Yea, I agree that the sliding (because I was too lazy to animate steps) after throwing is quite unclear. Perhaps I should simply stop the movement after the throw. Alternatively, the camera could show the player for a moment before moving to the flying javelin. Or the player could stop faster, I don't know. I just resorted to the simple solution to follow the javelin all the time.
Those wind speed indicators and feedback definitely sound interesting.
Addicting and still somewhat frustrating game.
The ball moves so quickly that hitting the platforms feels hard. I guess that's intentional, as the game would probably be a bit easier if the ball moved slower. Perhaps an analog controller could be easier for fine-tuning those jumps. I often overshot my correction moves and fell down in panic. On the other hand, too slow controls could make it hard to reach platforms that are further away. Balancing, balancing.
The glowing oscilloscope effect is really neat. It also actually helped to see how high the ball had been and whether you could reach a certain platform or not. Maybe it also helped to locate the ball, as its size was quite small without the glow. On some one older machine only the background grid was visible, probably due to the shader effect. But it doesn't really matter that the game doesn't work on some Ancient Technology. :P
At first, I tried to press the jump midair to jump immediately after landing. But it turned out that it was not possible, and I had to wait patiently for landing before jumping again. At least the combo does not break right away althoughn you cannot sit down either.
Reaching large combos is quite hard because the camera does not follow you so quickly. Thus, I ended up going offscreen on the top without any clue where the next platform would be. Sometimes I hit the next one blindly, but mostly I had no time to move to the next platform until it was too late, let alone continue the combo. Maybe I should just aim for combo streaks by waiting for a while until I'm nearly at the bottom. Of course, finding good ways is a part of the game. :)
Best score: 4860.. wait no, made it better! 5350
You must sign in to comment.
What. Different. Creative.
Good thing there are no ratings this time. I'm quite bad at rating anyway, and rating this would be pretty much impossible for me.
I like how the font changes for each character. At first I didn't notice that the pictures had little anime or manga like expressions (don't quote.. wait, do quote me on that even though I haven't really watched anime or read manga. Should I google?). Nice touch! Although, I think the cat briefly had the ball font at some point. But I'm not sure. I thought about doing the perfect way and re-finding out the exact part where this happened, but I don't think it would have been worth it. The characters are cute overall. Somehow I felt to be connected with the raccoon.. And I think I need to replay this later because I fear I missed something before hitting the progress trigger. OR I could check the code but.. that's cheating. Replaying is the pure way.
Referring to the ending parts of the dialogue, even this game required the player to retry a few times and memorize what is coming. "Oh, I missed those A's between the other spam" etc. The game is quite long and has nice amount of variation. But the story is what really kept me playing it until the end. I didn't notice any bugs either, which was nice. Keeping this kind of long-ish story in control and avoiding (or living within) spaghetti doesn't feel easy. I guess I should check the source .love to see how things are done under the hood.
I didn't really think any of the parts were too difficult, so I wouldn't need a non-death mode. On the other hand, sticking to the hard parts without giving any way to skip them might be a bit extreme if people stop the game early on because of them. Perhaps that would be the kind of black and white thinking.. "Either pass this part or you can't enjoy the rest of the game/story. Muahaha". *shrug* Not everyone is a touch typist, I guess. Number 6 seemed to be the most difficult for me, though. Maybe I should train it a bit. But repetition is boring, even this game knows it.
"Games are not meant to be dissected and analyzed" Oh no, I guess I shouldn't have written too much. But phew, maybe this writing was too meaningless to be considered as dissecting and analyzing, so I'm safe, probably.
Kiitos.
Simple yet fun action! Those sneaky little Nokias got to my back too often.
On Android, it was a bot difficult to see at tikes when you have to tilt the phone. Or maybe I'm just tilting it too much when being in an intense situation and hope that the GameBoy would go faster. Anyway, I found myself in a bit weird positions when tilting, tapping furiously and trying to see the whole screen at the same time.
The animations were hilarious and went well with the music. It helped me a bit that the grenade does not hurt yourself. If it did, the game would be a lot hardrr as you couldn't really do close range combat. On the other hand, currently you can stand nearly still and spam grenades (cartridges?) to your own position. Even then the enemies still get you if you're not careful, though.
My best score was 155138.
Very moody. The artwork is really consistent and the music sets the athmosphere well. It was quite unnerving to keep going as I never really knew what's coming next. I still had to continue to see the story. And I found a little humour here and there as well, which was great.
At first it felt like you have to swipe the options a bit too far. However, I got used to it and at least you don't make accidental choices so easily. Some text were on a tiny font because the whole text was fitted to the screen. Perhaps there could be a scrollable text view but at the same time I wonder how well it would work with swipes.
Sometimes successive parts felt a bit disconnected (like sitting on a roof -> mysterious rock), but it must be hard to make customized texts for each option during a jam.
I still need to try other options later. I want to try to find this ancient technology they are talking about..