The particle swarm by dick_claus 2013-05-06T09:53:00
Would have been nice if every launch was deterministic, since as it is now you can launch once and fail, and then launch again (without changing anything) and succeed.
Foon → Ludum Dare Explorer → Users → tobbez
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 33 | You are the Monster | Hero Slayer | jam | 986 | 2.64 | 2.46 | 2.46 | 3.41 | 2.19 | 2.45 | 2.29 | 71 | ||
| 2013 | 28 | You Only Get One | You only get one arrow | jam | 439 | 2.65 | 2.81 | 2.18 | 3.21 | 1.99 | 1.21 | 1.86 | 2.02 | 100 | |
| 2013 | 27 | 10 Seconds | 10 seconds of hope | compo | 1124 | 2.26 | 2.10 | 2.24 | 2.72 | 2.39 | 1.52 | 1.71 | 2.05 | 93 | |
| 2013 | 26 | Minimalism | Y&P | compo | 1323 | 2.06 | 1.94 | 1.72 | 3.23 | 1.80 | 1.63 | 1.82 | 1.89 | 56 | |
| 2012 | 25 | You are the Villain | Defend Your Treasure | jam | 233 | 2.74 | 3.00 | 2.65 | 3.09 | 2.30 | 2.75 | 46 |
Would have been nice if every launch was deterministic, since as it is now you can launch once and fail, and then launch again (without changing anything) and succeed.
Could have used better controls, it was hard to get a sense of being in control (the shooting). Shooting with a mouse button without using the mouse to aim was kind of confusing at first.
Interesting idea, and well made graphics and sound though.
Nice game.
The flashing at the right edge and around the text entry was pretty annoying though.
Stunning visuals and fitting music (the round-related sound effects got a bit annoying after a while though).
The gameplay is nice, but sometimes it feels like the green platforms spawn so far away that it's impossible to get to them.
I also feel like it could have been a better game if the theme hadn't been applied to it, or maybe if some further sense of progression had been added.
Really nice overall. There were a few issues though - it seemed like the controls stopped working after a while, and getting stuck while moving close to the boxes. Would also have been nice to be able to see which room you reached on the Game Over screen.
Other than that, the game felt really polished.
Really liked this.
Good difficulty (and increase thereof), and the combined mechanics of life and the sunrise worked out well.
It would have been nice with some music and a "real" ending.
Doesn't seem to be possible to get further than 160s (there are two dead ends and neither is far ahead to keep you alive until the next switch happens.
Nice idea and realisation though.
@Latcarf: There was a bug that only affected g++ on Linux that caused the freeze. It's fixed now though, so feel free to try again.
If you survive for long enough there's an ending.
I really liked this. Good gameplay, and speedrunning works very well for it. It would be nice to be able to start over from the first level from within the game though, so you don't have to refresh the page as soon as you fail and need to start over.
I think the music is good (and you don't get tired of/annoyed by it even if you play the game for a long time).
The difficulty level is also just right.
Fun idea.
Some music could have been nice.
If you can't click the buttons, try moving the game window to the top left of the screen (it seems like it uses screen coordinates instead of window coordinates).
It also appears that the black screen is what you get for loosing (you run out of time).
Anyway, the idea could work, but I think it should be less luck-based.
Well made overall. Personally didn't care much for the dungeon crawler parts. Some of the character traits (mainly the main character's) were pretty cliché - but it was amusing, so that's fine.
I found that the music in the game worked very well.
While I found the writing to be quite aright, you should probably try to put a little more effort into spelling and grammar next time.
Music got really repetitive after a while, and the y-axis mouse look was way too insensitive, but other than that it was quite fun (I completed it).
The game is too easy up until the last boss, and after that it is too hard.
@flyingbear: The knight has Link's Master Sword. Too bad the knight has also been cursed, so that every time someone hits him, his maximum HP is lowered. Thus, however, the sword's power is active all the time
Windows download link doesn't work.
Loved it. Everything fits together very well, and it's a good take on the theme.
While it doesn't matter much, there seems to be a glitch with the teleport sometimes not triggering when entering/exiting through doors (the timer just restarts).
Really fun!
Could've used a difficulty curve that wasn't quite as steep, but you seem aware of that already.
Doesn't work in Opera 12.16 by the way (it doesn't support requestAnimationFrame), so checking displaying some kind of message if the browser doesn't support requestAnimationFrame would be a good idea.
Love the text in the game. The gameplay was kind of dull and it seems very difficult to actually kill something. Surviving pretty much forever however can be done simply by running in one direction.
Interesting game. The draw distance really need to be larger. Could also need any kind of objective. Simply adding a goal of any kind or have some clear progress happen would add a lot to the game.
Changing weapon make very little difference, the enemies have a very straightforward AI that does little to add interest to the game. The only level doesn't have any interesting feature. Good start for a game but much of the stuff put into the game make so little difference it is mostly wasted effort. You should try to make each thing you add count.
Well written story (the little there is).
Too bad you didn't get further.
A nice game. It seems like there is some randomness in the physics, don'tknow where that wold be introduced however.
The distance and wind was a nice addition to te basic game but other than giving a general idea of where to aim it was not enough to get accurate position and I had to resort to using testshots. Some more help to the player would make the game better. Like the endingdialog.
Not a big fan of hiding a more difficult level inside another one, if the level is winnable if you follow some odd condition then make the level in a way that forces that condition. Some of the puzzles were really good others were odd and easy seems like 20 levels was a bit too much for the mechanics available. Restarting from the beginning is an odd choice especially in a puzzlegame since when you have a solution it will work 100% of the time. Like the game but too much variation in levelquality.
Could have been interesting, but the gameplay was pretty much not there.
I like that it conserves both momentum and rotational momentum. Nice ending. Feel like there is a lot of room for expansion.
Like the graphics, the mages played pretty much the same and the map didn't makemuch difference.
Interesting game, but too much depend on understanding how the vision and turning of the guards work while there is no way to actually see it ingame.
Like this take on the theme. Didn't manage to understand how the AI works so completing the levels was a bit random. Try to make the AI patterns more easy to figure out.
Lots of good parts in this game, the text is interesting the boss is nice. Most of the normal mobs however are kind of bland. The toilet mechanic did not add much and the strong viruses were not enough of a threat.
Was thinking of this idea during the jam, really nice that you managed to implement it so much better than what I had in mind. Liked the ending, the music and the implementation of most things. More levels and it could be a greeat game.
Nice idea, but could have used more gameplay elements. As mentioned before, it's very linear.
Game was interesting. Quite hard to understand what to do and the frequent game crashes didn't help. Double hitting the same cylinders should not make the bomb explode if it was the right one. When you cut one of the correct cylinders you should get some feedback. When you have cut enough cylinders there should be omething telling you the bomb is disarmed and that you should run to the exit.
Some interesting levels but in general too much of the level is skipped in each level leading to most mechanics not really getting explored. Nice music and graphic.
It took a bit of time to understand how fighting worked. The camera seemed really random. It could be a nice game if we had the other 90% and a bit of polish.
I get stuck in walls and floor all the time. The change between different forms is slow for no real reason.
Really like the graphics in this game. However I don't really see how the gameplay or the idea could be made to work. Currently bringing the character only give a risk of death and no advantage.
Interesting game, as it is now it would be better if you did not get a random level all the time. The sandworm should also not be able to appear pretty much anywhere and instantly kill you. There seem to be some bug with the controls and how to actually wallflip can be misunderstood with the short tutorialmessage.
The menus were pretty glitchy (mouse clicks doesn't seem to register).
The hitboxes being way off was annoying.
Level 6 seems to be impossible (looks like the starting position is incorrect, you start in the lower left instead of at the top). Additionally, even if you started in the right place, that kind of level design is really frustrating for the player (combined with starting over from the very beginning), since you just make a guess at random for which path to choose, and then you have to start over if you picked the wrong one.
Showing the level select screen between levels doesn't really fill any function, since there is never any real reason to choose an earlier level.
The basic idea was pretty good though, and I think you could have explored the concept more easily by using smaller levels focusing on the "puzzle".
Nice game, a bit annoing voiceovers at times. The waves were different and there was a good finish with the boss. Could use maybe a practise mode to make some of the waves a bit easier to train for.
Nice music and graphics, didn't seem to be any kind of goal in the game. The gameplay got repetitive pretty quickly.
I like the boss even though the time to prepare for the different obstacles was very short the boss was a nice addition. Also the level before the boss to prepare for the encounter was nice. Didn't quite understand how the swordcombat worked when playing. Really liked the hills in the background and the sun and the day and night cycle.
Like the game, the different monsters and ships are interesting, graphics was nice and music was nice. Kind of wondering where my universedestroyingpowers went after the intro but who knows.
There doesn't seem to be any drawback from shooting all the time, navigating upside down is quite difficult and sometimes the planetdestroyers fire a bit too quickly. The sound made when a new letter appeared in the intro was quite annoying.
Overall a nice game with some room for improvement.
Good mechanic, and controls worked well. Could have used additional gameplay elements considering the length.
Quite a short game, the boss didn't really have anything that made him interesting.
An interesting platformer, some of the abilities are a bit poorly used and the endingcondition is a bit overly complicated. Also slow gravity was much slower to complete levels with than the other mechanics since it made you fall slower and a mistake in slow gravity cost quite a bit of time.
Like the music, quite hard to pick powerup when you don't know what they will do. Dying inside a tent seemed to cause the game to be unplayable. I don't really get the point of the solar flare, they only make the player wait. The sound after completing the first level was a bit too loud.
I don't understand how to pass the three square high corridor with spikes in it. Even if I jump the still hit. This is other than that not a bad platformer, a bit high on the traps. The moving spikes went into the wall when reaching their highpoint.
Nice game, really liked the graphics and the audio. The zombies falling apart looked great. The only bad part I believe is the rockusage it feels really odd.
Nice take on the theme, the rest of the game was a bit dull.
Aiming was too difficult something need to be done about it. The wall of numbers that appeared after some time was an interesting way to finish games.
I like the switching between controlling the ship and taking care of things. Aavoiding meteors and shooting them was a little too difficult imo though and getting random bonuses add an unneccessary random elemnt to the game.
It doesn't seem like my answers make any differnce. Not much of a game really but a bit funny.
Like the idea, the implementation is pretty good. Would be nice with some change in the gameplay at some point.
Liked the buildup although it was much too slow to replay. The text got repetitive quickly and there were many unneccessary clicks that could have been removed in the training process.
The warpback mechanic was never really used for anything and only felt odd and misplaced. Remembering where you were 5 seconds ago so that you can avoid shots is not really easy especially for a mechanic that doesn't add anything. The 3 levels seemed nice but constantly being chased by an army of enemies made it hard to really experience them. The shooting sound quickly got quite annoying.
I like the graphic but the main mechanic is somewhat misplaced.
Kind of hard to rate this game since it is probably in the wrong category. Will leave graphic and audio as na. I did not manage to find the easter egg. Game was interesting but a bit lacking in gameplay the few unexpected deaths that was put in felt out of place. Good first game.
Not much in the game, the exit seems to be randomized so escaping is mostly about luck. Nothing interesting in the levels it seems like the size was only to make searching for the exit take longer with many long dead ends.
Like the story, a bit hard to read at times but a nice idea and nice artwork.
Nice start for a game, the music got quite annoying after a while. It needs a lot of polish.
Nice idea, a bit lacking in variety. Would be great with some kind of goal other than just get as high a score as possible. The controls are unneccessary complicated mouse to aim would make it much better.
The installer is quite annoying, also game should close when I press the x not quit to menu. After understanding how to start the game it was a bit interesting for a while.
Short game, it never really got difficult. It seems like you have to use the go into blocks thing to make some of the jumps. It would have been nice with something to make the game more interesting like a boss or some spikes.
Game seemed a bit slow. Nice graphics.
Nice short platformer. Could use some more levels and some other way to use the mechanincs.
Nice sound effects that gave it a good mood. Some music could probably have made it even better. The graphics fit well too.
Doesn't seem like the play again button works.
Not much challenge in the game, but I guess that's what happens when you run out of time.
Game crashed after level 4 or so. Interesting game but not much gameplay in it. All the levels were pretty much the same.
Liked the story, the music is nice, graphics are nice the gameplay is lacking a bit. I think you should try focusing more on your strong points as it is gameplay take too much focus while pushing the other things to the background.
Like the idea, some of the puzzles were pretty nice.
An interesting shooter. Quite odd how it gets easier the mre you play sinc eyou have more rooms to escape to, after a bit you get a new dungeon so I guess you will experience fighting in one room over and over.
Would be nice if the game had an ending of some sort or other goal that is not score. The different enemies all seem to rely on short bursts in speed to kill you and it get kind of annoying quickly, more variety would be nice and less relying on being extremely close and using some instant movement trick.
The difference in hp between mobs seemed to be huge, some took 10 hits to kill some got killed in one. If this is because the difficulty of aiming or that the actual hp is higher I don't know. If it is because of hp the range of the hp should be made smaller. Overall the maxhp should probably be lowered.
The actual level made very little difference to the gameplay, it could as well have jumped the player to a new room every time. If you have alevel like this you should use it for something such as powerups hidden or different difficulty on the rooms.
Nice game, there are some issues with collision and also some graphic bugs. You can use the bounce to get a higher jump than normal to get to hard to reach places faster. Looking forward to a more complete version.
The height of a jump seems off compared to the length. Nothing interesting seems to happen in the game at all just a speed increase, would be nice with something that changed gameplay a bit.
The camera changes when walking through a door are horrible, disabling them when running is not enough they shouldn't be there at all. Got stuck behind the door in the final puzzle after passing through it the first time and had to restart. Overall a nice start for a game but with nothing really interesting in it at the moment.
The idea was nice the text that was not just repeats of previous text was fun but the gameplay was pretty uninteresting. Nice idea but too much repeats and focus on the uninteresting parts.
The game is too slow. Not enough happen in a day o warrant the length of one. Controlling the different things is unneccessary complicated and make the game feel clunky with little benefit.
Like the briefing screen and the audio. The gameplay could use some work.
The thruster is the halftriangle, the next one is the weapon.
There doesn't seem to be much advantage with actually building a ship since it get more difficult to avoid obstacles when it is larger.
After restarting and getting to space again you seem to have to control both your old ship and your new one making the game much much harder so you have to quit the game and start it again to get another chance. Also sometimes the soacemusic carry over to the new game.
There should be a way to skip directly to the space part, even if you want to build a ship you could reach the ship you want long before the day ends.
It is a bit annoying that blocks you place are displaced compared to blocks already on the map. It is a nice way to deal with getting stuck down a hole however.
If you dig to the bottom you fall forever and can't get back.
You can place blocks on yourself and on enemies to snare them.
Nowhere in game is there any instruction on what to do in space as it is I would guess that you are supposed to travel in some random direction. If this is the case you need to do something about the problem with spawning on top of an obstacle after a screen transition. If you are simply supposed to survive you should disable screentransitions in space.
Waiting however many minutes a day take to get one more chance to guess randomly at what to do in space is not very fun. There is however a secret save and load function you can use with f5 and f6 that make the wait bearable, you still have to exit the game and start it again between tries since else you get the double ship bug. It doesn't help with the basic problem with the space part though, that you have no idea what to do so after searching through fifty or so screens I quit. So if you have an ending I have not seen it, if you don't have one however you should add one.
The graphics and audio were quite good. The gameplay was lacking, both on ground and in space.
Controls were too buggy, way too many glitches for this game to be playable. Jumpdirection seemed to be random and sometimes the character started running for no reason. Could be an interesting idea but you need to fix all the glitches first.
Interesting mechanic. The darkness sometimes got shot in some seemingly random direction when you carry a light into them. The third level seems pretty much impossible since you can't go back and get your other objects without doing a jump from window to window that seems completly random. While carrying something it vibrates in your hand.
Interesting platformer, the cupcakes being hidden with different colors and requiring climbing to certain places multiple times to get them all made them very annoying to collect. Had some issues with input lag while playing and also sometimes the character did not pick up cupcakes. Quite annoying that you can get hit by switching into an enemy or an obstacle. There should be some way to see where things in the other colors are.
Some of the words used are quite rare. It seems like if you use the example you can go on almost forever. After some words I got an example that did not include the word but that seems to be the only way to fail with that strategy. Like the idea but it put too high demands on the dictionary used and also many of the words picked I had not ver heard, more common words would be more fun.
The range of the sword seem a bit shorter than than it looks. Like that the game has a boss would be nice with some more advanced levels.
Really like the music. The gameplay was a bit on the light side.
After making the game about using kittens to test your surroundings I don't understand why you suddenly make kittens unusabl in the end. Gameplay was pretty nice but a bit heavy on the traps.
Nothing to add over what others have already said. Some bugs, repetetive sound, repetitive music and gameplay gets dull pretty quickly. I do like the graphics.
Nice game, missing a bit of information on what the different items do.
Not having an ending was a bit disappointing. The level is basically just a bunch of traps and use of glitchy mechanics. Try to be a bit lighter on the traps and focus more on actual leveldesign. If you notice that it is hard to control jumpheight don't make use of it to add more traps fix the jumping instead.
Like the graphics, the gameplay was a bit lacking.
Fancy graphics, and the music made for a nice mood. The gameplay could probably have been made more interesting though.
Saw that you used music you didn't make yourselves, and likely didn't acquire the rights to use.
Since you're in the jam, you're allowed to use content you haven't produced yourself, but you still need the rights owner's permission to do so.
Nice start of a game, the guards seem a bit random and quick although not quick enough to stop you from being able to shoot and hide. I like the gunshotsound. I would suggest trying to build more content in the direction of less randomness, more control and planning.
I kind of like the idea but the game need some balancing.
A nice short platformer, the music got annoying after some time. No real difficulty anywhere. Many things that could be improved such as new mechanics and new enemies.
Simple and well made game. Noticed no bugs and I kind of like the graphics. The puzzle in itself is a bit limiting and it will probably be hard to make a large number of interesting levels with it.
Seems like there is no real end. The timing got more and more tight the longer you played. Would be nice with a real goal except for just surviving as long as possible.
Kind of liked it until the slopes appeared. Controling the character in the slopes is way too difficult. Kind of funny that you can still run to the tree and win even without your present.
Lovely game, liked almost all of it. The only annoying part was when left mousebutton changed from moving right to moving left confused me every time. Jumping could be a little slower also to make some of the harder jumps more easily doable.
Like the use of sound, it made me feel like a real hunter. Nice game.
The colorthing didn't really make any difference there was no coin that was positioned in a particularly difficult place to reach. With this kind of take on the theme you need to design the level so that it make a difference.
Nice graphic and sound. The text appearing from the right seems very counterintuitive. The gameplay could use some work.
Interesting game, the music started playing double after restart. Some of the abilities could use some work. After finishing a ghost walk we need time to avoid blocks.
I couldn't figure out any way to quit the game, tried all buttons couldn't use alt tab or task manager. It pretty much softlocked my computer. Don't do that. The game itself got boring pretty quickly. Clicking on wolves cause the animals to attack it making it eat them faster. The foxes was almost useless because of that. After something like 30 minutes of nothing happening even though no pollution reached the tree I managed to quit the game. I don't know if there is a goal at some point but the gameplay itself quickly turned uninteresting and the goal if there is one take too long to activate.
Would have been nice if there was a way to restart the game. Nice short story, good music.
The sound was not included in the linked source, so I had to comment it out (to run it on linux).
There doesn't seem to be that much gameplay, but it could have become more interesting with more development time.
Like the game, some of the later levels were very difficult. Controls were a bit slippery sometimes it feels like the game have some lag problems.
Sopmetimes you could not pick up the cube. Also, picking up the cube through walls and after jumping fro him seemd to remove some of the puzzles. Nice game overall.
This was really difficult. I only managed to get the right target once by luck.
Seems like I always get a score of 2. Game could use some more depth but what is does is working fine.
The crashmessages get quite annoying pretty quickly. Most levels are too unforiving for the controls available, plenty of improvements are needed such as the ability to stop completly if you have low enough speed or remove the rotate and thrust mechanic and replace it with 4 direction thrusts. The entire fireplanet is pretty bad designed since getting the smallest amount of speed in the wrong direction on any of those levels will pretty much mean certain death since it is so difficult to counter it. The hitbox should not change when rotating it only add another annoying layer to the gameplay. With gameplay that is as slow as in this game restarting from the beginning of the entire planet at death is a bit much.
Also, after finally beating the fireplanet the game crashed with the following message and that was quite dissapointing.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of <Unknown Event>
for object obj_stalactite:
Push :: Execution Error - Variable Get -1.obj_nebulon_black(100016, -1)
at gml_Room_rm_mapscreen_Create
############################################################################################
Nice game, quite a challange.
I liked the game but I had huge problems with lag that almost made the game unplayable.
Really like the idea, at first the solutions were pretty obvoius but then it got a bit harder. Could be really good if you make some more levels.
Completing a level is tight even when you know exactly where to go. The game have a high difficulty of exploring due to limited time and limited light. The game need to be redesigned to make mapping out where the boxes are easier or at least allow you to replay a level.
Short interesting game, lots of good mechanincs in it that don't really get explored and you quickly get very large. A bit annoying that even the tiniest of object can block your path.
Very difficult to aim, bulss taking 3 hits too kill seems like a bit much. I fell happy that I killed one at least. Like the graphic in this game.
I took a screenshot and zoomed in and looked carefully at the entire screen but couldn't find anything. Thankfully I got lucky and picked correctly three times. It needs to be clearer what exactly you are looking for.
I enjoyed this game quite a lot. Nicely done. Was thinking "this is impossible" right as I noticed it. Perfect timing.
I am guessing the use of the theme is the bullets that are shaped as ones, nice one. I like how everything is animated, the enemies didn't make much difference and there was some glitches with collisiondetection.
Like the idea, there should be hotkeys to switch between the different tools and an easier way to scroll around the world. Really liked seeing the planet develop in the beginning, it was harder to notice change towards the end.
Got stuck plenty of times. Don't know if there is another ending or not but it seems like there should be a good one but I can't figure out how to get it. The text was kind of interesting but some of the things you had to do was very unintuitive.
No real difficulty anywhere, would have been nice with some kind of puzzle or jump challange. Changing controls when entering the car felt really odd.
Really like the way tension builds up while playing and that you always need to pay attention. Sometimes there seem to be glitches with the engine resulting in getting stuck while falling through platforms and such but overall a great game.
Would have liked if the maiden you already saved were removed on following playthrough eventually leading to an end when all of them have been saved. Like the graphics and didn't notice any bugs. Most mechanics could have been used a lot more so plenty of room to expand. The use of the theme as the game is didn't affect gameplay much.
Nice game, the keyboard control were really only usable for cetain tricks all since the maxspeed was so high. You should probably put a cap on the maxspeed. Nice puzzles and some time attacks is a solid start, try to find more ways to use the mechanic and this could be a really good game.
An interesting game, If you have diffrerent game modes they need to be actually different. In the survive 3 minutes one you don't actually gain anything by surviving 3 minutes the level just stop.
The jump control really needs to be improved, also I got stuck in objects all the time with the only way out being restarting. The shooting animation should be a bit faster.
60 seconds was really difficult. Seem to mostly depend on luck. The shield getting smaller was an interesting idea but the randomspanws made it too luckbased.
Nice graphic, the chestshuffling could have been removed and randomized. The chests didn't provide much benefit as the game was now. Nice riddle in the end.
Quite nice, but too unforgiving to start over from the beginning on death, at least until you've gotten better at it (after which the game would probably work well for speed running).
The one shot at a time mechanic didn't add that much either, since there were so many batteries, and additionally you could probably complete the game without shooting at all.
The graphics are pretty solid, but the sounds get on your nerves pretty quickly (so it's good that it's possible to disable them).
It would also have been nice if you knew what a certain key was supposed to do (jump/shoot etc.) when you configure them, so you didn't have to guess.
@Steve: The jump does have variable height, though.
Nice game, got some glitches with weapon durability after restarting and the game crashed once after I picked up my second torch.
Interesting idea but using the slow gravity as a puzzle mechanic felt really weird. Swithing between forms wasn't really used in any interesting way either but there is a good start for a game.
Game seemed to never end. At around level 50 I stopped since it didn't seem to get much harder. A simple idea that is pretty well polished but it needs some kind of end.
It is an interesting game but restarting is way to slow. I would like to experience all the endings but it would require spending to much tme waiting on the intro over and over.
The mediationsequence was really nicely made. Got confused by the controls for a bit.
Couldn't get the web version to work in any browser, and the Windows version isn't working either (the data directory is missing).
Like the grapihcs and the sound. A bit short and it would have been nice with some puzzles or some choice.
Gameplay was kind of nice. Like the graphic. I didn't find the use of the theme that interesting. Music and sound was too loud.
Interesting idea, although some events would make it "Quick time events: The game". Focusing more on things you can interact with that you can see in advance would be something to explore more (rather than the rolling, for example).
Too bad you didn't have the time to create more content.
Had some problems with sticky keys sometimes. A nice game but quite easy aside from the issues with keys. Doesn't really seem to change much after the start.
Not much of a challenge, and I don't feel like the limited spell mechanic makes much of a difference, since there's never really any time you need to use it, especially once you get the shurikens.
Nice game, the voice acting and the blocks that move are really nice additions. Looking past that, the levels don't realy include any challange or puzzles and I feel like giving us a close to unsolvable puzzle instead of just running forevenr would fit better with the game as it is.
I like the game, the trick to winning is to know exactly what you need to do to kill the tentacles and to use the gloop when you have it. Very well polished game.
Suprising depth in the movement since you can use the recoil to move around. Would have liked if it was a bit easier to control movement in the air. Could also use some way of seeing how much hp the monsters have left and what kind of monster will spawn in the holes.
Short game. Should have been longer with more interesting puzzles that use the game mechanics better.
I liked the mechanic, but it didn't get interesting until the last part (to get to "WIN").
Would have been nice if the ammo indicator was something visual on the character, rather than text in the upper left corner.
Could have used some audio.
The time you have to dodge the red balls is too small. Once when I reached the top I teleported somewhere where I got stuck and couldn't get hit. Nice idea for the theme.
Nice with a highscore function.
Too bad that there's no real skill involved.
Pretty nice overall, but it's kind of annoying when you get stuck because both parties have one hero each of the same kind left, and they can just heal each other.
Interesting idea, it seems like you did not manage to avoid the main problem with it though and that is that you need to design lots of extra content to kmake all powers viable. It was a decent game, would have been nice with a more clear increase in difficulty close to the end.
A bit short, it seems extreamly difficult to predict the path the rocket will take and it seems much easier to escape with luck.
Lots of glitches with collision and jumping. Jumping seemed way to fast to be able to put blocks in useful places. Seems like the only way to beat most of the levels is to rely on jumpglitches.
I guess there is nothing more to do than solve the orange puzzle, get the blue light to bug out, solve the white puzzle and then climb the tower. Some of the jumps in the tower were a bit too tight and overall the game was a bit too dark for good jumping. Kind of like the idea and the graphics were good.
Nice graphics, sometimes it seems like the block get stuck on a character even after multiple turns. It seems a bit overpowered to be able to hit enemies all over the map directly and the was a bit slow for my taste.
Looks like you can die and complete a level at the same time, which spawns you in the new level, but leaves you unable to move, so you have to restart the game completely. The charging of the hammer seemed to glitch a bit too.
Other than that, it's a pretty solid platformer. Nice music and graphics too.
There might some way to change up the hammer mechanic in some way, since right now it's usually easier to just avoid all enemies rather than defeating them.
Like the ida since it creates some nice situations where you have to shoot zombies while they are close to humans. The grahpics, weapon and sound are pretty nice. The gameplay is not much, there is only really one thing in the game you can do and is not particularly hard. Would be nice with some boss or some other thing to add to the gameplay.
There is a bug that really make the game unneccessary annoying and that is when you die when throwing a rock, this seem to happen if you don't have a perfectly clear path for the rock to travel or if you picked it up over lava. Also there seemed to be some issues with rocks falling down if they were not completly visible but it didn't affect gameplay much and was more an interesting thing that happened. Another thing that is odd is why can't you push a rock over rocks in lava?
Cool idea, nice graphics but many many bugs.
Solid puzzle game, feels like it miss the theme a bit. You have what appear to be much more than one of each block you can place, more than one block type and also more than one star to pick up.
I had some problem seeing straight in this game, some squares were blocked by raised platform and the jump is a bit hard to predict where it will land.
Still it is a really nice game.
The bats were too unpredictable, otherwise the platforming was good. Though I would have expected to be able to stand on the top of ladders.
The ending seemed a bit weird, since it was possible to activate both buttons (and see the bridges start to roll out), but then after a couple of seconds or so the cinematic starts and the second bridge disappears.
@GFM
Don't think I did anything special. Just pushed the right button, then the left one.
And the ladders not being walkable wasn't really a big issue, it was just a bit surprising the first time you noticed.
The gameplay is too fast, hard to understand what is happening. Some instructions would do a lot to improve the game.
First of all, I did not manage to get past the final door after beating three bosses and got an ending screen without fighting any other boss.
The game in general is too easy. In a normal game these bosses would be fine but in this game they are the only content so they need to be much harder.
None of the attackpatterns are any interesting or hard to avoid and the only thing left after that is finding the right timingwindow to attack. Finding this window is not hard enough.
There is much that could be done with the bosses to make them harder, for example:
You could require the rolling eye to be hit while rolling if you made his landing and direction a bit more predictable.
The stone thrower seem a bit odd as he is since there is no reason at all for him to switch what hand he uses to throw rocks. Make him move and use much larger rocks that require him to use both hands or enable the player to somehow trap him under a rock that require both his hands to remove.
You could also move away from the one hit one kill idea and make the bosses more like normal hard bossfights.
Also sometimes I managed to walk into walls that should be fixed. The graphics and audio is nice. The ending that I got was just odd and I don't think it fit with the game.
The walking back was fine but it works better if there is some content inbetween or something that you can improve at while trying the boss.
Nice to see a sdl game, a bit short but lots of good polish. Like that the edges disappear when platforms move over each other.
Would be nice with a boss or some goal other than score. More enemies would be nice also and some mechanic other than randomspawning.
Nice idea, a little stressful sometimes. Seemed to get way more spawns in my first try then after I restarted.
Very difficult game, quite stressful you never really get the time to enjoy the level and what is around you because elves are hunting you. Seem to be some problems with shooting the arrow sometimes especially when shooting it directly into the ground and also sometimes you kill two elves with one shot and that should probably be fixed. Final level seem to require some good spawns to beat.
The shooting when you are not shooting directly into the ground or shooting while an enemy is on top of you feels very nice.
There doesn't seem to be anything to do. You should consider putting an end point even in a short proof of concept.
Added some notes in the description to help with the problems people have been having.
Repeating them here:
All your minions and you do damage automatically.
Clicking on heroes doesn't do anything.
Hero health and gold increase with the amount of gold and artifact you have.
You can not lose but you can put yourself in a pretty bad position if you upgrade levitation too far without upgrading your damage.
You can kill the angel if you have enough damage.
If heroes or the angel reach your treasure you will lose artifacts if you have them or gold if you don't have any artifacts.
There are plenty of issues with jumping and getting stuck on the ground. Liked the monster graphic. Try to add some challenging sections and work on the engine a bit.
Music was nice in the beginning but a bit repetitive. Battle system is very confusing even after growing multiple times killing anything seems pretty much impossible and I never know if I hit something or not. The blur again was a nice touch in the beginning but it quickly grows annoying.
I enjoyed the game for what it was. Seems like you already have a good idea on how you want to continue the game.
The unskippable intro is really annoying, especially since you have to sit through it between every play. Art and music are quite good.
Would have been nice with variable height jumps (and to be able to stand on slopes, rather than fall into them).
I must say I am impressed with the amount of content. Level 8 was much harder than the boss the difficulty progression is fine until then so boss needs a buff. Most of the weapons are useless since the long invulnerability make extra bullets not do anything.
Solid platforming. The boss could have used some more work, it seemed a bit too luck-based as it is now.
Controls where good.
Some more instructions would have been good, I didn't know you could charge shots until I saw the comment here mentioning it (after I finished the game).
Needs something that change the gameplay a bit. Trying to actually do something with gravity will probably hurt you more than it will help you.
Mostly luck-based as it is now, since in certain situations you just have to guess where the next med kit is, and if you're wrong you die.
Sometimes the zombies practically spawn on top of you, giving you no time to react.
There is no real reason given as to why the slime need to walk through the dungeon, usually the hero does that. The movement lag doesn't really fit. The puzzles can use some work resorting to timing puzzles should not be this frequent. Over all a nice game for the time spent on it.
Nice concept. Would have been nice if there was more of a progression.
Please consider using a compressed audio format next time, it's quite large uncompressed.
Like the idea. A few things holding the game back are when old people essentially block the only way forward or when they are at your spawn point and make you lose all your health at once. The end really did make me feel like a monster.
Pretty solid gameplay, but once you have understood it the game gets boring pretty quickly, since there doesn't seem to be any difficulty progression (I intentionally died after 100+ kills and 600000+ score with 10HP since there was no challenge in continuing).
Score seems kind of pointless, since you lose it all when you die anyway.
Nice audio and graphics.
This was pretty funny.
Could have used some music though.
Either some way of speeding up the scrolling a bit, or making the fighting a bit more interesting, so you didn't have to wait for so long to see the whole text message would have been nice too.
You can make it run if you copy all the files in Files\LudumDare33\lib\jars and Files\LudumDare33\lib\natives to the same directory as the jar, and run:
java -cp . -jar WeirdTornado.jar
That aside, not much to do in this game apart from just holding down d all the time.
Fight mechanic seems promising, but could use some further iterations.