Disregard All Humans by Fireblend 2012-05-13T20:42:00
Using the moon as a health meter was clever. The graphics were well-done. It was good fun stomping on cities and eating the helpless little humans muahaha
Foon → Ludum Dare Explorer → Users → tomhunt
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | 👥 | LD47 game | jam | 1231 | 3.18 | 2.97 | 2.65 | 3.55 | 3.44 | 3.86 | 2.47 | 3.16 | |
| 2016 | 37 | One room | fallingblockroom | jam | |||||||||||
| 2015 | 33 | You are the Monster | Grimzilla | jam | 898 | 2.76 | 2.35 | 2.75 | 3.25 | 2.82 | 2.53 | 2.40 | 32 | ||
| 2015 | 32 | An Unconventional Weapon | donuts are invading the galaxy and you must stop them with bananas | jam | 1038 | 2.39 | 2.41 | 2.06 | 3.35 | 2.72 | 2.53 | 3.06 | 2.25 | 32 | |
| 2014 | 31 | Entire Game on One Screen | INVADERS LD31 | jam | 802 | 2.83 | 2.70 | 2.42 | 3.26 | 2.67 | 2.50 | 39 | |||
| 2014 | 29 | Beneath the Surface | Beneath The Surface In The Sky | compo | 1106 | 2.55 | 2.36 | 2.41 | 1.90 | 2.68 | 2.23 | 2.30 | 40 | ||
| 2012 | 24 | Evolution | Glider Drop | jam | 228 | 2.50 | 2.20 | 3.35 | 2.58 | 2.59 | 1.00 | 1.24 | 1.76 | 73 | |
| 2012 | 23 | Tiny World | Tiny Cubic Maze World | jam | 164 | 2.79 | 2.75 | 3.00 | 2.22 | 2.72 | 1.36 | 2.24 | 2.29 | 93 |
Using the moon as a health meter was clever. The graphics were well-done. It was good fun stomping on cities and eating the helpless little humans muahaha
I thought this was an interesting concept. As others have mentioned, I found the controls to be a little difficult, and I couldn't win the first race. It took me a bit of bumbling around before I figured out that the little vector thing is pointing me toward the thing I'm supposed to move toward. Maybe some additional player feedback mechanisms might be good there.
On a side note, I've done acceleration-based controls before, and I've gotten similar feedback from people about how they were a bit tricky to get the hang of, even though I had no problem myself after playtesting it a million times.
could not launch the jar file on my mac
the app crashed when i tried to run it on my mac
could not launch the jar file on my mac
sorry, please disregard previous comment :)
The music was nice. The framerate was slow and choppy. I think it would be much more interesting if the emphasis was less on making the levels really long and more on introducing new elements or combinations thereof each new level, gradually increasing the challenge.
This is cool! nice work!
The radial concept is an interesting twist on arcade-style shooter gameplay - kind of reminded me of a sort of inside-out Tempest, which might be something you could check out for some ideas on how to add more awesome to this.
Very nice! When's the iPhone version coming out?
I thought the tiny window size was a cool idea. The sliding block puzzle meets jumping puzzle thing seemed a bit awkward, though. The notion of making a 64-bit game (i.e. one that makes use of a >2GB process memory space) within such a tiny graphical window space seems like an intriguing challenge to me.
Very cool little game.
I thought this was nicely done! I would've preferred a more electronic ambient music to the repetitive guitar strumming, but wasn't too bothered by it. The use of plain text files for the level data is a nice bonus. The core puzzle mechanic has a nice hook to it.
those mustaches are epic
"Oops! Google Chrome could not find www.brandonmjones.net"
"You should Sign Up or Login to download this file"
No.
I liked the blood cell theme. The graphics fit nicely. Music was alright but got repetitive after a while. The first level is was pretty hard.
Interesting, fun, and innovative. Nicely done!
The dialogue is nicely done and adds a lot of humor to the game.
The orbital/gravity gameplay is neat. The music/sound needs to be more spacey or fast-paced, and the levels could be a bit tighter, which would allow you to make it a bit more like a hardcore platformer (with orbital physics) while making it easy for players to get into the game. I can see this growing and polishing up into something cool.
The controls are rather sensitive. They could use a bit more tuning. Some kind of exposition might also be helpful explaining what this special magical macguffin is and why I want to get it.
I like the concept of tower defense in space. Once I got clued into the lasers bring better than the gun, I started using that and the game became a little on the too easy side, but still kinda fun building stuff and blowing up rocks and getting more resources. Then after a while it just gets insanely difficult at some point for reasons I could not figure out and I die.
I like the arcade-style tower shooter idea. The gameplay seems pretty rough around the edges, though. It could really use some sound effects, especially for the lasers and the blowing stuff up.
the basic idea of plugging stuff together to make things is always cool. i'm not very knowledgeable about chemistry myself, so i felt like i needed a tutorial or wikipedia or easy mode or something. some kind of context as to why i'm putting these chemicals together might've been helpful/fun. it doesn't have to be anything elaborate. it could be like a line of text saying what it's for (i would say the more ridiculous these are, the better).
i thought the graphics were decent enough and have their own charm to them. kinda reminded me of something i'd see on an Apple ][.
So, it's a decent start. I would just focus on putting some fun and interesting bits around it.
I thought that the Lewis Carrol references were cool. It needs way more than just 3D hidden object puzzles, though, and would greatly benefit from some ambient sound/music and even some basic sound effects. Not bad for a weekend's worth of work, and looks like it could turn into a nice adventure game with a bit more work!
Game exe crashes consistently when i try to run it. I did install the XNA 4.0 redist, per the download page's instructions, and ran the game from the folder it was unzipped to, which contained various DLLs bundled in the zip file.
I could not figure out how to play this. Some instructions would have been helpful.
not bad. the sound effects add a bit of fun to the game. some of the shots are fired such that it is impossible to block all of them, which i found to be a little frustrating. some other weapon types and particle explosions would most likely be cool things to add.
ok, stomping on little white guys is kinda funny. the diamonds and coins falling off the bottom of the screen confused me a little bit. i like how the ground comes up a little from the foot level to give a pseudo 3D effect.
I think the tile graphics and the 9x9 grid work with the theme. I was a little put off by the lack of any in-game explanation of what I'm supposed to do, and it seems like it could have used some helpful sound effects more than music. Otherwise, it is an interesting concept that seems to have a lot of potential to be an addictive little puzzler!
The game crashed when I tried to run it on a Win7 x64 system with a Radeon 5700 series graphics card (DX11)
Commanding spaceships to go blow stuff up is fun. I like this idea. I kinda found myself just throwing stuff at the wall, though. Maybe if there was more visual feedback about what was going on - your ships firing at other ships, knowing whether or not your ships made it to their destination, stuff like that to help you keep track while all this stuff is going on all at once. It's small and compact, in keeping with the theme, but at the same time the decisions can get pretty interesting. I'd like to see a quicker way of making those decisions.
Aside from the camera controls being along the edge of the screen along with every single button to do anything which resulted in a lot of unwanted camera movement, I'd say this is really well done! The 3D models are impressive considering the tight timeframe, the gameplay is tight, and there's always this sense of what comes next, which is great. And it even plays into the replay with the "colonize another world" bit at the end.
Fun, if a bit on the hard side. I'd add a quick way of respawn or restarting the level when the player dies, which in my case was "frequently".
could not launch the jar file on my mac
a 3D moving platform on the first jump?? that's harsh, man. the opening story was pretty funny. i really wanted to play the game, except it wouldn't let me past the first jump!
controls are a bit touchy. the music and graphics are pretty good, too. i'd be interested to see a later version of this!
a game centered around programming needs good text editing capability. lack of text editing accelerators, copy/paste, home/end, etc is frustrating to me as a programmer.
you could also make this less programmer-centric by doing the programming via icons. i think this would make the game a lot more accessible and easy/fun to play.
interesting concept, though.
Neat concept. Nice, consistent graphical style. Audio fits with the graphics. Game fits with the theme. Nicely done!
Nicely done!
The graphical style and the music are decent. The gameplay needs a bit of work.
Some issues I encountered:
If ammo is going to be limited, there needs to be frequent ammo refills, at least in the first level.
If I die and go back to the beginning of the level (which takes exactly one hit), the ammo doesn't reset.
The crawly enemies on the ground are unreachable as I cannot duck.
An opening screen with some expository text might have been helpful.
I liked the spinny tower defense concept and the pew pew pew sounds. As others have mentioned, I found it easy enough to just plop a bunch of turrets around the planet and then just sit back for a couple of minutes. It didn't seem like there was much challenge beyond that. So, maybe if some the other entities introduced/needed earlier in the game, then I think there would be something.
The brightly colored look to it is pretty cool, too. I could see that being awesome with a bloom filter applied to it.
i got the same error as jwolf when i tried running dist\main.exe from the dist folder, which is how i assume the game is supposed to be run..
I did like the look created by the UFOs flying overhead combined with the curvature of the world. It was difficult for me to aim properly at the UFOs, so I got pretty frustrated with the game. It's an interesting idea that shows some potential, and I would encourage you to keep working on it.
I like the canvas painting style of the graphics. It does give the game a unique look.
the graphics and sound are cool. i enjoyed the 8-bit retro throwback mixed with the hip-hopy music and the motif of things spinning around like records on a turntable. i did not get the puzzle part of it, though. what i did get, i got through trial and error. so, making the gameplay clearer either through a few expository levels or some text if you have to would be good to add, IMHO.
I like how the shooting sound is real bassy and complements the music, which is well done. I kept trying to fire faster to fire in rhythm with the music. The gameplay is nice and simple. It was over sooner than I had hoped. You could stick with the Tiny World theme by having the player character be tiny and all the enemies tiny and make the game as long as you want. Infinite gameplay could be enabled via a random wave generator or a looping set of levels a la classic arcade shooters.
I could not get the game to launch on my mac. I couldn't find a .app file, and the .jar file would not launch.
I like the idea and the concept. It could really use some sound - I was kind of expecting the zombie fish to be making some groaning and munching noises. The fish-in-the-aquarium theme in general is very fitting with the Tiny World theme.
The gameplay was pretty fun. Apparently I did not figure out exactly everything I was supposed to do, as I destroyed all the other boats, but still ran out of time and lost. Otherwise nicely done!
Thanks, everyone, for playing the game and leaving feedback! It was loads of fun making it and to participate in this massive community feedback process! Obviously, the game is a bit short as I barely had enough time to make some kind of playable game after getting the rotation effect just right. I will have to manage my time better in the next LD48 and maybe go with a slightly less ambitious core mechanic :) I do plan on expanding on this game in the next week or so, taking all of the great feedback you all have left into consideration and seeing what can be done. I will post an announcement here and on my website http://neoca.de when I've finished the updated version.
Thanks Again!
-Tom
kudos for making an android game and posting it on google play!
404'd!
seems like more of a animal-revenge-shooter
The craftsmanship on the graphics & sound is pretty good. The evolution aspect seems tacked on. Seems like it is going for a gamepad-centric control setup, but parts of the UI require the use of a mouse. Would have worked better with a WASD/mouse control setup, IMO, and/or being more gamepad-friendly.
difficulty curve seemed a little shallow for an arcade game. otherwise was pretty fun to play.
nice work on the graphics. the sound effects were kinda harsh, though. the craftsmanship is otherwise pretty good, and it's got a nice twist to the gameplay.
I didn't get the reasoning behind using ESDF/WRXV instead of just using WASD and allowing simultaneous keypresses for diagonal movement.
Also, having to restart the game application on game over is kind of annoying, especially when it happens so damn quickly.
This was pretty fun. Nice job.
The gameplay is simple enough, but I have get past the first few seconds, which seem to be the hardest of all, in order to get to the more interesting parts. Then it gets really slow and empty at the end. Also it needs an instructions dialog. The music is cute, though, and the visual design is nice and clean.
Starts up behind the Explorer window, doesn't respond at all. Windows gives me the "this application is not responding" dialog.
Running Win8 RP. No AHK.
I couldn't find any rocks to hide the dinosaur bones in.
TIL getting anywhere near slow-moving fat people, even from behind while they are moving away, causes one to explode into skittles
Crashed on my laptop running Win8 release preview (x64) with "GameTemplate stopped working"
I like the minimalist-yet-polished look to the graphics. The piano sounds are also a nice touch. The black blocks seem to make the game a bit too easy when they come into play. It seems like it could use some added twist to the color mixing.
I like this. The ambient soundtrack is good. The graphics look really cool. It needs a bit more gameplay to it, but I think you're definitely onto something.
Pretty cool. I liked the music. Game was a bit short, but seemed decently polished.
the framerate seemed a bit jerky to me for an arcade game. i thought the sound was pretty good, and the swirly background added a nice bit of atmosphere.
The hand-drawn style works well and could certainly be expanded upon.
It took me a while to figure out the first level, which kinda happened randomly. Definitely could really benefit from some sound effects and maybe some pointing-out of things (i.e. "kitty (avoid)"). Seems like a good start.
Kind of pretty watching the colorful bubble float around and absorb each other. Needs some sound, though. Also, it totally reminds me of the first part of Spore.
neat puzzle concept!
I lol'd at the concept. The graphics and sound seem appropriate. I wasn't quite sure what to do or how it all is supposed to work, though, and that was a little frustrating.
This was pretty fun and engaging to play while keeping very simple and minimalist. Having to go through the whole game again each time got a little repetitive after a while. I kept messing up on the bounces and kinda wish there was a trajectory/bounce prediction line like there is in most digital implementations of pool.
Nicely done! The music and sound effects are nice. The obvious hints and *very* gradual introduction make it pretty accessible in the beginning. I got stuck on the wall jump level, though. Could not get the hang of wall jumping.
It's an interesting idea, and I can kinda see how it fits in with the evolution theme. It seems like it could have benefited from a sharper focus on some core activity (i.e. make ants -> gather food -> "evolve" -> repeat). The keyboard controls seem kinda all over the place.
The object or the what-to-do of this game was not quite clear to me. I figured after the first try that I was supposed to click madly around the left side of the screen and hope for the best. Beyond that, I wasn't able to simply deduce any sort of strategy for getting ahead, which I guess I'm supposed to do since the other player seems to start with a bit of an advantage.
Nice little sci-fi-themed choose-your-own-adventure. It was interesting to read something in this style in a more modern format.
I liked the setting and the atmosphere. Some of the dialogue seemed a little hokey in spots, and the story seemed to end a bit too soon, even when I seemed to make all the right choices. I did find myself actually going through the different paths to see what would happen. It might be interesting to see this treated out into a full-length, interactive story.
404 game download not found
this game is pretty messed up
Thanks for the comments, everyone. I made a few tweaks to the game and put the updated builds up on dropbox alongside the jam builds.
Since a lot of the feedback was around the crappy keyboard controls, I did away with those entirely, and replaced them with a mouse-centric setup in the post-compo version for faster and more precise control. I also start the blocks higher up and have them move down a bit slower. Balancing this out is a manual quick-drop mechanic mapped to the left mouse button.
@solkar - I haven't test this at all on 10.7, so thanks for bringing that up. I'll have to look into that further.
I had some confusion in getting it to run. I didn't realize I was supposed to run java on the .zip file..
Once I got it running, I found it pretty engaging to breed cats and sell them to people that I had varying dispositions to, which affected how willing I was to sell to them on days that I didn't really need to sell every cat I could. It could definitely use a little more variety, some graphical love, and some sound effects and music and atmosphere and all that. There's definitely a fun core going on here, though, so nice job!
controls and collision detection are maddening.
the idea of the graphics gradually revealing themselves with each replay is somewhat novel.
it's kinda neat watching the ants run around doing their thing. not really sure what i'm supposed to do, though.
I had thought I messed up on my first town (because I found myself in a lot of unexpected debt from something..), so I wanted to exit to the main menu and start over. When I pressed Esc, it quit the whole game, which disrupted the mood created by the music and makes me have to reload the whole thing again.
i kind of felt like a third wheel playing this and the only thing i could really do once it started was to unleash disasters that kill the little simulated people.
after a little bit of this i went over to another window and just let it run for a bit. this was kind of interesting just letting it play itself out, but it would often stop and demand my attention to acknowledge that the Red people have discovered that sticks make nice weapons. i'd much rather just have this message just pop up and go away on its own.
I kept dying for some reason I could never figure out.
I like the idea, and the presentation seems about right. I had some trouble getting into the game, though. Wasn't sure what I was supposed to do at the beginning, and I got killed by a dog.
Doesn't run on my Windows 8.1 machine. You might want to try your luck with MonoGame. MS has pretty much disowned XNA.
I liked the mouse aiming combined with the WASD movement. The lack of other weapons or enemies, combined with the length of time before the lord of darkness would appear - it felt a bit repetitive after a while, and so when it just ended suddenly (i think i died?) I didn't feel all that inclined to continue. Needs a bit more variety to it. The core feel seems to have something to it, though. Also maybe have some monsters that can't go through walls.
Was able to copy in the necessary dlls from another love game to get it working. Even then, there was no sound at all, and it just felt really.. boxy. Two-stick shooters really play up directionality. Also, it crashed after about a minute of play, in main.lua:399 "attempt to index global 'weaponType' (a nil value)" in function spawnWeapon, called from function update.
Doesn't start for me. Running Windows 8.1 x64.
Needs a portable .zip install. I don't have a VM set up to install random setup.exe's just yet.
Nice take on FTL. Good fit with the theme. The monsters didn't seem to do much after a while. They'd just pop in, multiply a little, and just stand there. Somehow my guys would lose life and eventually die. I can appreciate the simpler arcade-y style to it, but it does need a little break every now and then. Maybe some ship upgrades or something?
I have to request access to play it?
Graphics were meh. Sound was meh. The resource gathering and crafting was great. I am a sucker for that kind of thing if even done half well. It did feel a bit loose and grindy in spots, but overall - it got me playing for a good half an hour until the end, so kudos!
no .exe included, just a link to a file location presumably on the dev's computer.
Got the following error from JVM launcher when I tried to run: "Invalid or corrupt jarfile" - running Windows 8.1 x64
I really enjoyed this game. The beginning was a little confusing, but once I got past that, it was pretty good fun. Nice work.
got a 500 error accessing the dropbox location. might just be something on their side, but i wasn't able to access the game.
keyboard controls wouldn't work for me in Chrome browser. the arrow keys would just scroll the page and spacebar did nothing.
i like the concept of using the minimap as a background and shrinking the view to a portion of the screen. this did make it hard to see the areas immediately adjacent to where i was, which was a little frustrating. a lens-type graphic effect might fix this, but i can imagine that taking a little more time than one has during ludum dare :)
I have a DK1 and a Leap controller, but no Hydra. :(
the scrolling of the land felt weird to me. when i see a frogger-type game, my expectation is that the land is stable while the water scrolls.
keyboard wasn't working for me on the Web version, and the Windows link is to the Unity .exe, but doesn't have a _Data folder, so I was unable to move anywhere :(
You should be able to amend the Windows download to be a zip containing the _Data folder, so long as you still have the pre-post-dare version still available :)
Looks fun, but unfortunately I do not have XNA installed or an OS that supports it.
i like the gameplay of this, and i really like that it's a 3d-animated typing game. it looks like it could be really awesome with some more dev work. too bad theres no unconventional weapon but i see how there could have been one.
The gameplay was kind of slow, and the agility and stealth modes seem a bit superfluous, at least in the earlier levels. The node structure and flow gameplay idea is neat, and I'll tip my hat to the protagonist killing enemies on contact for once. I might suggest increasing the difficulty in the earlier game by picking up the tempo slightly, rather than making the levels more complex - they seem to get rather complex quickly.
So yeah, pretty cool. Nice work.
i really like how this turned the theme around in its head.
game wouldn't load for me. page just sat there displaying ads.
really interesting concept. i wish there was a better way to tell the right and the left apart. i kept getting confused about that, and that got in the way of me really enjoying this more. also the audio was pretty good.
ok, i had an issue with the game locking the mouse pointer to the center of the window, which i really disliked. apart from that - it's nice and silly, kinda fun running around shooting love at aliens. i didn't quite understand what was going on, really, but it seemed to really fit the theme, and i enjoyed the pew-pew-ness of the shooting.
Very nice!
lol fun little game. nice job.
i liked the graphical style and the music
I want to like this game more than I did. The graphics look really nice. The music and sounds are pretty solid. It seems to have a decent gameplay loop in place. I just found the controls to be really janky and that often resulted in the gameplay being more frustrating than it needed to be. If the controls were more responsive, and the starts felt more deterministic, I think I would be more motivated to keep going through the (frequent) retries.
I like the overall concept of the game because I used to play F-Zero a lot when I was a kid and just love to play any kind of f-zero-ish game. I felt the feel of the driving was a bit sluggish and the turning a bit too slidey, and I ended up slamming into the walls more often than not and wondering what the heck I could be doing wrong that the AI cars aren't doing. Music was pretty cool. Liked the 3D-ness of everything.
@benbennett @random-storykeeper
yeah, the "icy" handling is probably not quite what it should be. i'm waffling on whether to fix that or if switching out the handling mechanics for something different would be considered too much of a new feature.
similarly on the sound effects - i could probably adjust the volume down a bit, no problem, but there were also a few sound effects that i ended up just commenting out in the code entirely because they were not working properly with like 2m left before the jam deadline.
the shooting mechanic is a vestigial leftover from earlier in the jam, when there was more destructibility planned that unfortunately didn't quite make it in due to some technical difficulties with unity. i could probably just remove that, since that's not really adding anything to the game at this point.
thanks for the feedback!
I really enjoyed the simplicity of the game and the style of the audio and visuals. I also liked the not-so-subtle allusion to heroes eventually making a mistake after many repetitions of a seemingly simple task.
I could not figure out how to actually make money so the game ended up being just "hire or reject barnyard animals until you go broke".
I liked the bright colors and music of the game, and thought the overall concept was nice. I ran into a few bugs when playing the game, though: sometimes the sprite graphics would not display at all. I was able to play through the game a couple of times, but found it seemed to end kind of arbitrarily - then I found on the next time I started the game (I had to restart the game to get back to the instructions), that the honeypots turn into beehives when they hit the ground, and the game ends when you hit a beehive - that made some sense, but then I realized that I wasn't seeing the beehives that were being spawned from the fallen honeypots. So, nice little game, but has some bugs that limited the gameplay for me.
a nice simple little adventure platformer. was fun to play and did not run into any issues.
This was really fun!
Pretty cool concept and a fun little game. The sound was a bit rough, and fighting the larger elemental things could be a little frustrating with the limited view area. I liked the graphics and the overall mood created by the game.
Nice, simple graphics. I kind of wish I had a little bit more control over the ship. Otherwise nicely done!
Nicely done! Good pixel art. Audio seems well done. The controls were easy enough to get going with and play through the game. I thought the gameplay was pretty unforgiving, but that just kind of played into the theme of the game, so it kind of works and even plays off of it a bit for humor. I couldn't help but lol a bit every time riders would fall out of the cars.