Afrocity Atrocity by Sos 2011-12-21T05:12:00
What the hell is going on here
Foon → Ludum Dare Explorer → Users → TestSubject06
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | Crash Landed | compo | 63 | 3.93 | 3.86 | 3.21 | 3.93 | 3.70 | 3.29 | 2.08 | 3.22 | |||
| 2017 | 38 | A Small World | Blood Alcohol Cosmonaut | jam | ||||||||||||
| 2015 | 33 | You are the Monster | Colony 06 | compo | 425 | 3.18 | 3.23 | 2.05 | 2.00 | 2.91 | 2.86 | 2.11 | 2.85 | 40 | ||
| 2012 | 24 | Evolution | Primordial Punchout | compo | 61 | 3.67 | 20 | |||||||||
| 2011 | 22 | Alone | Best Friend | compo | 84 | 3.33 | 2.85 | 2.63 | 3.65 | 3.05 | 3.00 | 3.23 | 3.16 | 3.03 | 35 |
What the hell is going on here
This was seriously GREAT
This was really great.
As far as innovation goes, I see nothing ground breaking here, but everything that's there works.
I literally said on Skype: "Guys play this game, it's great, I just spent the last twenty-... I'm sorry 40 minutes playing this game!" the game is actually fun, smashing pots and stuff. Like zelda.
You don't spend very much time actually alone, so the theme is sort of weak there, unless you count the girl.
I absolutely love the art and animations here, simple, yet beautiful. The leaves in the wind really add to the atmosphere. Not a whole lot more I can say here.
Audio.. I really only remember like 2 sounds, dog bark, and the pots breaking? no records here.
Humor, not so much... until you unlock the secret :)
The ending the first time made me sad, and the second, I was content that I had managed to do some good. felt great man.
I'm leaving community N/A until the journal links work.
Overall I loved it, and would definitely play more games from you in the future! Keep up the good work.
This was fun, it's like anti-herding.
I don't see the download link?
Awesome job Morgan!
Kitten Army? Yes please. It's like mario party meets war.
Loved it.
Kept me entertained for a while, never really figured out what i was supposed to be doing. and then i got killed by a raptor. Overall really good engine.
This was one of the best games to come out of LudumDare.
Controlling both at the same time is nothing new to gaming, (but these days what is?) but it's really well implemented here, and the first game I've seen in this compo to use something like this.
I don't like puzzle games, not one bit.. but I actually played this one all the way through. That says something about the fun factor.
The text between levels really helps to boost the alone theme.
The graphics are simple and effective, I really like the subtle animation in the ending.
No audio, so I can't give any points there.
Not funny, sad. But that ending was really well done, and is definitely like an Inception ending.
Such a happy goggy!
Thanks guys, also mk_rules1 the hint for the opposite ending is on the button at the end of the ending you get.
Aslai, the problem with that is, I SUCK at making music, period. That's the worst thing for me, which is why I added the mute music button.
Danik, don't insert the tablet.
Thank you for playing Dark Acre
I almost didn't :P
+props for not flash or unity in web. A few points of disinterest for me were the physics, they feel really floatey and slidey. Maybe it was the 2 or 3 days of super meat boy, I dunno. The enemies also feel rather shallow, like the whole level is just goombas. The last point is getting killed had almost no distinction from bouncing off of an enemy.
I do like the artwork, simple as it may be. The font is awesome, and the level gives off a vibe of "where am I?"
It was a solid game. Burned a good bit of time on it. it did get super laggy though, and I was forced to stop playing.
@sirGustav, that's fixed now.
@ratboy2713 yeah, sorry about that. I ran out of time, and couldn't make a quick dialogue popup system. I really tried to design the levels so that the power is evident when you get it. and I literally submitted it during the submission hour, so no time for sounds. There are a few in the source zip, but they aren't in-game.
Way to go you guys! It definitely could have used some sweet music, but as it is it's an A+ game!
This is a great little puzzle game, I liked the challenge of the final level!
This was fantastic. I'm glad I played this game to completion. Now it's time to do something important. Like go to the gym.
I think if you took the concept of this game, and pushed it beyond this weekend, you can get a lot out of it!
The game still doesn't run
Excellent mood. I like how there's no theme rating at all on it. You should have made the guards blue squares, and the player a red square. Then you would have fit the theme ;)
This was pretty cool! It almost felt like a top-down ikaruga where you had to manage whether you were in damage or defense mode.
Fantastic!
I'M THE GOD DAMN DEVIL!
I would have lasted longer if the puke was more frequent. Could have used a puke sound, but otherwise it was really well put together!
By walking to the edge I managed to fall down some, and then just got stuck earning ~800 candy per minute.
@Biruts guys? This is a compo entry, It's just me! But I'm very flattered that you think this is the work of more than one person!
@Jod Yeah, I sort of ran out of time. There's also not really an ending or victory screen. There's states there, but it's pretty much blank. (2 hours out to eat with a friend will do that. It should never have been that long!)
It had a really good core concept, but the points were too hard to come by, and by about level 7 I felt pretty sure there was no win condition.
I couldn't figure out what was happening, sometimes I could switch weapons and attack, sometimes I couldn't? There was very little feedback to tell what was going on.
I liked the moving hex grid, I think that was a very good touch for the game world. It felt a little like Animal Crossing's cylindrical world in a way. I wish there had been a little more in the way of combat abilities, it was nearly impossible to finesse the combat system. Any time I could strike an enemy they could also strike me leading to generally very low scores. I think my best was in the 600's.
Man, this was so good. Chunky punch sounds, catchy music, and a deceptively simple core game loop. It really does capture that "one more run" energy as well. This is an A+ entry.
I'm so glad my dog left me alone for the whole weekend, and didn't bother me like this cat did. Fun concept though!
This was very ambitious for a LD48 game. I couldn't tell that any of the resource nodes other than factories were doing anything, or even worth capturing. I also noticed that the enemy units were nearly twice as powerful as my own.
The game also never explains what the Quantmind Activation is, or what the beeps are. So it was very hard to grok what was happening. The only reason I won is because the AI just stopped after around a minute of play.
I'm having some difficulty exporting the game from Godot. Guess I should have tested the export before submission hour.
Unfortunately, the game only works in the Godot editor. HTML5 export has no/unreadable text - and windows export just receives no input. cool.
UPDATE: I got the font issue fixed in HTML5 export! The itch.io link is live and ready to go!
@alexander-epton yeah, I did all the sounds in the last 15 minutes of the jam. Ran out of time and didn't really have time to balance the audio. Totally valid criticism.
@rolferm lol yeah, I actually forgot to make some ants spawn and move toward the pod. I never strayed far from it while testing, so they always attacked it too.
@liam I have a post-mortem drafted up. The cutting room floor for this game is dense. There were whole mechanics I ran out of time for - and 5/6 enemies got left there.
Thanks for the play and the rating!
@jonah I've been watching streamers play it and taking notes for post-jam version. I don't want to update the itch.io link while folks are still playing and rating though - I feel like that'd be against the spirit of the event.
My only real complaint is that the sound effects were a little unbalanced. They're pretty ear piercing at their maximum volume. Graphics were good, the music wasn't too bad, and the curses were pretty unique!
I played for around 5 or 6 minutes. I'm surprised you got so many weapon types and enemies with different behaviors into a compo game in such a short time! I also appreciated that most of the sound effects were just short voice clips. I would have loved to see a few of the weapons be a little bit more viable in terms of damage output, where one or two weapons were able to kill most bosses in around 6 seconds, while some of them just took way too long.
Overall, very good game!
Do you just die automatically after 10 seconds? I feel like I get in and throw two slices of pizza, and then just tip over and die.
EDIT: I played on itch, and there's a big timer that isn't visible in the LD website.
That was certainly an experience unlike anything I've ever played. It was like going into the rabbit hole of YouTube creepypastas, as one does, but as an external observer. What an unusual entry.
The ai generated distortion loops made the whole thing a surrealist nightmarescape.
I'm not even confident I've seen all of the content, because it feels like the content itself is actively avoiding being seen.
Loved it.
Horror games are not my cup of tea, but I popped in to say that it definitely had me on the edge of my seat. No more spooky stuff for me tonight :S
you can keep shooting during the game over screen and continuing to gain score while being dead.
Also it was a little strange that as the enemies got closer, the bullets still took the same amount of time to reach the ground. I figured there would be some gradient where shooting at the base of the mountain had a long travel time, and shooting closer would have less travel time.
Loved it. The music was very good, and I loved the wrapping mechanic being useful as part of the puzzle solving. The last level was very difficult until I realized the player has a double jump.
I am unbelievably bad at this, but it's incredibly charming. Loved it!
Couple of small bugs here and there - like some doors opening immediately and some waiting for the clock to flip, but overall a very cool concept. I'd love to see what you could do with this taken a little further!
I was surprised to see the cost of the turrets and their upgrades increase over time. I don't think I've ever seen a tower defense make the base level towers more expensive as time goes on before. Pretty fun for a short spell, though I would have loved to see a little more variety in the turret options. (Though just like all of us you probably ran out of time!)
The fact that you used colliders with physical implications for the coin pickups bothers me, because you can jump and bonk your head on coins. On the other hand, you can "land" on a coin and get your double jump back.
Other than that, it was cool to see new mechanics introduced for each level.
It took a little while to get used to it, and the movement speed and directions were quite painful to get used to, but eventually I understood it. I think the warriors only being able to attack once every 10 seconds made is very difficult to actually take ground, since every 10 seconds a new warrior would spawn from a campfire, and take more than 10 seconds to dispatch. Your only real hope of victory was an all powerful bio-ball after clearing out all the food and wood.
Oh, I didn't even try to make more than one performance enhancer.
This was great. I enjoyed the different routes. A+ comedy right here!