Leave Me Alone by hamburger 2010-08-26T03:16:00
I rather like this entry. It's an original, fun concept that I thoroughly enjoyed playing.
Foon → Ludum Dare Explorer → Users → The Jahn
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | CryptoCoaster | compo | 84 | 3.89 | 4.08 | 4.00 | 4.17 | 3.62 | 3.54 | 4.00 | 3.73 | |||
| 2020 | 46 | Keep it alive | Catapult | compo | 216 | 3.76 | 4.26 | 3.86 | 3.28 | 3.71 | 3.76 | 3.60 | 3.60 | |||
| 2017 | 38 | A Small World | planetary billiards | compo | ||||||||||||
| 2014 | 31 | Entire Game on One Screen | Dead Pixel | compo | 305 | 3.45 | 3.77 | 3.80 | 3.80 | 3.02 | 3.23 | 2.28 | 2.86 | 62 | ||
| 2013 | 27 | 10 Seconds | Treasure Run | compo | 202 | 3.46 | 3.49 | 3.19 | 3.86 | 2.92 | 3.61 | 2.69 | 3.11 | 60 | ||
| 2013 | 26 | Minimalism | Placeholder Title | compo | 644 | 3.09 | 3.03 | 2.00 | 2.24 | 3.14 | 3.50 | 1.75 | 3.00 | 59 | ||
| 2012 | 24 | Evolution | Modula | compo | 164 | 3.38 | 3.33 | 3.29 | 3.58 | 3.50 | 2.59 | 1.79 | 3.00 | 48 | ||
| 2011 | 22 | Alone | Lonely Kitty | compo | 289 | 2.82 | 2.71 | 2.35 | 1.94 | 3.00 | 2.93 | 2.50 | 2.50 | 2.00 | 44 |
I rather like this entry. It's an original, fun concept that I thoroughly enjoyed playing.
Thanks! I'm really glad you like it! I wish I could have added more to it too, but 90% of the actual gameplay was hacked in during the final 8 hours - finishing at all was a stretch! :P
@Robotic: Thank you! Although I hadn't noticed the wall jumping's lack of purpose, I definitely agree that the level should have been a bit longer/better designed. I started designing a different level (the current one was originally a debugging thing), but I got side-tracked on something else and completely forgot about it. :'(
Maybe next time I'll be able to hack together a more complete game! :P
@Yezu : Thanks, I'm glad you like it! :D
Haha, yeh I kind of just slapped the ending on real quick to call it an entry. Wasted too much time squeezing unnecessary features into the "engine." :P
I'm glad you like it and sorry for breaking what little immersion I managed to build with some crappy chords and a giant rainbow kitten screen! Luls.
I had sudden flashbacks to the homicidal rage I felt while passing through the ice caves in Gold/Silver.
... Well done!
^ What he said.
Haha, pretty fun. Could have used a few more enemies to switch it up after the fourth wave or so.
Oh, and awesome soundtrack, btw. :P
I lol'd at the end. Well done!
I've actually been wanting to play a game like this for a while. Thanks! :D
http://i.imgur.com/GMWk5.png
It took a while to figure out but after I did it was pretty amusing. Also, sweet music.
Very, very well done. I loved it!
While there's a little too much going on graphically this is a very complete game. My only advice would be to find an art style you like and stick with it until the end. Everything else is damn near perfect.
Solid mechanics and level design, oddly suiting music and sounds. The effects actually make me feel anxious and relieved at appropriate times without sacrificing the fun of the game as a whole.
Interesting concept, wish there were more levels though.
Minimalistically delicious. Well done!
Yeh, the controls made it kind of difficult to play but the sounds made it worth the effort.
Pew, pew, pew, pew, BOOOOOM!
The screen transitions are great, and I like that you opted to teach the player via level design at first. That's something I've seen in surprisingly few entries so far.
The different variations probably could have been introduced a bit better, however - as you realized from the comments the unicorn guys' function wasn't an intuitive one. Beyond that, it's an all around great game.
A really interesting spin on a classic game.
Spectacular design. Fits the theme great. If I were to suggest an improvement, it would be some additional challenges or power ups. Maybe some more graphical/sound effects/variations. Just something to add some variety to the mix. The enemies grow in numbers, but it feels kind of monotonous after a while - but it definitely has great potential.
Everything I wanted to say has already been said. Dammit all! Spectacular humor. Cracked up on quite a few occasions. :P
Very fluid controls, definitely fun to just running around around and kicking ass. But without an end goal it does get kind of monotonous. Even if you just added an 'asses kicked' score with a timer to encourage kicking the most asses in the shortest time it would add a lot to the game.
Spectacular polish, as well. And I think I saw your post about the character animation being your first - it's very well done, be proud good sir.
I like the ambiance, though jumping can be a bit iffy at times.
The screenshots don't do it justice, it's quite good!
Fun, but very tricky without a second player. :c
@lfpetrini: I was just about to point out that I completed the whole game several times over to verify everything was possible before submitting. Takes a bit of precision (and maybe some wit towards the end) - but it is doable, I promise! I do apologize for the difficulty regardless, though. c:
@raincole: I know the relevance to the theme is pretty weak. That's definitely the thing I'm most disappointed about. I thought I had a decent concept at the start, but things just didn't work out as planned.
Maybe I should write a quick post mortem or something.
didn't seem to work with the theme much, but it's still a pretty great game. definitely some fun controls and the graphics are spectacular.
Absolutely spectacular.
Graphics are pretty awesome but their hitboxes make it difficult to play. After I got the hang of them though I did alright. Shame there was only 2 levels.
Pretty smooth controls. Well done.
a few bugs but all in all a good game.
this could be a much more fun game if the physics worked a bit better. maybe look into box2d?
This is pretty awesome. Crashes for me when the window loses focus though. Would love to see this explored more, felt really good to play.
The gems do give 2 seconds in Wimp Mode. Stun time and how much the sludge slows you is also decreased.
Haha, yeh that was intentional. Thanks for noticing. c:
I wanted a lot of rhythm in the design so I synced up as much stuff as I could to the timer - the music included. Other things include the electric gates(1hz), the arrow rotating (2hz), and the amount of time it takes you to travel between rooms (*about* 1hz, given the speed of the character's movement, assuming optimal play and no obstacles).
Just felt like it emphasized the tension of the clock's ticking to me.
This was pretty fun. Monitoring all the bars was a bit much for me at first but I got the hang of it after a while. Love the graphics too.
This was fun, definitely an interesting take on the theme. I don't think it's fair to say this isn't a game, the timer definitely added some challenge and there was a clearly defined goal... even if there wasn't enough time to reach it.
You included a bit of an explanation for that in the game, though:
"Art is never finished, only abandoned." - Leonardo Da Vinci
Of course I could be reading too much into it. Either way, great work. Made me think.
Pretty fun game! Little easy once you know the trick though. If you tacked on a few more layers of gameplay I could see myself playing something like this over and over again trying to beat my time.
A pretty cute game. Great for your first Ludum Dare entry. Awesome job! Congrats on finishing. :)
Controls felt a bit sluggish, but other than that this is a pretty good game. Great work!
Also my top score was 10,700.
the mixture of real-time elements with turn-based elements is definitely an odd one, but it works surprisingly well. the only thing that threw me off was the tweening on every action. it felt a bit slow for the real-time elements. it definitely added to the game's tension though, so i'd presume that was intentional.
either way though, great design here.
Wish I could play with my mouse; it'd be easier, but you could compensate for that by making it faster paced and at least 50% more evil. ;p
Well done though, had some fun with this one up until I got rekt.
Fun, but after unlocking some of the higher-level weapons it got a bit too easy.
Would've been interesting to have to jump over some obstacles while you're shooting or something. :o
Interesting concept, very simple but very fun. Perfect for mobile. And the soundtrack is awesome to boot!
Two notes:
- Had some difficulty telling where the character was at the start of some of the levels; maybe highlight it with some effects or color it a bit differently?
- You can disrupt the character's motion mid-path and redirect it (double click). Not sure if this is intentional, but the game seems pretty grid-based, and this breaks out of it, so I figured it was worth mentioning.
Good stuff all-in-all, though.
Really difficult, but definitely an interesting concept. Like Broivula said, it'd be nice if you only died when you touched the walls/wrong letters.
This was pretty fun. I've got a huge soft-spot for roguelikes. :p
very well done.
Super fun! Just wish it had some music and sounds. I could see myself playing this for a good while if it did.
Interesting twist! After a while this got pretty tricky to play with the floaty controls though.
Ugh, I don't live in France but that news still pisses me off. Censorship sucks.
You chose an interesting medium/context to spread the word with though - props for that.
10/10 for tactical MLG pooping
BEEN LOOKING FORWARD TO THIS
this game is art
Should use preventDefault() on the up/down keydown events to keep the page from scrolling during play on the web version. Downloaded the jar instead.
Interesting concept, gets pretty chaotic but it's a pretty colors kind of chaotic so I can dig it.
Cool soundtrack too. :)
Gotta dig bullet hells.
Basic, but fun! I just wish it was a bit easier to tell where I might land; jumping around a corner is a bit odd, tend to land right on the spikes. :p
Pretty damn fun! I got caught on one level with 6 seconds on the timer, right next to the level exit.
The tension was thick, but I made it by the skin of my teeth.
Also, those level transitions are delicious.
Definitely not bad for a first game! Well done!
Here are some things to take note of, however:
- The game window is very large; unless you're supporting full screen try to keep it less than 800x600 pixels to ensure it can fit on everyone's screen.
- In general, with collision it's better to make the actual collidable parts of the sprite ("hitbox") smaller than the sprite itself.
- It's best for feedback (the cane swinging animation, in this case) to be instantaneous; it doesn't have to actually *do anything* mechanically right away, but you should show the player that the keypress has done something in order to establish an association between the keypress and the action to follow.
Easily the most adorable pixel I've ever seen.
Pretty interesting. Could use some indication that something's changing when you hit the arrow keys.
Not necessarily a cursor, I kind of like having to work out where I'm going to go in my head. Maybe just a directional counter?
Pretty colors
☯ ₒ ☯
When the screen zoomed out, I WTF'd out loud in the best way possible. Good stuff! Though once you zoom out more than once it's damn near impossible to play. :p
Nifty, but could use a bit more variations in the level pieces for something so massive.
I did enjoy the game (I dig frustration platformers), but there are some places where you could improve.
* Moving platforms slow down users who already know where they need to go - they're just waiting for the game to catch up with them. This slows down the pace of the whole experience. To counter-act this, I would add more of the platforms, or make them faster. Or both. * Given that the player needs to move with the platforms (which I found fun, tbh), I would set their speed to the player's speed so you don't slow them down. If you want to turn it into a hazard/challenge, then just add some hazards like you did in level 3. Slowing them down alone doesn't really accomplish that. * If I was feeling malevolent, I would also make both sides evenly sized (16x16 likely) and use a rotating circle-shape to indicate that they're "slippery" and require a balancing act. It makes it feel less like a glitch and more like it was done intentionally. ;)
All in all, not bad! You remind me of a younger me. My older games had similar gripes. Keep growing, great work!
I'm now an expert in the art of mouse swordsmanship. Thanks for that.
Seriously tho, great stuff.
Huge variety of unique enemies, emphasis on combat over platforming (definitely a different feel! loved it!), adorable graphics. The game got a bit tricky but it was never TOO rough. I definitely appreciate the checkpoint system tho. :p
I don't know if there's a methodology to this, but it reminds me of an LCG for some reason.
libGL error: unable to load driver: i965_dri.so libGL error: driver pointer missing libGL error: failed to load driver: i965 libGL error: unable to load driver: i965_dri.so libGL error: driver pointer missing libGL error: failed to load driver: i965 libGL error: unable to load driver: swrast_dri.so libGL error: failed to load driver: swrast
I'm running Fedora 25, 64-bit.
A quick glance at my package manager tells me these are probably Unity-specific shared objects that should be packaged with the game, as they're not provided by anything in the package manager.
I'll boot Windows when I get home and try it there.
This is a tricky one.
It's hard for me to play though because the window is too tall for my screen, which is a shame because I was having a good time with it.
Good work.
Pretty fun! It's difficult to maintain a sense of direction with all that rotation, but I enjoyed just bouncing between planets anyway. :)
Love the tunes.
I LOVED this. The title screen tripped me up a but but once I got into the actual game it was hilariously fun. Fantastic work. :D
This game is adorable. Would benefit from a lives system so you don't have to restart from the beginning every time you die. There was a lot of trial and error required because of the timer (no time to think, really), lives are a good way to make that trial and error less taxing without killing the mood the timer imparts.
It was quite fun though. :)
The concept is solid, it's a pretty interesting puzzle. Good work.
This game was great. You made escort missions fun! Awesome work! :D
Pretty fun. It was definitely a tough choice between faster enemies and stronger enemies though. :P
Fun mechanics, used punishingly. :stuck_out_tongue:
I enjoyed coaxing the cat around, but it did get a bit too difficult for me around level 4. Level 3 was a huge spike, once you took off the railings the cat would wander off the edge. I didn't really have time to play with the mechanics at that point.
With some more relaxed level design, this could be a great game!
btw sidenote i also made a game about abusing cats so respect :fist_tone1:
Took a bit of playing to figure out the mechanics, but once I did I cleared it pretty quickly.
Neat little puzzle.
Gameplay is a bit chaotic, but that's just what you were going for I think. Pretty fun to play around with, feels nice to play. It's highly polished. Great work, over all.
However, I'd love to see this playable with a smaller grid. I think I'd be able to build up experience more easily if the state space wasn't so huge right off the bat. Easier to wall off, hospitals and infectors would have a greater effect (due to a smaller populace) - it'd just be a bit easier to get a handle on.
I think there's a middleground between being so small it introduces a stable configuration and so large it overwhelms the player. :)
Great work on this, it's really fun! :)
This was pretty fun. The controls feel nice and navigating by sound is an interesting concept. Good work! :D
Love the sprites! Great work! :)
I love this, it's scratching my Gradius itch - I basically play Gradius as if enemies getting by me is a fail condition. It's SUPER fun. You made it a rule. And I love that.
Great work packing so much fun into such a small game. :)
Those monsters are adorable. Great aesthetic over all. :)
Very cute! Loved the costumes and the music was pretty good too! Could definitely use some more time to throw those sammiches together tho.
Haha, the donut. Graphics are superb too! Loved it, great game! :)
Simple but fun game, polished to perfection. I enjoy entries like this, I should take notes.
That RNG was kicking my butt. Aha. Fun little game, good work.
I absolutely love the dark painterly aesthetic. Impressive for a first attempt, keep it up! :)
That spin - that spin is fantastic! Made me smile every time. Aha.
I have no idea what I'm doing but the clip art graphics and slide shows make this feel like big :moneybag: business. :laughing:
There is a bug that causes moved objects to leave behind a collidable area. Seems to happen almost randomly, but it did happen to me a few times.
Sorry, I added some instructions to the page. :)
@Dekajoo You've gotta pump those numbers up. Thanks for playing! :smile_cat:
I'm glad you guys like the sound effects! I spent probably way too long trying to synthesize/layer a nice cha-ching sound in Renoise lol
I included the XRNS for any Renoise users curious on how I did it, just make sure you have Synth1 installed - I needed FM synth for the bell
@kadecgos It might work okay if you buy the dippiest dip. I haven't tried it tho.
@ZwodahS ideally the price would always go up, but unfortunately i haven't worked out that bug yet. sooner or later though...
to the moon!
@Anon, completely fair criticism. Art, UX, and variety of gameplay are all definitely lacking. Thank you for taking the time to play it anyway. I'll try harder next time. :)
@Anon, completely fair criticism. Art, UX, and variety of gameplay are all definitely lacking. Thank you for taking the time to play it anyway. I'll try harder next time. :)
Original comment, for history's sake: Ah, crap. Commented on the wrong game. I have too many tabs open. Please ignore, sorry! D':
But I've since played your game. It's a great take on the theme, definitely feels like operating an unstable blackbox device - I have no idea what I'm doing. Sounds instill a good sense of urgency to do something, though. I lasted 41 seconds. Haha.
rad af. part of it takes me back to THPS on the PS1 and the rest of it just makes me crack up at how hilariously weird it is. great work! ;)
I'm probably going to have dreams about this game.
I had fun playing this one, it's really good! Love the strategy behind the time distortions.
Fun idea, fun game. Unique and interesting spin on the "balance the things" trend I've been seeing. Haha.
Love the aesthetic you've got going on here, but yeh the game is either way too difficult or way too easy depending on how you play it. Haha. Some momentum to the platform would probably help.
Pretty fun. Loved the variety of drops and enemy AI. Aiming was a bit difficult with ranged weapons while dodging at high speed but workable.
I could only get to like 12. If you try to build a pyramid, the camera pans out of view pretty quick so you can't see where you're dropping blocks. Makes strategy pretty hard. But with a bit of polish I could see this being a good casual mobile game. :smile:
Very fun. I found you can just walk to the edge either side of the ship to keep going for a while and the floor would clear itself eventually. Except the fish. Those guys stick around.
Great work!
Good twist, can't believe you managed to add a leaderboard. The world needs more of those.
Lots of these in this jam, but this one is executed pretty well. The physics felt stable enough so that when something went wrong, it felt like my fault. Most of the time. Haha.
I didn't think the controls were too fiddly at all.
It kind of reminds me a bit of spleefing in good ol' MC. A game of knockback on unstable surfaces.
So much room to grow this. Fragile weapons with knock back of N units? Thrown bombs? Bridges or jumping to aid navigation? This is and always was a great competitive game concept.
Very interesting game. Love the idea of using explosion mechanics to move around.
I got stuck inside the floor tho, haha. :laughing:
Adorable color palette complimenting a very unique game concept for the theme! With some thought you can kind of see how to strategically balance things out ahead of time, but it doesn't always go as planned which fits 'unstable' quite nicely. The graphics are super cute.
Sometimes graphs don't update which leaves no real visual feedback for anything internal having changed. I thought it was broken for a bit but I fiddled with the numbers until it worked again.
All in all, an original charming gameplay experience. :smile_cat:
The highest I got was 52 meters, but I'm pretty sure I wasn't supposed to. I accidentally launched myself from a seesaw structure. I love that that's a thing that can happen. :laughing:
The controls are a bit wonky and you can get trapped under the objects pretty easily. A self-destruct button would be good - just add force to all objects proportional to distance to player to completely destroy the structure and open it up at the cost of... well destroying the structure.
I think I'd also use the arrow keys (left, right) for the launcher controls and A & D for the player. This would allow the player to use 2 hands - one for each player object.
Other than that? It's Tetris with polygons, what's not to love? Great work! :smile:
Simple idea, done well. Feels nice and retro. :)
Interesting idea. A bit hard to wrap your head around. I somehow got up to like 250 points writing little programs, but I still don't know exactly what I did? :sweat_smile:
Not east writing programming languages though, so props for having a go at that during a game jam!