Escape in 60 seconds by Gornova 2011-08-23T23:40:00
Pretty good. I think maybe it would be better if there was time limit on level, not on all game. Or if you could extend timer somehow.
Foon → Ludum Dare Explorer → Users → tequibo
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2012 | 23 | Tiny World | Short Life in a Box | compo | 434 | 2.95 | 2.73 | 2.51 | 2.68 | 2.81 | 2.11 | 1.65 | 2.78 | 100 | ||
| 2011 | 21 | Escape | Esc | compo | 280 | 2.78 | 2.30 | 2.22 | 3.17 | 3.96 | 1.00 | 2.85 | 1.75 | 5 |
Pretty good. I think maybe it would be better if there was time limit on level, not on all game. Or if you could extend timer somehow.
Really liked this one, decent writing and interesting concept.
And I liked the typing sound:)
Interesting mechanics. Looks promising, but unbalanced as it is. Sounds were too loud for my liking.
And game wouldn't fit in my browser window.
Anyway, good job!
Nice graphics and atmosphere, neat game!
It's a shame I only got one ending, in other cases there was no text, just "headlines of tomorrow wallpapers.." and nothing more. But the one I got was rather funny. Screams are bloody annoying, makes you want to escape from those whiny cowards.
Very nice puzzle game, good job!
Looks fun, and has pretty neat graphics, but for some reason I had some crazy jumping, character was jumping off the screen with a speed of a jet. Looks like a bug to me. System - Windows 7 32 bit, nothing unusual.
Anyway, good job!
Confusing - hard to distinguish between my ship and enemies when there is many of them.
Hard to aim and shoot - controls does not feel right.
Nice water physics as mentioned above.
Game is a bit confusing, as stated by many above, but it does have a potential. I think it's pretty cool how those blasted beasts of night steal your island piece by peace.
And, I think, you should read this http://hyperboleandahalf.blogspot.com/2010/04/alot-is-better-than-you-at-everything.html
Nice idea.
It would be cool hashtag search was hard-coded by you and game would recognise some keywords, like materials for platforms.
So if someone would write a tweet "#tinywords a bouncing platform with a coin", keywords being "bouncing" and "coin" game would display, well, a more bouncing platform with a coin on it.
Clever and funny set up.
Mouse challenge didn't worked for me nether. And pressing last option in "favorite geometry" question does nothing.
Very liked the premise and concept, graphics are ok, but loading times between screens(latest chrome win32) were terrible, and combined with grindy progression sapped my will to complete the game.
And someone wrote something about music and sound - I did not heard anything.
I have collected balloon, but then I have tried to get a... pump? And two big monsters have eaten me, and I didn't wanted to repeat labyrinth, so I have quit.
Also it was somewhat hard to hit enemies with hammer.
Anyway it was interesting.
Oh, and you can turn off anisotropic filtering, so textures would look sharp by selecting "Point" as filter mode in texture import settings.
Very much enjoyed it. One of the best games I've seen so far on current Ludum Dare.
Very nice idea and execution.
Not without problems, which were already mentioned by others, but rather lovely game. Enjoyed it. Not sure why, but ending felt underwhelming. Maybe there should be some dialogue between L and G, not just some text with rhetorical questions. Probably you didn't had time.
It was hard to see some platforms in hard world, but maybe it was by design, since it is a hard world:) But, yeah, seems like game have some balance issues.
I really liked idea of changing player's size.
There is no indication, how many potions do I have.
And some jumps are tricky, controls does not feel right.
And at one point I was out of potions, so I stuck in the corridor, and this was a gameover I guess. So, that was not a great moment.
Anyway it's good for a first LD, keep on working. Good luck with making games and such!
Very cool concept, but part under "Would this be answer to his Soul Search" was terribly frustrating, I could not beat it.
Liked graphics, hats, science cheese, the "everything moves only when you do" mechanics, but, for some reason, did not noticed it instantly. Though it is not obvious, if there is a win condition and what is the point of this all.
I liked atmosphere, but I did not beat the game. I presume I had to visit all buzzing poles under star signs that pictured behind the tomb, and write down/screenshot signs on them then do some kind of math(arrgh), but walking is slow, and I am lazy and stupid. It would help if walking was faster and clues would save somewhere in game.
And green hopping cubes are adorable.
Beautiful visuals!
I found it horribly hard to travel from one planet to another. I think character controls needs more work.
But one of the nicest looking game on Ludum Dare.
Very nice visuals and sound. Great feel. Mechanics is nice too. Shifting camera on game over is a bit annoying though.
Very funny, good looking, cool idea, but presentation is a bit confusing. It's not clear what's going on at start where there is a lot of characters on the screen. But I finished it.
Very nice concept and sound, but controls need more work, felt slippery.
Not sure if that was intended - but if you choose to interact with door after you find key - game just closes, same with "gremlins" option.
Very nice visual style, like the color palette.
And game is fun. I had some trouble with teleport mechanics, was hard to predict, if I will teleport to safety or not. Maybe some kind of indication where you will go when you press direction key would help.
Very cool mechanics. Needs balancing, progression, win condition and it will be a very interesting game.
Very nice visuals and animation, but could not beat first boss. In my opinion it needs more work/balancing, right now it's just frustrating.
Again, really like visual style.
Game looks lovely.
Interesting game. Amusingly enough I've done something similar - first person metroidvania in a cube world that is:)
I had a problem in desert world - missed the chest and jumped down, so I had to die and start over after reading spoiler. And jump pads was not explained in game.
And it was not clear that blocks on nuclear plant would kill me. So i stopped played there.
It's an interesting game, but a bit too hard for my liking.
Liked it very much.
Would be nice to have some goal.
Very neat how you made all those interactions - picking up tanks and buildings.
Very nice concept and good execution.
Part with a sitting solder was pretty powerful.
Though movement could be a bit faster, and some jumping bits was a bit hard, I don't really see the point of platformer challenge in that kind of game, but I guess it was unintentional. And, I only noticed it because I completed game two times to see if there is a different ending if I haven't killed any enemies. It was a bit disappointing to learn there is no any.
Anyway, good job!
Cool little game. Nice genre-mixing. Though its not obvious at start why should I shoot aliens, since they continue to spawn rather fast, but I guess it just matter of tweaking of balance. Sometimes blasts could make level unbeatable, destroying the path.
Good job overall!
You should at least explain why player must register. I guess it's because you have build your game on Drupal, and I think this is a very, very strange choice, and it should be possible to play as guest. Or at leas login via twitter/facebook/whatever, there is plugins for this, I think.
Sorry, I really don't like registering new accounts, so I'll pass.
Oh, another game for my silly collection "indie-games-that use-silhouette-visuals"
http://tequibo.com/limbo-and-friends/
I liked idea that you chose, but there few problems. Game is just too dark. Camera bobbling is a bit too much, made me feel a bit nauseated.
Though protagonist that can fall over and struggling with gravity is hilarious it is incredibly silly. I couldn't figure out what to do after I left the cell.
Liked it, pretty nice visual style, though need a bit more work with colours in my opinion. Funny intro. Some jumps were a bit hard to perform.
I was not was not been able to got few pieces of ship up above the trees, guess I didn't find some power-up?
Thanks for feedback!
Added option to change mouse sensitivity, and changed quality settings - as it turns out unity sets quality to fast by default, so powerup icons were unreadable.
You shoot dark blocks to destroy them and access new places.
Oh, silly me, I forgot to upload updated windows build with mouse sensitivity settings and without power-ups for testing.
Thanks for feedback:)
Thanks, Law!
Fixed bug with vertical axis not changing sensitivity.
Damn, with last fix I have broke controls for walking.
Should work now.
@Endurion, @robbiehunt Thanks, glad you liked it!
@nuprahtor
Thanks!
Pohoje, sait ne vosprinimaet kirilicu, no ya rashifroval cherez dekoder.
Probably, it's just users have different system settings for mouse sensitivity, so it is best to include an option to tune it for first person games.
@brus46 uh, sorry to hear that, I haven't put much time to level design.
@DoktorAce this is weird, have no idea what could case this
@Orni, @piterlouis Thanks, glad you enjoyed it!
@chinchang Thanks! You need to find power-up to jump, and then there other abilities to find.
@Arkazon, @bms, @Gabriel, @netmute, @dukope, @blob, @Pierrec Thanks a lot!
@blob fireball is used to destroy dark blocks.
I will make it more obvious what power-ups do in post-compo version I'm working on.
@evilseanbot Thanks!
I will remember to do something about it for post compo version (and further games). Probably by adding an option to customize keys for player's liking.
@cjke.7777 Thanks!
@Moth Thanks, glad you liked it! I will look at strafe jumping for post compo version I'm working on.
@Tifu Thank you. There is a fake wall near this secret, it have no collision box, which is of course is not clear for player, but I was in a rush, so I left it like that, hoping that player will try to jump from there and discover this:)
Thanks for the feedback, everyone!
vigrid, will remember to include this option:)
wademcgillis, I hid six one too well, as I realized after submission, it's outside the box, near the spawn.
@chambers, @orgarus Thanks, and sorry about sixth secret:)
here is a spoiler for last secret http://minus.com/mMAYVeGmu/1f
@orgarus basically, all secrets are in the "building" game starts.
@angrygeometry Thanks for feedback! Was the problem with mouse or with movement speed? yeah, I guess I have made textures a bit too colorful, they will be more calm in post compo version.
@Christina Antoinette Neofotistou
Thanks!
Thanks for feedback, everyone!
@RobProductions, Thanks! This is my first unity game, I will add those things you've mentioned in next version.
Thanks, everyone!
I have released post-compo version.
http://tequibo.com/games/box-life/
@RobProductions Thanks!
@Rémi, Thanks!
Looks nice, I like visuals.
Constantly spawning enemies do get tiresome after very soon.
Probably, in would be better if I would only need to protect myself or only buildings. Otherwise it's a bit confusing. And it was unclear, what bombs/grass do. And I think survival is good as additional mode, but it's tricky to get it to work as basic game mode.
It's disappointing when you realize that there is no win condition, but instead you get back to start. So collecting all items do nothing.
But I can see it as a sad story. Some poor guy got stuck on a planet and he slowly going crazy and imagines all sort of things - some sparkling crystals he need to collect - slimes that chasing him. But when he collect all crystals - nothing happens, so his mind just resets.
Anyway, nice programming/technical achievement.
I liked enemy character designs - nazies are very recognizable, yet have so little pixels.
I did not liked annoying low health sound and restarting from the beginning.
Didn't run on Win 7 32-bit, error:
"The version of this file is not compatible with the version of Windows you're running. Check your computer's system information to see whether you need an x86 (32-bit) or x64 (64-bit) version of the program, and then contact the software publisher."
It was cool when I was nearly dying of starvation and then I have found fruit tree.
I've got to the underworld, but there was a place with too many evil squirrels, so I couldn't pass. Though maybe that was a way to eliminate my hunger forever, since they kept spawning. If so, I guess I won then!
I did't understood which cells are "good" and which are "bad" too.
Camera movement a bit slow in my opinion. Interesting mechanics, anyway.
Interesting mechanics, but game is too slow, and I thought that controls was inverted. Like you rotating a planet but not flying around it.
I liked hand drawn crayon intro the most and rabbit in a cure t-shirt was rad. Controls feels slow and not comfortable. I spammed leafs all the time. I haven't finished canyon after 4 tries, so rabbit was right. Those wasps.
Nice song too.
Overall - cute, and reminded me of greatest animated show of all times - Adventure Time!
Interesting, but game is a bit hard to get into and have some interface issues - click on tile then click on a different place to move? Then click back on tile to select action on a different place again? Stats should be on a screen at all time, to give feedback.
And I didn't get how to craft tools, or how to progress, why I need shelter or wood.
With more work it can be a good game.