Foon → Ludum Dare Explorer → Users → Grieve
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 32 | An Unconventional Weapon | Gradience | jam | 291 | 3.48 | 3.44 | 3.48 | 3.64 | 4.16 | 3.65 | 2.33 | 3.43 | 42 | ||
| 2014 | 29 | Beneath the Surface | Dark Soils | jam | 387 | 3.18 | 2.69 | 3.09 | 3.48 | 3.79 | 1.48 | 2.64 | 3.21 | 46 | ||
| 2011 | 21 | Escape | When I Was Human | compo | 149 | 3.19 | 3.32 | 2.77 | 3.61 | 3.16 | 2.82 | 2.00 | 3.25 | 1 | ||
| 2010 | 19 | Discovery | Cold Fusion | compo | 89 | 3.00 | 2.88 | 3.63 | 3.63 | 3.04 | 1.50 | 2.17 | 3.47 | 2 | ||
| 2010 | 18 | Enemies as Weapons | From The Clutches Of Satan Himself | jam | 4 | |||||||||||
| 2010 | 17 | Islands | Planetfall | compo | 54 | 3.29 | 3.31 | 3.88 | 3.31 | 2.88 | 1.50 | 2.00 | 3.27 | 14 |
Great stuff man. Loved the Cannon Fodder feel to the soldiers. Its a great momentum game, very reminiscent of a balance game. You keep piling the stuff on and sweat it out as the see saw crash lands on your dreams of world domination. In counter to the "not having to place your buildings" problem I say let the omputer build, randomly and slower than you, so i you stand still it will teeter in one sides favour
Hey,
Enjoyed this quite a bit once I got over the insanely hardness! Then it became insanely easiness. Also I has awesome grammar. Anyways, great game, would love to see it developed. Some more units, more fiendish hero, recapturing, possibly some neutral capture points that can affect how fast (or how slow if the hero gets them) resource gathering is.
Cheers for the A* chat too ;)
Grieve
Loved it, spammy dynamite ruined it a bit tho. Fall damage would fix that tho
Hi. Sorry had to travel to my parents and didnt get time to get the github up. I'll post the zipped source asap. Also the wide turning circle was one of the core features for me lol
Liked it quite a bit, some polish and a bit of explanation on the crazy rotation it'd be great. Definitely felt lost for a good bit of the game, especially on the return journey, but that's the point :D
Quality stuff, annoying in all the right ways. Bit more polish, and slightly refined controls and I would fork out a few quid for the extended version :)
Hi, thanks for the comments!
My intention with the power-ups is story-bound, in that whatever modifications have been made to the player character might not all be for their benefit. (Thus cheetah mode being a double edged sword)
Also, you only lose life when hit by the bombs, the intention here being that pitfalls only serve to bring you back to the checkpoint - closer to the bombs.
Your comments are much appreciated and definitely will help me with my post-comp updates. Thanks again!
Hi ointment, thanks for playing.
The level generation runs off three sets of level segments, initially all segments are pulled from set 1, levels designed for slow methodical play. Once you unlock Frog, levels are pulled from the set 1 and set 2 pools, with set 2 containing larger jumps only possible with Frog.
Once you unlock Cheetah, the generation switches to set 2 and set 3. Removing the creation of anymore set 1 segments. Unfortunately, there is a certain amount of "read-ahead" in the generation. So some nimble jump segments can show up immediately after unlocking Cheetah, but should be gone after another segment is passed. (Each checkpoint marks a segment)
Novel and interesting. Graphics are fantastic, controls didn't annoy me too much, once I got the hang. LOVE ZOOM.
Enjoyed it, loved the warping terrain. Good work.
This one troubles me. I love it, but I'm not sure what to make of it. Your graphics look great, with a bit of polish, (maybe replace the waypoint lines with scrolling dashes), they would be fantastic. Controls are simple, and intuitive (once you actually read the first page ;) ). A few levels, a target rescue number for each level and some other obstacles and we have a winner. Well done!
Great work, thoroughly enjoyed and well made.
Great stuff, original tidbit of great gameplay.
Enjoyed it, would love to see some progression, more abilites, hunting infamous worms, maybe some worm personality, doesn't surface unless X, safe ground to trick them etc etc. Lots of potential.
Noble, funny, hard (I'm not a touch typer) and compelling, I had to finish it despite failing three times.
Hey guys,
Thanks for all the feedback, we had plans for a level progression that explains the beacons and the ghost dog (he's still in there if you find his grave, and dig it up), which added a bit more skilled searching, but alas, there's a time limit :D
Re: the starfield, seems the tilemap isn't loading in for some people, and the rain makes it look like a starfield, please try Ctrl+F5 and hopefully it loads in second time around.
Thanks for checking it out,
Grieve
Beautifully presented, simple to pick up, and fun to play, but a little fidgety in movement. Would love to see it expanded upon.
Solid entry, a bit of variation in hazards would be awesome.
Potential as a strong puzzler here, adding cave-in's for being too heavy handed would be great (and enjoyed the stand on blocks bug, made the game a really crazy version of that electric wire steady hand game :)
Great little concept, not terribly challenging as it stands, but definitely something worth exploring.