Unexpected Outcome by ippa 2010-12-26T13:52:00
Loved the music. Gave you five points for that, which I haven't done for anyone else yet!
Foon → Ludum Dare Explorer → Users → Terry
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥇 | 2010 | 17 | Islands | Radio Silence | compo | Audio | 4.25 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | Tower Defence of the Heart | jam | 376 | 3.87 | 3.90 | 2.54 | 3.50 | 3.79 | 3.36 | 3.29 | ||||
| 2015 | 32 | An Unconventional Weapon | Copycat | compo | 64 | 3.90 | 3.98 | 3.94 | 3.18 | 3.08 | 3.40 | 60 | ||||
| 2013 | 28 | You Only Get One | Fountain | compo | 102 | 3.66 | 2.84 | 3.77 | 3.74 | 3.45 | 3.65 | 1.92 | 4.13 | 56 | ||
| 2010 | 19 | Discovery | Quarters | compo | 48 | 3.40 | 3.50 | 3.67 | 2.28 | 3.37 | 2.80 | 2.24 | 2.30 | 4 | ||
| 2010 | 17 | Islands | Radio Silence | compo | 25 | 3.62 | 3.14 | 3.40 | 3.67 | 3.26 | 4.25 | 1.67 | 3.63 | 10 | ||
| 2009 | 15 | Caverns | Ascent | compo | 30 | 3.49 | 3.73 | 2.41 | 3.61 | 3.45 | 2.50 | 2.17 | 2.76 | 27 | ||
| 2008 | 13 | Roads | Title Unknown | compo |
Loved the music. Gave you five points for that, which I haven't done for anyone else yet!
Fantastic :) I loved the boss battle!
Pretty well done for six hours! I like the idea.
Loved this. The atmosphere with both graphics and music was excellent, and the jumping physics powerup was very clever. Fantastic work for 48 hours!
This came out really really well! Played it to the end. Especially liked the level design in the first couple of minutes, which is really excellent :)
Extremely impressive for 48 hours, and your first Ludum Dare!
Fantastic! I managed to finish it on my first playthrough. After a while I was just exploring as far as I could in a certain direction hoping I'd have enough to tow myself back. I hit a plateau around $9000 and it took quite a while to get that last $1000...
Most interesting experience in the game was trying to judge whether or not I'd be able to make the return trip, or whether it was worth it to keep exploring an hope to find something else. If it were up to me, I'd remove towing from the game entirely and just have the game end if the player can't make it home... Also might be worth thinking of additional drop points around the map!
Anyway, really liked this one.
This is my favourite game from the whole jam :)
This is really solid :)
lol :D
Love the audio on this one.
This is cool! I've just started going through the games, but this is probably the best thing I've played so far :) Feels genuinely tense.
Hit a bunch of random keys, but it doesn't seem to respond to any input :(
This is really fun!
Really incredible work guys - I think this might be the best Ludum Dare entry I've played, ever.
Whoa! This is pretty incredible :)
Love the graphics!
Best use of theme I've seen so far. Really nice!
Haha, this made me laugh a lot - really nice :D
I dig the idea - grats for taking on something so ambitious for the jam!
Ohh! This is pretty interesting...
Gosh, this is gorgeous!
Junber: Yeah, totally agree that some of the combat logic is a bit fuzzy - that's the stuff that I didn't have time to fix up with the ludum dare deadline, sadly :(
FungalCactus: The mimic crystal is the boss! It appears if you use a weapon dropped by a rare enemy...
Yay, beat it! Always good to see another tower defence game in this jam :smile:
Love the music and art in this.
Really well put together :smile:
So, I just want to say right away that this game is astounding: incredible concept and execution. I've been playing it for about an hour already and having a blast. This is the best thing I've played in LD46 so far.
However, I keep running into this bug, which has broken three games in a row for me -
bug.jpg
I don't know what's going on, but it's something to do with the mouse selection code - when you click back onto the program after successfully running something, there's a chance that you end up with a program that won't compile. I've gotten weird error messages like "HLTT is not valid", and I've been able to delete the last T and leave the last line as "HL" and that compiles. But then sometimes I can't do anything about it.
Really hope you can fix this, because I'm very excited to play more!
Playing a big more today with the latest version, and it looks like that particular bug is fixed! I ran into this one, though:
Image1.jpg
The program freezed up on this line. I can still look around with the mouse, but can't input anything into the computer!
This is fantastic - seriously impressed in particular by the full, excellent soundtrack as well given the time constraints. And the game is so cute and charming! One of my highlights from this Ludum Dare so far :smile:
Nice jam entry! Art and music are pretty impressive for a weekend :smile:
This is fantastic! Ended just as I was really getting into it - hope you do more :smile:
Found it really really hard to shoot during the introduction, and then had a 0% success rate when the actual game started - which is a shame, since it seems like there's something neat here! Gave you a 5 for mood. Hope there's a post-compo version!
I love this <3 Every thing in it feels cohesive and charming, and it's a really nicely balanced and fun system, especially for a compo entry. Really great.
This is cool - really excellent fit for the theme!
Finally got to this one on my list :smile:
Best score 34. Really solid, as always!
This is really great :smile: The concept is super good!
I rounded up a few people on twitter and set the current record, lol
Oh, there is a bug though - the "longest fire" record didn't tick over correctly - it's attributed to the wrong person (i.e. not me, lol)
This is cool! I liked the low stress of the puzzles, and it's very well written. Really neat little thing.
Ahh, this is so cool looking :smile: I like the mechanic - though I wish it had been pushed a bit further!
This is really interesting! Super smart to make a defence game inspired by real virus and bacteria behaviour.
I liked this! Art and audio are charming :smile:
Oh, this is really cute :smile:
Nice - this is fun and really cohesive!
This is really good! Best tamagotchi-like thing I've played this Ludum Dare :smile:
Really nice art! Once it gets hard it gets really hard :open_mouth:
This is really great! Super impressive and polished for a jam game!
Some feedback if you're planning further development: I found the energy restriction thing a bit limiting here? It essentially meant that you had three small moves or one small move and one big move per turn, which made it feel a bit samey and kind of slow. Would be interested in trying a version with a more chess like move set: one turn to one turn, with cards being dealt in some sort of way that you could make plans for future moves (e.g. maybe don't clear your hand between turns). That would also let you maybe do stuff with cards that e.g. charged up to give more moves on future turns, or weird move types, or cards that are effective in sequence - 1 to charge up, 2 to break armour, 3 to do a huge area of effect attack or whatever
The cards that gave you one free diagonal move felt like a good way to break the mold! Would love to see more things like that - e.g. cards with interesting, situational restrictions.
Would love to see more stuff that thinks about positioning too - I know you're kinda tied to the chess theme in a way, but it feels like this game might be more fun on a smaller grid - e.g. a 5x5, or with tiles that had interesting effects (gain energy, block attacks, etc). (I guess the missing gaps in the later levels indicate that you have things like that planned!)
Anyway, I thought this was great - nice work! :thumbsup:
omg you can sell the heart
thanks for the bug report, @mbc :sweat_smile:
Loved the sounds effects :smile:
The movement mechanics in this are very cool - I don't think I've seen anything that works quite like this before?
Music isn't great, but I always like hearing Bosca Ceoil tracks in jams :smile: (Really nice to see a Kha game in the wild too - had considered using that myself!)
This is really good! First puzzle was very strong in particular :smile:
A-BOT and the tutorial are charming, and the basic look feel of the game is great. This is a solid entry!
One piece of feedback, though: I feel like the C64 thing wasn't really used as anything more than window dressing, which was a little disappointing. It's a shame that trying to write a listing in a sequence of numbered commands just gives you a syntax error, for example, or that the game doesn't understand commands like LOAD. From reading this page it does seem like maybe you have plans to dig into that post compo, though, which is good. Excited to play that!
This is great :smile: I love the infinite screen effect.
Got quite a lot of crashes on windows unfortunately :slight_frown:
The level generation is interesting - wish you could see further ahead though! Collision was also way too unforgiving, which discourages taking any kind of risk with exploration. That said, this feels pretty cohesive and fun to play!
Ah, this is cool, especially for a first ever jam game! It's very cohesive, and feels pretty complete, which are rare qualities in a lot of jam games, haha. Nice work.
I couldn't control this at all, but it was fun trying to anyway :smile: Good music!
Yay, a tower defence game! :smile:
This is really well done for a jam timescale. I can see from the UI that there were plans for more towers and probably more levels, but it feels pretty complete as is.
Ah, this is pretty fun!
Feedback, if you're planning a post version: Having projectiles go through enemies and hit other enemies feels a bit off to me: it feels deliberate but does take a lot of the impact out of the game. The long delay with moving to the next section was a little weird too - it finally made sense in the red wave when the enemies were active during the transition - I think you should probably have done this all the way through!
Congrats on finishing a game for the jam!
Main piece of feedback I have is that it feels like collecting food and picking up/feed enemies to your friend could be automatic options? (That way you wouldn't need right click or E). Also, the click repeat rate started to be a real problem after a while - it feels like it slows down the gameplay quite a lot to have to wait a second or so before you can take another shot - would have been better to just allow you to shoot as often as you like, I think!
Nice art on this one!
Really liked this one :heart:
This is a strong concept! Played till the end and liked the twist.
Oh man, missed the first time around that you could scroll in the shop. That's kind of a game changer, lol.
Once I figured out how to play properly, managed to finish it. Good game!
Got to the end! I want more of this!