Bounce Block by Josh Ayres 2018-08-13T03:38:11Z
Game is crashing for me after about 5-6 seconds every time I try to play on Windows.
Foon → Ludum Dare Explorer → Users → Tinamil
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | Dusk Spirits | compo | 667 | 2.70 | 2.56 | 2.27 | 1.97 | 2.47 | 3.21 | 1.80 | 2.61 | |
| 2017 | 40 | The more you have, the worse it is | LD40 | compo |
Game is crashing for me after about 5-6 seconds every time I try to play on Windows.
Very nice tetris based game. I enjoyed it, but never got the 4 block combo to flush the sewage and lost after a few minutes.
Did I miss something? I saw a lot of text/story, and a lot of press any key to continue, but not any choices or gameplay.
Fun game, especially given that you only worked on it for 4 hours.
Interesting idea for a game. The lack of a win/lose condition really hurts because there's no time pressure, whenever you need anything you just time accelerate until you get it. Also, as far as I can tell whenever your Warehouses are full you just sell your stock, regardless of their capacity, so more warehouses just mean longer between building and receiving money.
I really like this. I got 529 people on my first attempt. The fact that you procedurally generate the levels is interesting, I wouldn't have expected that for a Ludum Dare game, but it's a nice touch.
Movement isn't working right for me, actually all the timing feels off. I can only move maybe a couple pixels after course of a minute. Whenever I fire my gun the bullets only go about the length of my ship or so then disappear. And all of the enemies are moving in molasses or something.
I really, really like the idea of shared screen multiplayer, but I would need both players to be able to use keyboard for it to work for me. e.g. WASD for player 1, arrow keys for player 2.
Good variety of levels.
The tank shooting sound got really repetitive within the first 60 seconds.
Interesting take on a 3D version of something like Tetris. It was fun. The shadows help visualize where a block would land, but it can still be tough to figure it out sometimes. Also, the sound speeding up when the blocks speed up with space is a little odd.
That audio glitch on the WebGL version was painful. The jump feels weird, like I'm getting a jump from landing whenever I just go near a platform rather than landing on it. Also, after I died 4 times in a row going through the second portal because I always was going right after hitting the portal and that immediately walks me off the ledge on the other side, I gave up.
Your itch.io links aren't working for me.
Played through it. I liked the art style, music, and sound effects. I found some of the pixel font text a little hard to read, especially when it was full screen. Mechanically the gameplay was solid, but I felt like it was missing a reason to push out the green, more green doesn't actually make it easier to survive, it's just something to do while you fight the monsters. It might just have needed a score that showed you how many green tiles you had so you could see if you were going up or down.
Not bad, being able to move the player (unless you can and I just missed that) would help I think. I liked the graphics and sounds were fine. My biggest issue I think I found is that if you don't miss much early on, then the enemies getting too close and shooting too fast is a far bigger problem than the running out of space.
@catgol1 It's working fine for me with Chrome, if it's still not working for you feel free to send me a screenshot or something and I'll see if I can figure out what happened.
@bigjigglyproductions The idea is that if you don't kill the boss too fast (within 60 seconds), the arena will shrink on you until it's just larger than the boss itself.
@catgol1 Sorry. That's pretty much correct, it's still at least half a prototype because it was a learning experience for me. The menu bug is due to the smaller size of the window (it just puts the menu in the middle and the help text in the bottom 25% of the screen and doesn't resize it). The second room guy will rotate to face you and reach his arms out towards you to do damage, but doesn't move since he's meant to just be a step up in difficulty from the training dummy.
The boss will just roll at you and occasionally send smaller faster weaker versions of himself at you. About the only way to fight him right now is to do hit and run, or just realize that you are actually invincible and tank his damage until he dies.
Very cool. I beat it first try, but was completely engrossed the whole time.
I really like this actually, just in terms of fun factor. It's a very neat balance between trying to decide when to shoot, because a missed shot is just as bad as getting hit by the enemies. If it's not already, I would say that getting hit by the enemies should be worse than missing a shot, by making getting hit either cause twice as much wall growth or just instant loss.
Good try for a first Ludum Dare. It's tough to both complete a game and learn a new toolset like Unity at the same time, but hopefully you've learned a lot from the experience. I think the game is feature incomplete, like the penguins can just walk over the water or ice regardless.
You should probably put a cooldown on the cup spawning rate. I think the optimal strategy might be to hit the space bar as fast as humanly possible, which then allowed me to get so many cups on the table so fast that they then wedged themselves against the plants on both left and right and then I could just stack as fast as my frame rate would allow (about 0.75 FPS at the end) for 41150 points or 103 cups on my first try.
Is there any chance that the popcorn spawn rate is framerate dependent and faster computers cause the popcorn to fill faster but the player to not run faster? Or is there some trick to moving? I can't get more than 3 steps before the popcorn has caught me. Otherwise, I like the art and sound.
@cary-stanley Yep, that was it. I was using a 165hz monitor refresh rate. It doesn't look fixed yet, but I switched to a monitor using 60hz and it worked fine.
So, it took me until I got a second gun to realize that the bags were supposed to be gunpowder for a muzzle loading weapon, I think that's what they are anyway. Also, if you swap guns with one of the same type (maybe different types, didn't test that), it fires the gun at the same time and wastes a shot.
I really enjoyed the mechanic of putting all your inventory items on the screen to force you to play around them, and quite thematically appropriate.
Is there any mechanic to get more ammunition besides just jumping on enemies once you run out (or because you run out at the beginning figuring out the mechanics?
Zombies could use some variety, or variety by wave 4 or so when I figured the rest of the game was similar to that and gave up.
Minor UI suggestion, play the jump sound when you walk off a ledge, because you can only airjump once (as opposed to a double jump where you walk off, then jump and jump). It took me a little while to figure out why I kept feeling like I was getting cheated out of a jump, and it's because if you walk off a ledge you can only jump (and get the jump sound) once.
Also, the difficulty level scaled up to insanity for for me at level 6 or so: Hard Level.png Every level up to this was nearly trivial, then I still couldn't beat that one after several minutes and about 30 deaths.