Welcome to my Room by tinyworlds 2016-12-13T05:45:00
Nice one. Soft music, good graphics.
Yet I thought it would be a bit more interactive.
Foon → Ludum Dare Explorer → Users → Tkachov
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | UNH4CK3D | jam | 284 | 3.57 | 3.34 | 3.86 | 2.56 | 3.06 | 3.28 | 3.51 | 90 |
Nice one. Soft music, good graphics.
Yet I thought it would be a bit more interactive.
Not bad. Though I thought these experiments are not random, but a predetermined set of levels to beat.
Also, I'm probably missing something, but it looks like the missiles are not doing any damage.
The idea is fun. Somehow time started to go so fast I couldn't finish the essay. Been at the videogames distraction at that moment.
Fun game, but it isn't really clear whether one can even beat the level: is there an exit or should I kill everyone or something. I think it's not "kill everyone", as enemies kept spawning right in front of me.
This also is a maze by my standards, not a room :D
Quite simple, obviously needs a lot of polishing, upgrading mechanics, graphics, audio, but already is playable.
Screenshots look fine, but even with the link fixed I can't start playing: itch.io shows 404.
Though there is a "Windows" download, it seems the archive contains Mac files ("Zull.app") as I couldn't find any executable file in there.
This game got very nice looks and simple mechanics, which is fun to play at first. The music is fine, but a little bit too repetative.
The game is quite simple and lacks some sudden events. I also was disappointed when no projects left, but I had to play until day 60. Dismissing half of the crew and supporting shop/site during the week was the only thing I had to do. Btw, somehow one programmer made two site maintenance tasks at the time.
Simple. Stylish. Hard.
Didn't like how white/red walls spawn upon each other, making it difficult to refill without dying.
Liked the way that enemies try to block you when you move towards white walls (or may be I'm imagining things =).
Liked the slow-motion, but didn't understand when exactly it's triggered.
Out of these three tracks you've mentioned in the blog, I only liked the first one, others were not so matching the game in my opinion.
My best was 20, btw.
So I didn't get how exactly that program is executed, because my bots had to rotate if no enemies close (kinda searching for them), but instead they were just standing waiting to be killed.
I was disappointed by code editor, which doesn't allow you holding arrow keys to move around faster or you moving one line up or down. Delete is not supported as well.
Not bad, but at first I didn't get what to do with that spaceship diagram, and when I did I tried moving that very carefully a few times, failed and decided it doesn't worth it. One room, two old minigames. Not really innovative. In a space game you could do some puzzles with gravity, or a bigger ship with more objects to interact with, not just minigames.
First of all: INSTALLER? Really? I don't know what happened since I GM8.1 in that Studio, but I guess you could disable creating of installer and just pack .exe with the files you need. Btw some PlatformSpritePack.zip in the installed game folder, while none of these sprites seemed to be used.
---
But the game isn't bad. It has quite nice graphics, good music and some fun "dialogs".
Yet the room seems a bit empty (half of it has nothing standing in it). Plus, the game kinda should've started where it ends: that was a good intro, but now, when we see the enemy, let us do something about it.
I didn't get anything in this game.
There is an awful scaling in a non-fullscreen window (meaning you could just do a fullscreen window without any scaling). Because of the scaling I actually couldn't even see mine and enemy's stats, these were too small.
It's hard to understand how the game works - what are the rules, how do I do this or that, etc.
This lags a lot in my Firefox. And both of your challenges look pretty stupid: click a lot of times / sit and wait. What's the fun of it?
Good thing you've put a cheatcode in your game, so I could use that and easily beat it.
Very nice game. Lacks some sfx/music.
@Cosmic-Hawke, @negativice, @SimonHutchinson: thanks you guys for your replies!
About that second task: you can try asking hackers, but they are not going to teach you things they think you should already know (ain't you're a hacker too?). Yet there is a slight hint to use Search (though you can also try real life Google). There is a special webpage which contains a few hints on how to run the exploit.
But the most important thing is that there is no hint about how to connect to remote server via terminal. You can't open that IP with browser because there is no web server on it, but there is an ssh service running, so you can easily connect.
Right now it's 20 people who stuck on that task and only 5 people who got through it, so probably I should've add some ssh-related hint also.
@MrErdalUral, @Capitals: thanks!
@faceless71: thank you! Yep, that game requires some additional knowledge or at least searching skills, and I think that's a good thing =) The absence of home button has been noted by some of my friends as well as me myself, so surely would be added in the future.
@Insality: thanks!
Not sure what do you mean by "better controls". I've tried to make the experience really similar to usual PC usage. There are some imperfections, of course: there is no home button, terminal doesn't support arrow keys and Tab, etc. I'd try to correct these, but you'd still be using your keyboard and mouse =)
IRC controls are controversal a bit, because I can't give player ability to actually talk to characters, but that would be too simple to choose an option to answer it, with no "realistic" button mashing you do while typing an answer. May be some enchacements should be added, so once you clicked textfield you could select an option without mouse, because you already prepared to type and moved your fingers to the keyboard.
@MementoGames: thank you!
Yeah, and I wish I could make more during the Jam. I hope I'd find the time to work more on this.
Sad to hear you didn't like the typing. I should probably add some way to skip it (though holding one key or pasting some long text should do the trick nicely, I believe).
@velvetlobster: thanks!
@Omiya Games: watched you play it on your stream, liked how you started searching even before you had been asked to. I looked a little like you're ignoring some parts of the story in the IRC, and were more exploring than following the commands =)
Search and terminal are things I'd be improving a lot, I just no time to fill it in with a lot of content and implement all the flags, etc.
Tutorials would be disguised as some websites and also man pages of course. I knew there is no ssh hints and that "| dash" is a little subtle, but I was kinda running late, so decided not to spend time on them during Jam.
@mirta000: thanks!
(mirta has recorded herself playing the game: https://www.youtube.com/watch?v=M5DdX6opfKY&t=9003s)
You've managed to do the first task, but I see it was not so clear for you how to proceed. As mentioned in the description, it's a hacker simulator, meaning you talk to other hackers, run commands in a terminal, find vulnerabilities in different systems and such. Hackers on the channel were not so nice to explain how to do it, but there was a slight hint that you should've try searching for some clues on the in-game internet. Searching is a good skill for a hacker =)
@Vadim Ivshin, @PowerSpark, @Splendidus and @maartene: thank you guys!
Not bad, though I'm not sure I like the controls (jumping with W? Really?). Haven't used the slow motion feature and was a little bit disappointed with boss, as it was just standing there.
Also I don't think that's a good idea to just kill the enemies when they touch you, they probably should start attacking instead (meaning animations, cooldowns, etc).
Nice. Music is a little bit annoying, and the gameplay is pretty repetative, just keep spamming projectiles until something disappears. Flying things were difficult, but their collisions with stuff were saving from them for a long time.
Nice one! Yet I'm not sure it's really fun to play it for a long time, kinda too repetative.
Fun idea! I think this might get really fun to play/watch if more variety added: like weapons, fighting with furniture, actual sounds for all the phrases, etc. And, probably, a special mode in which you can set up the initial scene for unlimited time - so you could make it as much fun as possible.
Nice little game. Some means to modify the program without restarting or to execute some steps and then continue adding commands or to skip animations to faster see the results would be good things to add.
Man, this game does have a style!
Controls are quite tricky though, and I think this should run a bit more smoothly on the PC like mine.
Good intro graphics, though I had to restart the game three times to read all of it (just in case).
I'm not sure, but I think the game doesn't get easier when you restart, meaning if you lose a few times, you'll get an infinite queue of enemies.
The player/enemies sprites don't fit overall graphics, which looks much more polished.
Very good! Played post-LD version and actually thought it's pretty easy, even though I wasn't using anything but the pistol. Then I remembered there are weapons and it become even easier. Bouncing bullets are uberskill, too easy to deal with everyone - I didn't really used the other abilities.
Played it over 10 minutes, it's fun, but I think it could be even better if there would be some goal in the game. For example, make it a platformer and place such circular arena in the end of each level (or even make all levels circular, but larger - may be without jumping, but some ladders to move through vertical levels). These arenas could be not only for defending something for some time, but also a boss fight, etc. I think that could be an awesome game to play (and for you to sell) - because the graphics and gameplay of this one is really polished.
Simple and beautiful. Some levels feel a little bit too hard. One small downside is that your engine doesn't work with Windows high DPI properly (or so it seemed to me), so small parts of the level were outside of the screen.
Kinda sad. I think it isn't an actual quest, because all player needs to do is just keep pushing story forward by writing a log and sleeping. I liked how you changed the description for all the items and that the planet in the window was different, but I think some variety in the gameplay is necessary too. Nice graphics, btw.
That looks and sounds pretty nice, but I really couldn't play this game because of the controls. Somehow I was able to jump really high (simultaneous W and Space), I've found out there is double jump, but it was hard to master, so I've basically stuck on the bottom levels. I've beat Super Meat Boy playing on keyboard, so I think it's not me, but controls =)
Graphics are pretty nice, all the other stuff is not. This is a basic platformer, and a pretty poorly done one. Enemies who stand on your character's head, strange jumping, etc. Btw I didn't like your idea to just colorize a sprite into red/yellow to make "another" type of barrel/enemy. That's cheap. If you managed to draw all of these, you could easily redraw some small parts of their outfit, so it would be clear that this is another type of object, yet it's similar.
Cool graphics and idea of making similar-but-different rooms. I think some ambient music would make it even better.
It's facinating you've managed to made a big map, enemies, friendly bots, powerups, energy system. Yet I think this game lacks some fun. I mean, I have to drive all over the area to find some objects, I have to return back to the ship to recharge, etc. Graphics are a bit strange, sfx/music are weird, camera gets under the terrain, objects are floating above the terrain... looks pretty unpolished, but quite ambitious.
Interesting idea, yet too difficult to play with that amount of walls. I think this would be better with more space to run.
Weird SFX, btw. Annoying zombie sound, loud shot, strange collision/death? sound.
Pretty fun.
Not bad, though quite repetative. I mean, that's the point for game to always look similar, but there are only three different types of tasks: find a code, find a key, find a switch. Yet that's fine for 72 hours.
Not bad. Though it is a simple puzzle, it was fun how you'd added the story into it. I wasn't able to hide the stuff in time, and the door was blocked when mom arrived.
Very good. I couldn't open the real ending, best I did was 6/7 key memories.
Nice! I couldn't unlock the secret entry in the right corner, so after some tries I gave up and headed to the exit.
Pretty nice. I'm not really into walking simulators, but this looks and sounds very good. I think you can do an adventure game with controls/graphics similar to this.
Btw, played that on 16:9, though I've used Alt+Enter to enter fullscreen mode and it was just 4:3 in the center with black bars on the sides.
Nice. Graphics look fine, game really keeps you in a "danger" mode for five minutes (that loud alien sound might be the one which does the most), but it gets a little bit too predictable closer to the end of the game.
I think this could get better if ammo is added (meaning you have to shoot more precisely) or reloading animation ("OMG reload faster he is right here!1!").
Also, I thought it there would be a huge amount of aliens closer to the end, but I my case I shot a small bunch of them, then waited for 20 more seconds and it just ended with "Congratulations".
Oookay... first of all, I wasn't able to play that in Firefox: I heard the music, but no image was available.
Secondly, there were these blackouts when some elves supposed to die, but I didn't really see anyone dying.
And then there were a lot of hints that "Dave is the murderer" and he wasn't moving at all, so I just got to him with the lights and suddenly won. When it asked me whether I want to play more and I clicked, music started again while the previous one didn't stop, and then when I clicked through all the story it started one more time (three unsynced tracks at the same time). That's where I quit =)
Also, it's hard to read the font. I mean, it's not bad, it's alright to use in a logo or something, but not for some long texts.
I liked the idea, graphics and music though.
Very nice graphics and good idea, but some music wouldn't spoil it.
Really good. Controls are really weird though.
Music/graphics are really polished, the gameplay is fun, but there are some bugs. I managed to get stuck in the wall and get out of it, I managed to beat one of the twins into the wall and then beat him to death, and when I tried 'R', the character disappeared from the screen. And I actually got there twice, but when it happened the second time, I decided not to play anymore.
Nice. Stuck in the second room at first, but then understood there are buttons on mass machine. In the third room accidentally found out that the last door has no collider by throwing a ball and just walked through it, then started again to solve the actual puzzle.
I don't know, this seems to be a very simple, but not really fun-to-play game.
Not bad. I think visual style could be a bit less simplistic. Didn't have enough skill to jump that far from the box towards the star on sphere, so just watched your video =)
Very good one!
Got to the 1-4, where game started to lag because of the collisions, couldn't make it any further. Not bad overall, though.
A very short and cheap Hotlime Miami clone. I mean, there were TBS before HM, but this just seems to be very similar.
Yet, the enemies just kept standing while I'm killing them from the distance one by one, though obviously a guy who sees how another one dies would start doing something. Another strange thing I've noticed is that the game gets more laggy in the end (may be just a minor web-version glitch).
Embedded game redirects to kongregate, and that wouldn't be that bad if they wouldn't erase whole browser's tab history. Don't do kongregate.
I've played it until it crashed my browser (didn't even score 20), and your description says to kill 1000 to win. Well, may be something wrong with web version, because it didn't look like mice spawn all the time or that I can place traps in different places (seriously, I couldn't find the way to move those). I totally believe that wouldn't be fun to kill 1000 mice by repeating the "buy trap-set trap-switch off the light-wait till mouse is dead-switch on the light-clean up" sequence.
Graphics look fine, idea is OK, but gameplay? Guess it would be fun, if it would be possible to set traps whereever I want and not only while the lights are on. That would be solid tower defense-like gameplay.
Nice graphics, fun story.
Not sure I really enjoy just being a watcher who clicks so story could proceed though, I think there should be some puzzles to think on or options to choose from (meaning alternative endings and such).
Simple, but difficult. Looks nice and sounds very good.
Not sure how it works on phones and tablets, but I think it should support gyro for moving to the sides. And, as there is no gyro on PC, the mouse movement to indicate which side to move to. Otherwise it's really difficult to jump the way you want to jump. In platform games there are arrow keys which allow you to control your character while jumping. But in your game player doesn't have such ability, thus he has to predict the exact moment when to jump, and that's harder.
Wow! That is quite an entry you've got here! I liked the graphics, I liked that you've voiced all of the phrases in your game and how pretty polished it all looks together.
It's also nice how many items you've put in the room to investigate and then do iterview about.
Spent 15 minutes playing it. Been to the door a lot of times with Space pressed, but always ended up kicked out into space.
Looks like it just depends on your luck, because sometimes these mushrooms appear very closely to each other, and sometimes you're getting spammed by long lines of minions from all sides.
Very nice graphics & music, fun to play.
Nice one. I only understood what dragonslayers want, and I couldn't throw more than one item on the same customer, even though I've tried almost everything on some warriors, barbarians and magicians, so I believe more than one item is required.
A little bit difficult to understand what do they even want when they introduce themselves, plus this drag'n'drop while simple clicking could do nicely, but very cool visuals and funny idea.
Very nicely done! Even when I knew I don't have anything left to do anymore, I wanted to spend some time just watching how that goes.
Then I just didn't do anything the whole day just to see how much the employees can get within one day: it's something like 935$ with 145$/h at max somewhat around 12:30.
Cool graphics. I find "combo time" more effective than manual moves selection, though it has weird difficulty range (press Down twice or press some W, Down, A, Left, D). I also thought the opponent is AI-controlled and the goal is to fight all of these opponents, but instead I'm controlling both and losing when one of them does.
Meh, not bad overall, but doesn't seem really fun to play. Some music and more varied tasks could make it better.
Nice graphics! The idea is very similar to Sokoban, but there are some problems with gameplay:
- moving around isn't as responsive as it could be,
- blocks can move through another ones,
- if you choose opposite direction while pushing a block (to obviously stop pushing it any further) the block teleports to the other side of you instead.
If blocks would stick to their place when you pushed them there, it would be a bit less difficult.
Wow, that was actually very fun to play. Nice graphics and audio track.
Not sure if that's intended, but in the end Gecko disappeared a few seconds before track ended while I was jumping very fast.
Nice. Not really fun, because it's just repeating the same "attack-attack-jump away" sequence. Some background music might make it a bit more moody.
Not bad, looks great, but it doesn't really give the mood. I think some ambient music/sounds would've make it better.
This is nice. I didn't like the controls though. That's strange that you don't have any builds but WebGL (because you're using Unity) and that's strange not to bind camera and shooting to a mouse as usually done on PC. I couldn't find rockets ammo, so was wasted on level 5.
****! Why programming is so ******* HARD?
I mean, really, I tried it a couple of times and these small "one typo == whole line miss" mistakes just kills you.
Btw I might be dumb or something, but somehow it was difficult to remember which button to press in order to accept the idea and I was pressing the wrong buttons like one minute in a row before I got that.
I AM A W/A/S/D CONTROLLED ANTI-ALIAS ERASER TOOL AND I'M HERE TO ERASE ALL YOUR DIRT LAYER :DDDDD
And that, children, is why you shouldn't overuse shaders.
Your game got the looks, and nice track, but because of the shader it's slow as hell and (not sure if that's intended) if you don't move to the next room you eventually become so slow that you almost don't move (or may be you don't move at all, just see the "walking" camera animation).
I couldn't find anything interactable, and thus I didn't see any gameplay at all. Walking through the shiny room doesn't count. Btw there are reflections on the TV, but the hero obviously is not reflected, though it would've been a nice thing if he did.
Okay, I gave it another shot and it actually was pretty fun. I liked the "floor is lava" room the most. But seriously, try to do something so it wouldn't be so slow because of the shaders.
Not bad for a first game, but there is a lot of things to you could do better: graphics, adding some music and sound effects, etc.
Interesting one, though I didn't notice the arrows at first.
This is hard or even unfair. Unfair is the fact that even when you get 100 progress, you could lose a shield before animation ends. And it's hard to close windows in time and shoot the enemies as they don't always in the area where they could be shot at, and while they are in, you could be shot. Nice graphics, though.
Not sure what's the point of playing this game: I don't even see if there are any bonuses from producing toys to the output - they just seem to disappear without making any profit. May be if there were some tasks (like "build X of these toys") or at least different places to "export" (like, three points which change the required product and you have to rebuild your pipelines in order to ship the correct one to these points).
Nice visuals and overall mood. Couldn't beat the room where firing things appear.
Simple and fun game, some kind of singleplayer agar.io with fish instead of circles. Nice music.
Fishes have some strange collision mask, which is why I accidentally hit stronger fish. Sometimes it's also not really clear whether your fish is bigger than the other, and your looks bigger, but it gets consumed.
And I think that's a little bit cruel to just start the game from the first level when you lose on the other. Usually if you beat a level, you can assume you won't have to beat it again if you don't want to. May be it'd be better to send player one level back - that's a punishment too, but it's not that strict.
DAMN THIS IS HARD! I tried a few times, but it's difficult to navigate, so I kept running out of fuel or oxygen. Yet it's some kind of challenge, so it doesn't feel bad to lose, but makes you want to keep running.
Nice! Though I think gun's bullets should be faster (probably instantly changing wall's color), as sometimes with these bullets you just can't change the color in time. It's also a bit difficult when ball is bouncing really close to the edge, meaning there is almost no time for player to react.
Not bad, though I'm not sure it's fun to play if more levels are added.