Foon → Ludum Dare Explorer → Users → Natman
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 30 | Connected Worlds | One | compo | 586 | 3.18 | 3.00 | 3.56 | 3.56 | 3.06 | 28 | ||||
| 2013 | 27 | 10 Seconds | Ridiculous Chess | compo | 1003 | 2.55 | 2.73 | 1.94 | 2.91 | 2.21 | 1.47 | 2.62 | 2.15 | 57 | |
| 2012 | 25 | You are the Villain | Kill Butterflies | jam | 300 | 2.32 | 2.28 | 2.16 | 2.40 | 1.29 | 1.58 | 1.84 | 1.95 | 51 |
The controls felt like walking around on ice. I think the character needed more animation. Overall not bad.
It would have fit the theme better if the thief hadn't been portrayed as a hero.
Fixed that, sorry.
Wait, I didn't see how recent your comment was. I originally uploaded the wrong file and that was what I fixed, I'm not sure what problem you encountered.
Should now work. Tell me if it doesn't
Great pixel art. The gameplay wasn't bad, although a bit too hard.
Good job on your first LD! This was my first also. The beams were pretty bugged out, but the mood was good and you fit the theme well.
Really fun, great game. I didn't think it really fit the theme though.
Considering the insane difficulty I really wish you could just restart from the last level instead of replaying the game from the start every time. Not bad though.
The first night is a little easy, I felt like the people should have run away or something. After that it becomes more challenging. Good entry.
Not a bad story, but since you had to walk back and forth so much, I felt like the character should have moved a lot faster.
Some great villainous dialogue at the beginning, and the gameplay wasn't bad it just needs to be much shorter.
A pretty good generic tower defense, could have used more variation.
Funny, and original.
Not bad, but it feels lacking. Maybe add firebreath or more enemies?
Some intense similarity to Super Crate Box, but yeah good entry.
Really great graphics and gameplay, but a few suggestions:
-It could really use some balancing. Difficulty was ridiculous, and trying to click on the souls as they wave around was just annoying.
-Maybe let the player stock up on powerups. Woulda been really useful.
-Place-able traps?
Awesome. Just a little short.
My favorite so far
Awesome. One of my favorites so far. That said, the last level was frustrating, why did the button have to be down that long hallway? That was just tedious.
Would definitely benefited from forcing the play to gather money and upgrades, etc. but overall very good.
Looks interesting, but the game crashes consistently when I get to the amulet in level 1 as the knight.
Never mind, the problem was because I never extracted the zip file, I was running the jar from the WinRar viewer.
The website isn't loading.
Thanks for the feedback, everyone! I'm uploading the first update. I inverted the colors on the victory screen (no idea what I was thinking). Also, it's now impossible to castle out of check. Luckily my chess-playing friend pointed this out to me when I showed him the game.
@vandriver Awesome! I'm really glad someone tried it out on an Android. Honestly, that's how it was meant to be played.
@junkmail I read your post before seeing who you were... Good one. :P Next time I'll definitely do something original.
I tried drawing a better horse like three times... just couldn't do it. :P
Great game! I played it on my HTC One. My only complaint is that the tutorial text was really small.
Haha. Love it.
I loved the graphics and the music! I think the game would be a lot more fun with some satisfying combat sounds, though.
I liked it, but it seemed very short. You should definitely make more levels in a post-compo version! Also, the movement in level 2 was extremely bugged.
Fantastic game! I'm thinking the apocalypse is probably caused by a giant meteorite/asteroid, not a metroid. And, as has been pointed out, you can run through spikes as long as you don't fall onto them.
Very good for a first game, especially being done so fast!
Awesome!
Nice game! I managed to get it stuck by stopping time just as a guard saw me... he walked through me, then away, and I still couldn't move. I had to refresh the page.
This is the best entry I've played so far. I loved it! I did find some problems, though:
-I love how if you fall, your blocks continue to fall until they freeze. However, if you fall for the majority of your 10 seconds (by consuming a frozen black you're standing on, for example) you will eventually fall into a black abyss without background.
-Occasionally you see white outlines around the tiles (presumably because of a decimal camera position, but I'm no expert)
-You can jump if you're touching ANYTHING. This basically breaks the game, and you can build up ridiculous speeds by hugging a wall and jumping repeatedly.
Good luck with the Android port! Maybe I'll pick it up when it's released!
Played it on my HTC One. Really cool! I'll drop a rating on Google Play.
Nice game.
Well done!
Simple and fun.
Awesome game!
Yeah, this is really impressive. There's quite a few gameplay features considering your time frame. I played the post-compo version which had very polished interface, wonderful sounds & aesthetic, just a very polished experience.
I'd say the biggest problem is the first stage of playing, where little direction is given. It took me about 3 plays where I did it absolutely wrong before I realized I needed to deploy the sonic buoys 1 by 1 in order to pinpoint the wreck. After that, the mechanics flowed nicely and I was able to learn the rest. It just took a while to figure out the basis of the gameplay.
Haha, that was great. I like the simple aesthetic, which works with the overall simplicity of the rest. ;-)
I think you've achieved genius here with a game that is incredibly simple yet staggeringly difficult. I like how you've made it enjoyable to keep the little citizens alive as long as possible, without reducing the gameplay to a pursuit of points like this kind of game typically does. It's fun simply because the gameplay is challenging and the game is aesthetically pleasing.
You're right, though, the interface needs some work, although I would still suggest you keep it simple. You don't need a complex menu system or anything, it's just the "Reset" button doesn't fit the style of the game very well.
It is very laggy, as you warned it might be. Are you rendering the entire level map at once? You might be able to fix the problem by checking if tiles are visible before rendering them.
@madalaski The bulk of an iceberg is below the surface :)
@tastyoishi The music isn't bad, but the gameplay is pretty confusing with little explanation on how to play. I think it could use a better tutorial or simply more explanation. I didn't understand why my iceberg grew when it did, or why I floated over some ships, etc.
Good work on getting a game done, though! I didn't even participate this time around :P just trying to leave the best feedback I can for the ones who did. Good luck.
First of all: you should probably put the title somewhere on the webpage. I found the game through your tweet, then lost it somewhere in my feed, and had to go searching for the title so I could leave you some feedback. :)
It's really impressive for 48 hours. Well done. I like the minimalist aesthetics and I'm actually curious how much are the graphics were done programmatically. Are the stairs the only actual sprite?
The writing is pretty good and there were some places where I was impressed with how the gameplay and the "story" were well integrated, such as when you introduced the green pieces.
I think at least once while playing, I had pieces tunnel through walls because of physics bugs. Not the biggest problem, though.
You did a pretty good job on the sound design, as well. Maybe some ambient music could have made it more interesting. Did you use SFXR/BFXR for the sounds?
*Spoilers* I'm not exactly sure what the ending was supposed to mean.
Awesome! So my observations were mostly correct. :)
This is very impressive for a Ludum Dare game! I got to the second stage, and saved the ailing patient for another 50 years, 7 days. I definitely could have spent more time playing this game, and I think I will revisit it if I have time later.
Here are my observations:
-The controls and feel of the game are very polished, including things like great sound design, screenshake, and other features which make shooting enemies a pretty satisfying experience. This is a surprising amount of quality to find in a 72 hour game.
-Sometimes it feels like the player fires just a liiiiittle bit off from where I was aiming, which could be a minor calibration issue or it could have something to do with how it's a little bit difficult to distinguish the reticle from the ground. I think you should add some contrast to it so it's easier to keep track of where you're aiming.
-The art, sound, and overall aesthetic polish are really remarkable. Good work on all that.
-I wasn't quite sure what was causing the "Infections" counter to increase, which is probably a problem, although I bet it's my fault.
-From what I played it seemed like the enemies were mostly the same in terms of gameplay behavior, although it is impressive how you managed to get so much visual variety in the enemies.
-If the enemies in fact behave differently, it's probably not a good sign that I couldn't tell. You probably want your types of enemies to be clearly distinguishable in appearance and behavior, like the classes of TF2 which each have very distinct purpose and play style.
Like I said, this is just all of the critical feedback I could think of because I think honesty is really important for making improvement in the future. You really did an amazing job on this, so congratulations! It's also impressive that you did so much with just 2 people. I am interested to watch your art creation time lapses as well, since I'm a programmer and have little knowledge of such things. :)
Good work! It's pretty fun. I enjoyed it even more after I realized exactly what was going on. I didn't notice the arrows were pointing to the shells, or that my sword wouldn't inflict damage until I collected all 3.
I'd say the art is pretty good as well, and you have pretty good gameplay. The biggest flaw is with collision. Sometimes it's hard to get around trees, and the sword fighting is a little awkward.
Not bad, though. Overall I like it.
This game is fantastic. For some reason thinks the download link is malicious, so I had to download through Firefox.
Agreed. I would have chosen JavaScript as well if I hadn't wanted to learn LUA for other reasons. Packaging the game for all 3 platforms was a hassle, and it's a major reason why I might not continue working on the game for a post-compo version. (I'm still not sure if all of my packages will work on other computers - I'm waiting for responders to let me know if anything is wrong.)
I really, really enjoyed this. Clever, funny, and well executed rhythm gameplay. Sometimes it seems like the spirits spawn in impossible-to-avoid configurations though, which is a little frustrating when you're in the flow of things.
Good work, sir.
This is pretty great. There are a few typos that don't appear to be intentional, but it's still impressive that you were able to make the music, sounds, and graphics all by yourself and still have somewhat of a story included also.
Really good work on this! The core mechanic is really interesting and I can sense it has a lot of potential for further exploration. I'm excited to see that you're still working on it, so I'm going to give some detailed suggestions/ideas I have.
* The aesthetics are impressive for 48 hours but obviously they could still use some work. I suggest you add explosions and some techno music at the least.
* I can totally imagine your game with some visually pleasing 3D backgrounds like the BIT.Trip games have: http://gameitall.com/wp-content/uploads/2013/04/btr21.jpg
* I think you could squeeze a lot more mechanical variation out of the central cylinder. For example: protruding walls/spires for the player to crash into. These could also form tunnels and all kinds of other obstacle patterns. I'm thinking along the lines of Super Hexagon. You could also put enemy spawners in spots on the cylinder, or geisers that periodically spray lava upwards.
* When the level is rotating, the protrusions of the cylinder render with line shading that sometimes looks ugly. You might want to try and polish that:
http://imgur.com/FecJ2Rk
* Other traditional shmup features could also improve your game, like health pickups, gun powerups, flight powerups, more variation in enemy types, etc.
When I was playing, after I survived for a while the enemies just stopped coming. I assume you know about this a bug and it exists because the game is unfinished?
I just want to say I followed you on Twitter after I played Double Hitler. That game is HILARIOUS. Great work.
I really enjoyed the disorienting challenge of your entry, for the most part. Maneuvering the ship through the asteroid field and into the relays was pretty fun, once I knew where they were, but FINDING the relays was sometimes a little tedious, especially with little clues as to their general locations, and the confusion of distinguishing between relays I'd already serviced and new relays.
Also, at one point I got stuck in the gravity of an asteroid because I forgot I could double the ship's thrust. (I realized this after dying and restarting.) My fault, maybe, but I thought I'd mention it.
Great visuals, pretty good audio, and clever voice-over. Very impressive work, overall.
Basically I have to agree with DrHahn here. Your game really shines on the aesthetics, but the gameplay could use some work.
The central puzzle (to light all the pillars) would be so much easier if the worlds weren't too large to see all at once.
The graphics also make it look like the ball would fall off instead of hitting into the edges like walls. Maybe the game would be more fun if it was about avoiding the edges? Just a thought.
This game is so damn hard. Good work on the particle effects/screenshake/game feel. It all comes together to make a great aesthetic despite the relatively simple assets.
The music was fantastic as well.
This is quite relaxing to play! I love the way vines spread out from the main branch. It's a pleasurable experience.
This is quite difficult! I enjoy the little visual flourishes when the new flower appears, and the way the old ones are wilted.
<3 PICO-8 <3
I love that you pulled this off on PICO-8