Foon → Ludum Dare Explorer → Users → zuurr
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 36 | Ancient Technology | nat | jam | ||||||||||||
| 2015 | 34 | Two Button Controls / Growing | fight or flight | jam | 10 | |||||||||||
| 2015 | 33 | You are the Monster | bloody tentacles | jam | 236 | 3.58 | 3.51 | 3.23 | 3.92 | 3.77 | 3.24 | 2.68 | 3.28 | 78 | ||
| 2012 | 23 | Tiny World | Crashed on Minutiae Prime | jam | 136 | 2.97 | 2.62 | 2.83 | 2.93 | 2.86 | 1.73 | 2.83 | 47 | |||
| 2011 | 22 | Alone | W | jam | 118 | 2.30 | 1.90 | 1.90 | 1.67 | 2.45 | 1.89 | 1.25 | 1.56 | 1.14 | 22 |
@summaky: I provided ldd information with linux exe for the game (in the readme), if you look here again, can you check and see if your exe matches that?
@AyCe: Movement is somewhat laggy due to me not using a particularly fast programming language. I could probably be smarter during rendering (caching an image for the level and only drawing the things that can change), however I didn't really expect performance to be as much of an issue as it is. Garbage collection only takes a few ms, however the game hangs when that happens
You are the only person who has told me that the game has crashed (even worse, wouldn't close!) when they died though. If you look back here could you tell me what platform you are on/what level you were on when you died?
Really? Blargh. Shows me for trying to use a weird programming language to do this, next one is gonna have to be a web game.
No chance you have any more information on it not opening on ubuntu, is there? It's built for 64 bit linux and probably won't run on 32 bit, if that makes a difference...
Fun. YOu should look into keyboard polling to make the controls feel more responsive.
Also I feel like everything was too small. Maybe try making the pixels bigger?
Overall I really liked this game (at least, I did after I discovered wood fended off the mosters), but didn't quite know what I was doing.
Great! I thoroughly enjoyed it.
One note: On mac it acts very buggy after playing a game if you start another. needs a restart, i guess.
Nice game, If you could figure out how to adapt to the control paradigm, I could imagine playing this on a phone or tablet.
I am so confused...
Graphics are okay, Somewhat fun but the unbeatable aspect of it prevents me from spending more than a few minutes on it.
Controls need a lot of work. Too hard to push those boxes around.
Nice assets, especially the art. Sounds could use a bit of work, though.
It seems that I sometimes start getting attacked before I have time to buy anything, and even when that doesn't happen it doesn't seem to want to let me place it anywhere useful.
Interesting game though, keep working and it could be quite fun.
Heh, nice concept. Very similar to my own entry (crash land on a tiny planet, repair your ship using crystals and other stuff which is around).
Graphics are great, the sound could use some work but isn't terrible, overall you have a pretty awesome start here.
Neat concept, controls need some work (esp. wall climbing)
Overall a solid first ludum dare :).
Pretty fun, I'm a huge fan of cellular automata, and exploring a new kind to find repeating patterns is always neat.
I can't make this game work on Mac OS X, but I'd really love to play it!
I've made my last two games for Ludum Dare in lisps (screw the haters), and am interested to see how this ended up working out.
My stack trace is here: http://pastebin.com/SEUUKtKy
I couldn't get it to work in mac with eclipse, but I think the issue may be the lack of a gluegen-rt-natives jar for mac? Tried downloading but had no luck. I'll see if I can get it working on my linux box later today.
Extremely frustrating!
Extremely fun :)
Works for me on osx 10.7.3
Neat game, nice setting of mood. Enjoyed the graphics and sound, and the small puzzles.
Definitely you could have something great if you keep working at this
Neat concept, quite fun!
Hm, I see that there are different chemicals each time, would be nice to see the idea expanded on somewhat.
Maybe try to teach nomenclature somehow? It's fairly regular... Might be pushing it though.
Anyway, as a one time chemist, I was glad to have to use that knowledge even for a few minutes, so I liked your game.
Very nicely done. Especially like the 2.5d look. No source?
Beat the squid boss twice, couldn't get past the next part :(
Pretty fun, somewhat neat mechanic.
Stellar graphics and great music though.
Well, didn't expect a lot from this and was proven extremely wrong. Love the roguelike feel, very creative.
Nice mood, good graphics, somewhat fun. Restarting whenever you die is annoying, didn't end up beating it as a result. Overall a solid game though.
Oh, and I agree with everybody else who said that double jump wasn't clear. Saying you can jump further != double jump
Cool. Would definitely benefit from a larger screen. Also you should break up the levels some, the third or fourth (the blue one) was too long for me to get all the way through.
Heh, very fun :). Stellar music, the physics could use some work (i'd guess the biggest problem with insisting on realistic physics is that people can't jump that high, so you'd have to turn down gravity to make it usable)
Lispers unite!
I swear this happens to me all the goddamn time.
Fun game, I agree with the other poster that more strategy would make the game much more interesting
Thanks, I'm glad you liked it!!
@mikelovesrobots3: Thanks a lot!! I'm glad you appreciated the mood I set, I tried to capture the stranded on another world feeling.
@Ranoka: Haha, it takes a bit of getting used to, I have the benefit of learning Scheme (another paren language) before anything else
@jfroco: yeah, music/sound is no. 1 on my agenda
@hungryg: (if you happen to look at this again): Controls could be better in what way? Add path finding? Manual (e.g. wasd or whatever) control?
Great game! Needs a bit more balance (too easy), but I spent long enough playing it to get 10k coins :)
Controls have a bit of wonk to them but overall pretty cool.
Wouldn't have thought to render the caves using raymarching (i generally think of stuff like that as a bit too impractical) but it ran well even on my laptop. Nice.
i like this game, and think the idea is strong. more variation in player actions would have been helpful as would more endings. barring that, having a mood stat of each player to manage would be cool too.
since you asked me in irc i'll go into detail.
i think a fun stat management game could be made out of this style. it would be interesting since you'd have to manage both in game stats and out of game stats. this may lead to too many stats but if you paced it well it would not be overwhelming. if you did this with personalities it might be neat too, especially if they could be procedurally generated.
and opt. a is pretty clearly better imo. people who play dnd online already use tabletop sim and it doesnt sound like youd be able to offer anything significantly better (but i could be wrong?).
and 5 stars on theme because a monster who sends his fellow monsters to their doom is especially monstrous.
wow that was great. one of the most fun entries for sure.
probably the entry with the most potential.
dig the particle effects too.
pretty fun. sounds like you fixed everything i was going to suggest with your post compo version.
i think this game might work well on mobile.
Extremely well done. Cool/intriguing story, stellar art, great soundtrack... very very nice.
really like it but at one point i died and when i came back there were no obstacles. this made the game too easy (obv)
still, very pretty game. wish you had had time to make smoother animations but they're very nice as they are. love the polygonal style.
surprisingly fun.
no real complaints, but a couple suggestions: maybe give one of the options when you level up be full health. it would be an interesting trade off but probably worthwhile to make.
also an infinite mode would be cool but would probably require careful balancing
also if you could just wack villagers and make them destroy their houses with the sheer impact of their body that would be sweet. it also might be possible but i think i only ever saw it happen with other houses.
oh actually i do have one complaint; the game should pause when you're leveling up. but its understandable that it does not given the constraints we are working with :)
wow, i really love this aesthetic. your art is creepy great. its like a minimalistic hr geiger. some of the best in the jam, really.
i like the gameplay and idea a lot. the whole thing fits the theme really well and your art really sets the mood quite well.
that said, there are some things holding it back.
i think the amount of points/life you get from each larva at each stage could use some balance. as it is, it's very hard to survive for very long.
i think you need to give more feedback on how you're doing in the game, i guess. some sound effects might be all that is needed. this might not be needed after balancing (and balancing might not be needed if you fix this).
i suspect, but can't make it long enough to confirm, that if you *were* to be able to sustain a game indefinitely, it might get tedious. i imagine there are ways you could vary the gameplay up (different larvae or methods of killing them or something), but don't know how well that would actually work.
p.s. the itch.io page for the post jam version is a 404 right now.
this game is too hard for me. i tried many times but never made it past l3. collision detection is kind of wonky.
i enjoyed most other parts of it. wish i had been able to make it all the way through.
amazing audio that really set the mood very well. better voice acting than you hear in AAA. the graphics worked really well with the audio as well and it was a good interpretation of the theme.
the gameplay was nothing to write home about, and i didnt really find the game to be particularly fun.
overall its quite good though
love this entry. extremely well done. great art, writing (those puns...), and audio. lots of content too! seriously great submission.
bit bummed that i was never the monster though.
huge fan of this one. i love the art style. really. very unsettling in a good way.
on the more mechanical side, i dig the controls a lot and also the fact that the head/arm animates with it.
i think you could have benefited from more blood particles (and maybe not just rectangles) at the end. and maybe some as you go, or the husband getting more beat up as you went.
fitting audio but i guess you didnt make it since you opted out of the category.
i enjoyed the papers please gameplay and was somewhat relieved that it was way easier than papers please which was always hard and stressful.
this made it more boring too, sadly.
that said i think that this style of gameplay should be done more because i think maybe are more interesting mechanics along those lines.
fun gameplay and cool idea. nice physics too.
oh my. quite racy.
great as always.
the logic/mechanic for when your followers are standing vs attacking is a bit wonky, but probably something that can be worked out (making the radius of uhm, influence bigger could be all that's needed).
either way its a really cool concept for a game, and extremely well executed.
probably one of the most well polished ludum dare game ive played ever. you seem to all work very well together.
on the downside the the gameplay felt samey towards the end and i think the amount of grind required to progress between promotions was too much (or maybe just felt too much like grind).
that difficulty spike at the end was, uhm, kingly.
overall the game reminds me of luftrausers. and like if you got to play as those dog missiles from super meat boy. (both of those are good things)
dang that was some serious shit
(html5 version worked like a charm fwiw.)
well, it's a snakebird clone outright, so i can't really give you points for innovation but it's still pretty fun nonetheless.
cool to see another game that does tentacles (other than mine). i saw your post mortem and had to check it out but it took a while before i had a chance.
your music is real good as was your character and background art. you're extremely talented.
the idea is more innovative and leads to better gameplay than mine (although yours is much harder, possibly bordering on too difficult). the tentacle stickiness and idea of eating the enemies is great. with mine you just bat them around and you tentacles can clip through walls/hazards (i wasn't sure how to handle when they click to an unpathable area, you handle that by going directly and sticking, which works well for your game)
i think my tentacles and particle effects looked better, at least as pixelated objects. yours are antialiased very heavily which does not fit so well with everything else (i know you used unity, so it won't be as easy as it was for me, but you should be able to write a shader in unity that works around the anti-aliasing, if you care).
i wasnt a fan of the font you used but you didnt make it so hey.
p.s. sorry for the comparisons to my game but when you see something in LD that is very similar to your game its hard not to compare them (you'll know what i mean if you look at my submission).
i am unconvinced of this frogs monstrocity
otherwise this has a lot of polish (multiple game modes? what is this) and is overall nice.
i agree with the other commenter who said it would probably do well on mobile.
collision detection against the walls is rough (just from the feel it looks like you're bailing out of the movement loop when you hit a wall, but if you just stop for that axis it works better and lets you smoothly travel along walls)
i thought it was a nice take on the theme though and liked the art
one nit: if you don't move the mouse when the player moves, the aim position stays focused on the old spot. (you need to either update that when the camera moves, store it as a camera relative position, or just update it every frame)
nice atmosphere and gameplay. reminds me of dark souls somewhat.
i like the visuals. your color choices are great, especially for the sky, the silouettes are striking and generally you made great aesthetic choices. the game runs smoothly and has low power consumption, despite my machine not being a powerhouse of a machine.
my biggest issue is that your controls make it very hard to play on a trackpad. consider letting the user choose between wasd/arrow keys for games need both keyboard and mouse input (this is what i do in my game).
i think your particles are nice, but if i'm being completely honest i think they look a little bit generic. i spend a lot of time looking at particle effects though so it could just be me.
i think the game could have used some smoother controls (e.g. as it is you just move left if left is down and right if right is down, theres no momentum/velocity). that said, this is a very minor given that this is not an action game.
p.s. you mentioned not using audio because of browser issues and i recommend howler.js for handling those. i am not a guy who uses a lot of libraries but that one has worked well for me multiple times. i believe you would have to write haxe bindings for it however (or port it to haxe).
fun game. very impressed with the localizations. this is actually a lot of work!
nice particles, ui, voice acting, and phpceo.
on the downside i think the gameplay was a bit weird and the game was very very short. also i dont know if i finished the game the correct way since it kind of bugged out at the end (there are a few seconds where you do not appear to be calling glclear or equivalent).
still, overall very nice.
i will never eat meat again
overall i had fun with this game. i think theres a lot to like even if it is a bit flawed in places.
the gameplay of positioning your self in such a way that the player runs into you is an interesting concept and a surprising amount of fun. i think that its a creative idea that you could probably do a lot with, but i think you'd need to flesh it out more.
my complaints are mainly that the graphics aren't great (although the players face is very charming), and the controls could use work (you move very slowly).
no vim keys what kind of roguelike is this 0 / 5
no seriously i really enjoyed it. i like the mechanic of potions being the method of leveling up (i know brogue does it but its still uncommon).
i wish it were more challenging but balancing a roguelike is hard so i guess i dont blame you.
overall its nice to see a roguelike in ld (and also nice to see more html5 games).
p.s. if you ever make another roguelike you gotta include support for lkjh movement at the very least (and ideally yubn for diagonals too)
well, it's pretty rough. i think it isnt a bad start for a game jam game and it would have been pretty good had you had more time.
only complaint i have that isn't just directly time related is that the controls are slippery.
overall i like it. I thought it was an interesting take on the theme and i thought it was balanced well. that said, since you were complaining about not getting enough feedback on irc, i'll give you more feedback.
generally i didn't feel like i knew what was going on. i feel like it was frequently unclear whether what i was doing had any effect on the dude running. in fact, i'm still not sure about that. the loosing condition was not obvious at all to me (was it the dude falling behind?).
other minor issues were that the camera was fairly jarring when it would move from moving to stopped (a lerp here would help). and that on the win screen it says "undefined" for a split second before it closes (ah, javascript).
real good level design. and i don't say that lightly.
physics and controls could use a bit of work but are good enough not to be frustrating.
great work for your first game. design is harder than programming, so really, good work.
(not sure if this was intentional or not, but the way the monsters behaved and some of the level design reminded me of 1001 spikes -- which has some of the best level design of any game i've ever played, so good taste if that was intentional)
very fun, interesting take on the theme.
makes my tendonitis worse though, not that you can be blamed for that.
dat katamari
couple nits: the html file for the web version locks it at 1080p even if you dont have that resolution, controls are a little wonky, and one of the best parts of katamari was the object persistence you get when seeing the katamari build up (e.g. things dont disappear, they just pile on top of eachother)
that said its still overall quite enjoyable to play.
like it a lot. lots of fun, good art, etc.
my critique would be that the gameplay needs to be broken up more. this might be as easy as lowering the amount of health you have. but maybe also multiple levels. also you need to give more feedback when you get hit i think.
wow, thats a lot of content.
i was a little disappointed at first that it was not a traditional roguelike (you know, @ and all that), but still found it interesting nonetheless.
if i'm being honest i feel like this has too much exposition, and not enough gameplay for a ld. there also isnt enough explanation of what i'm doing and how to play.
it is like if sokobon was an action game
only complaint is that the iceberg physics have quite a bit of wonk to them. sometimes momentum happens, sometimes not, and sometimes the momentum seems to be reversed.
nice entry.
i especially like the hand drawn art and think it does a good job with the theme.
great music, art, and atmosphere. whoever did the art is seriously talented.
the game seems to have some bugs however. it seems that sometimes you can get it into a state where it will not progress, usually when i click on something immediately after something else starts (this is not due to any dialogue cloud).
great entry. much more fun than i had expected it to be.
Halleflux: are you on linux too?
retrogradeorbit, Halleflux: does it just say loading? if so it is uh, possibly still loading. this can take some time since it is not hosted on great servers and i don't do anything clever with loading. it shouldnt take more than a minute though.
if you don't see loading then something errored before then? usually it should say "init failed D:" if it fails at that state.
either way if you happen to look here again (or if anybody else who it does not work for does), i would greatly appreciate getting the console log. you can bring this up by right clicking on the page, clicking inspect element, and going to the console tab.
i am a little bit verbose in my logging but there shouldnt be any errors, so if there are that is likely the problem. if you could paste said log into a pastebin or something i'd appreciate it.
Should be fixed for some versions of chrome and older browsers now!
halleflux: it's all done on the cpu. it is structured similarly to how you usually structure particle systems, yes -- basically a big transformation over float arrays. the relevant code is here: https://github.com/thomcc/ld33/blob/master/src/Main.js#L544-L572
every part of this game comes together so perfectly. i dont know what else to say.
its like a masterwork of charm.
why cant i quit you mf rex
you are just too good
i keep coming back to stomp more
- a haiku by zuurr
(seriously though i have come back to play this game several times, and cant say that about any of the others so far...)