You only jump once by dqmhose 2013-12-26T15:22:00
Don't know if this was intentional, but seeing the player chopped in half by the exit portal did make me snigger.
Foon → Ludum Dare Explorer → Users → thingus
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | 1100 Dots | compo | 184 | 2.90 | 3.09 | 3.42 | 3.35 | 2.88 | 1.15 | 1.33 | 2.62 | ||
| 2021 | 48 | Deeper and deeper | 👥 | Sinking Feeling | jam | 1452 | 3.20 | 2.95 | 3.50 | 3.97 | 3.87 | 2.38 | 3.67 | ||
| 2020 | 47 | Stuck in a loop | Flight Stick Uncalibrated | compo | 497 | 3.04 | 2.56 | 3.50 | 4.22 | 3.15 | 2.71 | 2.37 | |||
| 2020 | 46 | Keep it alive | Party Alive | compo | 2.33 | 2.00 | 3.00 | 3.16 | 1.33 | 2.50 | 3.00 | 2.25 | |||
| 2014 | 31 | Entire Game on One Screen | Room 5 | jam | 997 | 2.33 | 3.13 | 3.67 | 3.33 | 20 | |||||
| 2014 | 30 | Connected Worlds | Meddling with a perfectly good planetary ecosystem | compo | |||||||||||
| 2014 | 29 | Beneath the Surface | Digz | compo | 544 | 3.19 | 22 | ||||||||
| 2013 | 28 | You Only Get One | Only One Man | compo | 815 | 2.59 | 2.47 | 2.47 | 2.76 | 1.76 | 35 |
Don't know if this was intentional, but seeing the player chopped in half by the exit portal did make me snigger.
What AV are you using? I've heard AVG takes issue with GMPro every few months; I'll see what I can do.
Hot damn, those are some pretty sprites. Enjoyed it, it came out looking very polished (odd for a LD game).
One note; if you think you can get away with it under the 'porting' clause, you might want to add keyboard controls. Not everyone has a XBox controller to hand right away :-)
Like many others, I jumped a mile into the air when the shadow turned up. Good job :D
Found it pretty good fun; with a bit of polish, this could be something special.
Yep, that was fun :-) The two quick changes I'd recommend are have some way to see your stats on the level up screen, and make it a touch more obvious when the player is damaged.
Still a prtty good result for a few hours work :-)
Good spin on the theme, made me giggle.
I found it tricky at first, but once I got the hang of maneuvering, it was pretty good :-) I like that you can 'improvise' thrust by chucking debris around if you need to.
Fine execution, epsecially given that you did the whole thing in code, and an idea I'd like to see developed further. Great first try!
Congradulations on finishing your first LD!
It's relaxing, and seeing the different kinds of patterns you can make was interesting; if you click rapidly in one place, you get a fern, things like that.
The next thing I would add is some differentiation in the levels; change the number and layouts of the circles.
Impressed with the soundtrack :-) Not sure if this was intentional or not, but all the items appeared at the start of the first level.
Nice; I liked the combos in there. I agree with the other reviews; mmore difind combos would be cool.
Really loved the audio, and the fish just cracked me up.
Congratulations on finishing your first LD!
REally liked it; got a real idea of what it's like to be a dog.
Being a dog seems pretty awesome.
This is really cool, and a great example of an elegant game design. Good job!
This was lovely; Paranoia, The Game. I like the idea that every time you did some awful gossip-mongering, the more likely you are to get caught up in it yourself.
Neat little idea; I can see it breaking a few keyboards, though :P
Interesting little game; love the art style, and the idea of herding stuff by being able to change places faster that it is worth further investigation.
Thanks for the feedback so far!
@gurbx @joonamo I did try a flat ground, but it was actually worse :/ And early exeriments with the camera nearly left me feeling seasick, I wouldn't wish that on anyone XD I might try hazy clouds at set layers, to give a set of of under/over layers.
@indigo I looked at coroutines, but was having too much fun with the rest of it - next time, though...
@finalforeach Yeah, I meant to add a fence so you were around the central areas where all the rings spawn, or at least encouraged to go back there but time. The ground collision was a bit hacked together.
Stand-out moment; having my own past self run off with the crystal I was about to grab, the selfish sod that he is.
Fan of the idea of having to manipulate the one thing not affected by the time loop, and would like to see further puzzles where you have to lure a big baddie into a crowd of your past selves who gang up on it, Pikmin-style. (I didn't reach the Bear, so maybe I missed out on this)
This is an interesting boardgame, I enjoyed playing it :)
Balance wise, it feels like once you've got a few mushrooms up the economy becomes secondary, with number of cards available dictating tempo of the game. Maybe could have either a throttle on the amount of cash you get (no savings between turns, or mushrooms decay after a while and new ones need to be built) or some means to dump it into getting more actions (able to buy new draws from the deck, but at doubling costs each time, or something?)
I liked the mechanic of having to expose open sides to the enemy in order to attack, meaning that there's a balance that needs to be struck between connecting to the enemy and keeping yourself safe - but it can never be perfect because of the draw mechanic.
When further developed, I can also see some really pretty visuals coming out of this with animations of the mycelium spreading out fractally through the tile, combining to form mushrooms and overwhelming the enemy areas. Good work ^_^
This is a nice little puzzle, made me smile
Really enjoyed this; was all the art and music original?
Good job, especially with getting things done in Blender; it's not an easy program to work with. Two sneaky hints I used in my game, for the future: -vehicles are easier to model and animate than people in the time you've got -Take a plane, subdivide it a few times and then apply three 'displace' modifiers (one each for x, y and z) with noise as the texture to make a quick and easy bit of terrain. Play with the sliders until it looks like how you want it to.
This game throws a Windows Defender warning for Wacatac.c!ml, can you check it please? I've seen this with Unity before, but I'd like to be careful. Please feel free to delete this comment if it stops being a problem - I'd like to give this a go!
The art and design are gorgeous; I'm on a laptop with trackpad right now, so capturing moneys was kinda difficult but I do like the idea of a rhythm game with a recovery mechanic. The issue I was having is that it wasn't worth catching the monkeys, as I'd miss more when trying to bring the first one back. If they stayed caught but available, (in a cage of limited numbers or something) i'd have the opportunity to try and snatch a few back during a lull in the drumming (or could just git gud ;) ).
Lovely game, and nice job implementing a rhythm system in the time!
The procedural obstacle course generation was cool :-)
This was fun! Always a fan of messing around with gravity. The controls made more sense once I realised that 'down' was towards the core of the planet, and the achievements gave it a good amount of length for a jam game.
Good first shot; the quick thing I'd adjust is to have the virus (the objective of the game) turn up first, then have the obstacles appear after 3-5 points
This is a really good bit of design - I agree with cnewt, if the tenctacles felt a little bit snappier this would be perfect. That's a small tweak, though; I like this a lot.
Yeah, what they all said. This is really good! Did the characters all have 'personalities' (bucket hat goes to fridge, hairdo goes to TV first, ect)? Also, that layered soundtrack kept me going :notes:
It was a little confusing, but I like what you're going for. Maybe a more punishing punishment for touching the laid-down power line? It took me a moment to understand that the idea is to build the shortest loop that doesn't get in the way, to make the ball jump higher. Interesing ^_^
I liked the idea of all of the grapelling hook mechanics - with a pass of tweaking to make them a bit snappier an maybe having the bash go through multiple enemies, I think you might have something here. Good work!
Loved this, all the polish in all the right places - I'd love to see a breakdown of some of the choices you made to fit this design into the jam timeframe.
@stef-studio-7 Appreciate this; on some further investigation, if you move the triangle over the blue circle at the same time as a dot enters it, the game hangs. I've replicated this on Chrome, but I suspect it's present on all platforms. There is an end-state you can reach if you're so inclined.
@solidhinken I've written a little postmortem on it, if you're curious: https://ldjam.com/events/ludum-dare/58/1100-dots/bevy-thoughts
@prunus-padis Keep it to yourself, but the particle system is really easy to make in Bevy :hushed:
@wuppos It was actually a debug feature; I was having trouble getting the capture cone of the hoover in the right place ( :anger: vectors), so to visualise what was going on I had every particle that got captured by the hoover turn green. I liked the effect, so it stayed in! Apart from that, they're not actually any different. I did have them turn back to red afterwards originally, but the way I implemented it tanked the performance so hard I didn't bother in the end.
Oh hey you got the animation in under the wire! Gj!
I really like this - at time of writing, I've not beat level 3(?) yet, but it's a lovely bit of work. (nb: I also missed that backspace was undo, but spotted that r was restart? Weird bit of UI psychology there.)
Out of curiosity, how did you design the levels? Compass and paper?
I liked the idea of a physics-defense game - if you develop this further, you could lean harder into the coins being dynamic.
Liked this - it felt too easy at first, but once you clock that the game is really about multipliers and you can't win by picking up 20s, it really picks up
Sucked me in for a good few minutes, thankyou!
I want the UI theme for my desktop (I get this is missing the point, and yet)
It's a nice little solitaire - could be good on mobile
Spacers, please - enjoyed this. Really liked the spacy sax music in the backdrop
Ah hah, they never said that the cards have to affect 'your' dice. Was that deliberate design or a happy discovery? Great work, especially for the compo!
quack
It's a little funky on the embedded player; it's better on Itch, but you might want to make the game window a bit bigger in your Itch page settings. Nice effort, though!
Feels like this is something you'd find in WarioWare; it gave me a lil' smile every time the noise went up.
Nice little game, I enjoyed it - haven't got to the end yet. Only thing I'd add is floaty numbers; it's a little tricky to tell what's happening inside a round (but also, y'know, compo game)
Enjoyed it - took me a minute to realise that dying loses half your inventory. Is there another shop part-way, so you have to choose between pushing on and going back?
I second a couple of comments about the cards - it did take me a minute to figure out what they meant. Either tooltips or an indicator of which card is contributing to which action would go a long way towards fixing this. That being said, this is great work for your first LD, especially as a compo entry- good job!
It's a lovely environment; two bounce pads and it'd be a Quake map.
Card interactions can be a bit unclear; I think that was related to the reward issue people were talking about earlier, as I'd see some cards in my deck that I had replaced. Nevertheless, great work - especially for the compo.