Placeholder by PoV 2019-10-07T07:51:50Z
Indeed, a very meta game right on the theme! "start with nothing"
Foon → Ludum Dare Explorer → Users → thesnide
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | Word Collector | compo | 3.25 | 2.87 | 2.25 | 2.00 | 1.50 | 1.83 | 1.83 | |||
| 2022 | 51 | Every 10 seconds | Dodge48 | compo | 374 | 3.11 | 3.06 | 3.35 | 3.43 | 2.46 | 2.56 | 2.03 | 2.66 | |
| 2021 | 48 | Deeper and deeper | Diving Bubble | compo | 648 | 3.17 | 3.19 | 3.05 | 3.60 | 2.70 | 2.75 | 2.04 | 2.48 | |
| 2020 | 47 | Stuck in a loop | The Loop | jam | 975 | 3.37 | 3.41 | 3.22 | 3.89 | 3.05 | 1.78 | 2.44 | ||
| 2020 | 46 | Keep it alive | Convay's Homage | unfinished | ||||||||||
| 2019 | 45 | Start with nothing | Recycler Shooter | compo | 2.60 | 2.70 | 2.38 | 2.60 | 2.60 | 1.92 | 2.37 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | Real time Reversi | compo | 708 | 2.04 | 1.67 | 2.14 | 2.37 | 1.77 | 1.00 | 1.55 |
Indeed, a very meta game right on the theme! "start with nothing"
I had roughly the same idea, but your execution of it is much better than mine. :thumbsup:
I love those pico8 shmups ;)
It's *waaay* more polished than mine, and feels like a retail game from the 80's
Awesome ambient music. I also like gravity-based games
But I definitely agree that a tutorial would help.
Note that the tuto doesn't need to be in the game, a few well-taken screenshots on the side would be very cool. Reminds me of old times where you had a physical manual to read ;)
@tic, indeed.
I try to participate in all LD, even if I know that I only have 4-6 hours each run. I'm usually planning to do a post-compo enhancement, but real life quick in and then a new LD, that *forces* me to take those.
Also, I don't really mind, since that limited time enables me to think real MVP, and that's really valuable for my daily job also. So, it's kindof perfect, to me at least ;)
@tic I actually added some of your ideas, and it makes it more fun indeed.
@egos I think that pad control might work directly since it is handled by pico8
I love the Game of Life pattern, it is so appropriate for the theme!
Good: * I love physic based games, and gravity based ones in particular, so thanks for it. * It looks rather neat with all the particle effects. * The engine is responsive (maybe too much), and feels accurate
Bad:
* Right-click is cumbersome on some devices (tablets and macbooks), so are certain keypresses * Some bugs are rather annoying, but you already know that :wink:
Ugly:
* Having to read a huge wall of text makes me think that the gameplay is too sophisticated * I didn't understand what I should do, I was mesmerized by the loops around planets ;)
Nice take on the theme. But the very small collision box makes it super hard, and ruins the fun for casual gamers. Else than that, nice one!
Very interesting take on an old game. I love those adaptations, so thanks for that!
Nice game, the mechanics are close to mine, but the execution is rather different, which is super cool!
The music adds a nice atmosphere, but the HTML5 version is indeed rather slow. I suspect that it's because it's done with a huge resolution.
Really fun to play anyway! :thumbsup:
I didn't managed to destroy the planet, but I surely spend _waaaaay_ to much time than expected watching my experiments failing in unexpected ways. Rather nicely mesmerising :thumbsup:
Love the Music. And the arrow + mouse combo is rather nice.
As another PICO-8 fellow, I'm always very impressed by abilities others have, for doing marvellous stuff with it.
The gameplay is really nice, the controls are just right. The goal is pretty obvious, and the dialogs are nicely done. That said, I don't like screen shakes at all, but that's just my taste, and I also miss some button to speedup the dialogs, as they are fun but only for a while :wink:
Overall, it's a very nice entry, so thanks for making it!
@jorbits & @n8dev > I feel like the rings sometimes spawn inside of the player.
Yeah, I noticed the "bug". I simply forgot to implement to have the rings spacing in the opposite half of the loop :sweat_smile:
> I would’ve liked to hear some sounds and/or music
I'm not that good with audio, that's why I usually try to limit those, as they tend to eat a lot of time for me. I'll try to include some next LD, thanks for the advice!
@aimainiac Indeed. I was planning to add a "speedrun" edition, with the score being the number of frames, and deterministic spawning. But didn't have time. I'll definitely do a post-LD version with most of the good ideas here (sfx, spawns further from the player).
Also, a 2-player was on my mind ;)
@toccio94 indeed, the looping of color was intended, but you're the only one that got the reference :disappointed: It also makes it a little more challenging later, when you're quite big. And it makes a "perfect" score very complex.
And, I also saw your post about itch.io, which is from where I landed to your game in the first place. I don't really bother with changing theme or config. I was used to do that, tweaking my environment in very fine details, but then got old, and went with the defaults. The nice part being that itchio has rather sensible one in the first place, so it makes it very bearable. :wink:
That said, I admit that it can be made better, and your article is nice take on it, I'm just too lazy to be bothered with it :bear:
Nice music & nice graphics, but as @619tmsection, I have no clue to what to do :wink: I guess I now understand your question in https://ldjam.com/events/ludum-dare/47/weighing-of-the-heart/question-changing-game-description-pages-post-compo and I totally second what I said there : do give any hints in the descriptions that might enhance the gamer's experience.
Awesome variation on the platformer genre! And I do love low-res games for jams :wink:
Nice health mechanics, and therefore clever twist on the ending.
I'm already a huge fanboy of PICO-8, but still, those boss sprites are :heart_eyes:, and the overall looks very polished, so :v:
@quak same here. But I still didn't find what a loop is :sob:
Ahh... found it. **Every** ball has to touch **every** block per loop, for 2 consecutive loops.
And the ball loops in the same horizontal spot at it disappears in the bottom.
I love it when seemingly very simple concepts can lead to rather deep games. I mean, it cannot be "that" hard to beat, can it ? :wink:
Nice game!
I almost rage-quit the game, but after reading the comments and the fact that everyone took rather some time to get it, I assumed it wasn't just me :wink:.
So, I did try again, but still didn't get it :face_palm:
That said, apart the game mechanics, which seems isn't for me, it is super nicely done!
Awesome puzzle game.
I have to admit that I struggled way too long with the 2nd level, where I did not immediately notice that there was an outer track :face_palm:
As @dadiaogames, I also don't download games to play locally for jams. Therefore, if you could add a video of your gameplay, as it would already be a good way for us to have a glimpse of your game, even without downloading it.
Super nice! as @mastasurf said, it might be very interesting with many controllers, for a couch fun.
@n8dev do you think it would be possible to have a gameplay video?
As there's no web version, and as I'm usually reluctant to download games from jams to run locally, I'm a little bit frustrated :angry: :stuck_out_tongue_winking_eye:
@n8dev great! I'll happily try it then :v: And, you can even try mine :innocent: #shameless-self-promo
@n8dev I played the webgl version (on chrome, as Safari doesn't work). Very nice game concept! I guess the determinism is a very good fit for speed runs, with strategy... which upgrade path enables to finish it faster ?
Nice, I spend more time than expected trying to perfect my "loop jump" skills ;-)
That second game is a superb idea. I'm usually in a rush myself, so I do appreciate games on their dev/play time ratio. Good job!
I'd say the same as everyone else : super polished pixel art. That scanline effect for the engine is just awesome.
But, I really liked the "dialog" part of it. Reminds me of those 16bit shmup classics.
And, having a side-scrolling shooter is not that frequent, so nice!
:clap:
Nice entry, mostly focused on simple yet challenging gameplay.
We even both agreed on the Pico8 and "grasp for air" concepts for the win!
Well done!
I really appreciate the placement of rocks, as it feels smooth.
The growing part is a little too "exponential" and therefore like others said, the fun part is much smaller than the grinding part
Funnily, I was thinking about making a match-3, but was too complex to code and went for a match-1 :wink: I see that you managed to do a match-N :trophy:
Thanks!
The nice part of having 4 disjoined working hours is that I could forget how to play, and therefore keep the difficulty manageable. I even changed the various parameters (speed, reactivity, bubble size/number) several times :wink:
@glitchman indeed, there's a bug :disappointed:
I'll try to fixit tonight, as I don't think that particular one would be against the rules.
@bridgeonastick yes. It wasn't the case in the beginning, but upon testing, it felt better. As otherwise I would never change color and just wait for the correct one to arrive.
@dhim the mental challenge is by intention. It reminds me of those retro 80 games that you had to memorise mechanics a little. And it became very satisfying once mastered.
On the "color preview", i had some "easy/med/hard" difficulty levels planned, with or without hints, and with different numbers of colors. But ran out of time.
@ristoretto the controls were reversed in the begining. D-pad to shoot a color, and a/b to go left right. But it felt *very* awkward. And the modal color felt a little challenging to master. But not super complex either.
So, I fixed the restart-the-game crash.
@neverautomatic yes. The bubbles are never of the same color as the player. Specifically to avoid that strategy 😉
@homlet yes. That was a bug. But upon testing it felt a nice touch and I declared it a feature :rofl:
@astronautmikedexter Indeed, a game tutorial overlay would have been nice, but I didn't have time for it. That said, once you try it 3-4 times, you get the habit. I know, as I'm usually a very candidate for those. And each hour, I had to "relearn" it :wink:
@fractal-flower-girl ah, sorry, indeed. the fire/color button were swapped. I fixed the bug.
@mdotedot well, I'm also quite bad usually. Therefore here it is a game of avoiding and only focusing on a single big bubble at a time.
@pixelportalz Yeah. But this copes very well for PICO8, but I tried to port some of those "geometric shapes" to a 8bit console, and it is painful to align with sprites.
I actually started this LD with sprites, to be able to port it afterwards. But didn't pursue. Also the collision function was AABB at the beginning, but went to a circle one, as it felt strange to do AABB
@pixelportalz I wanted to use something else than PICO8 at first, but P8 is so damn effective. It enables you to focus on gameplay, that it fits my timeline pretty well.
@goldenpalazzo In my humble opinion, I see it almost as cheating. As I said, it is so damn effective for the compo. And there were many entry in the past LDs, but its novelty kindof faded.
I wanted to do a NES game at first, but the gameplay didn't really work out. And in 4h... well...
But I really need to do it for the next LD :wink:
@ethanthopkins indeed, bubbles will never be your own color. It is subtle, but fundamental aspect of the gameplay :wink:
@nekusoul oh. Where can I tag it correctly?
As, I'd like to [try and rate](https://ldjam.com/events/ludum-dare/48/diving-bubble/im-looking-for-pico8-games-to-rate) all of those.
@nekusoul :face_palm: i was searching in the ldjam site, since there's a lot of platform listed. Now fixed, thanks!
Yeah. Zep is awesome for making pico8. It has many clones, but i really like the polish the original has. And the community is unmatched.
Very much like raspberrypi and arduino that aren't the best or cheapest hardware, but the biggest community by far.
Reminds me of Psych :rofl:
The minimap is very clever
And... look at the animations and sprites :heart_eyes:
I tried to make some, but then quickly reverted to circles :wink:
Very nice. I like that going to the other wall is a risky move, as the controls for it aren't a simple button press.
Feels like a "special move"
Ahhhh... I started to make a NES game also, and after 40 min, I reverted back to PICO8.
That said, your game has impressive graphics! ... well mine has _only_ circles :rofl:
Yeah, another 4h game as me :v:
I think, we are the proof that the "no time" isn't an excuse not to make a game :wink:
Very fun & indeed the music fits very well.
Another Pico8 fellow! :wink:
Awesome execution, but I feel too old for those insane speedy action games ... with picoblast processing !
Procedural generation is awesome. And the way that you used that as a gimmick on level load is very clever!
Nice entry. But way too fast for me :wink: ... it seems I'm getting too old for action-driven games :-)
Nice game. Same theme as mine : fight for air while diving, but very different execution. :clap:
You're fit to pilot drones on Mars. :rofl:
Very good idea indeed!
@pixelportalz swarm gameplay are awesome! The music is very nice, indeed.
Super nice game!
I also love the "bubble to breath" concept, which I also used ... with a twist : you have to make them breathable first.
That said, yours has a level of polish that I won't match soon. The small sprite for the diver is specially nice.
Did take me 3 times to understand what the game mechanics were about. :face_palm: And then after 5 more times, I didn't managed to get the sausage either. :face_palm: :face_palm:
But the sprite are great & the overall is rather nicely done. :thumbsup:
frantic 2d shooter. Auto aim is a perfect design trait, as it enables to focus on strategic planning instead of grinding the aiming skillset
Nice game. Aweome gimmicks. Just the fact that it give away the solution kills replayability.
love the balance between location of the flames versus catching more bombs!
Nice looking. Music is repetitive, but it works out well.
Nitpick : Would it be possible to also have arrows to navigate instead of wasd ? (I'm not on a QWERTY keyboard. I can change the keymapping, but arrows would be way better :wink:)
Very nice take on the theme. And yes, the lava effects are gorgeous!
I didn't managed to run it, but great that you managed to publish something. I'm all for "LD speedruns" as I'm also only managing to get 4h for it.
I didn't managed to grab them. But luring them is very easy. Well, until you're overwhelmed :wink:
The gfx are simple but slick. Love it.
Nice game! And extra points for providing a HTML5 version!
Super nice twist on the snake gameplay mechanics. Having the head turning at a fixed rate makes it a whole new challenge.
And I just love circles. So the circular game area is perfect. Which makes sense, as that snake cannot reach safely corners of a square.
Nice take on the TD genre. Sometimes I don't manage to kill the Demons, I guess it is because they have too much HP. It would be a nice UI addition to have a HP bar attached to each Demon.
Feels fun, but everything is super slow, and the sounds is badly distorted.
@kory you have to `EXPORT INDEX.HTML` and then ZIP both files with `zip mygame.zip index.*`
The upload part itself is a little fragile. You might need to upload a couple of times
> makes me think that the game’s code is more complex than it seems
@0x-void-x0 Well, not really. If you look at the code, it is super readable.
@firebelley yes. I played it with my young sons... and the "alarm" gets them super frantically trying to throw all their balls at me :rofl:
@wouter52 yes it was 4h (4x1h) on laptop spread during the 48h window.
Which is a little cheating, as creating a game isn't only coding. Doing it that way learned me the power of going slower and avoid frantically trying things until it works. You can actually do a lot of trial and errors in your imagination, and with some practice I am much better than otherwise.
Good idea, I'll have to write something about it. In 4x1h ? :wink:
great game! And yes it depicts a reseller's pretty easily with "no this thing?"
The mechanics move stuff arount it well done.
:thumbsup:
Nice twist on the TD genre. The towers are firing at a fixed interval, not on demand. Which makes the "when" the towers are placed very important. Otherwise it might left a whole corridor undefended.
Love those puzzle games. It took a while for me to understand it, but once it clicked, it was a breeze. Not that easy, but very manageable!
Nice take on the TD with the 3 types.
That said, I didn't find any other strategy that worked outside spam the surrounding with a little of everything...
Nicely polished. gfx and music are awesome. Gameplay wise, I'm struggling a little to understand what to do and how.
but it seems that other managed so great game!
Nice idea, I didn't really get how to regain speed, and i frantically smashed the space & enter... which wasn't doing good in the long run, obviously.
One word : Awesome!
Feels like Homeworld ported to a GameBoy Advance.
Nice slick graphics & music. I didn't really get into the gameplay, but clicking frantically and still winning was fun nonetheless :wink:
Very nice game, auto layout for the fences are great, but a small nitpick about the controls: when changing direction, one should not move. It makes the layout of fences very complex as you have a lot of back and forth.
Other than that, another pico-8 game for the win ! :wink: :trophy:
@daivyishere As you commented on mine, uou already know that i did the same.
I was planning to make some "bots" in the same spririt as Q3Arena which is the quintessential multiplayer-only game to me.
Then having devs competing with their bots offers even more challenges 🙄
Awesome idea! I sense lots of real life experiences when into it :rofl:
The bullets mechanics is a little odd. Looks indeed much more like rockets (acceleration) than bullets (constant or deceleration)
Also, the fact that the enemies shoot on your current position, coupled with slow moving bullets makes it easy to dodge.
not sure it was intended, but it really makes the "circle around enemies" the most efficient tactic.
Great game, loving the pixelated effect. Awesome music theme.
Very effective gameplay. I love the 10s "pulses" that forces to think & rethink.
thanks @camcomduck @antti-haavikko @elanor & @u-238 for trying my game!
Sorry that I didn't have any time to look at the jam since.
And super happy that you enjoyed the game as much I did create it :smile:
Great concept. I had a similar idea, but no time to dwell onto it... And your execution is *MUCH* better than mine, even if I had time.
Seems a nice concept but a multiplayer only game can be boring if no bots are presents, as human players might not stay long enough to wait for matchmaking...
(which then is *very* hard to code in 48h)
I'm definitely a CLI lover :)
Amazing quality for the amount of time!