Lovely Bullets by lightspeedlucas 2013-12-16T21:00:00
When I saw this entry on the list I was sceptical, but after I played through this... you're one of my favorites!
Foon → Ludum Dare Explorer → Users → Tonasz
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | Glad You Came | jam | 729 | 2.93 | 2.24 | 3.30 | 3.83 | 3.46 | 2.56 | 2.81 | 53 | ||
| 2014 | 31 | Entire Game on One Screen | Little choo-choo world | compo | 409 | 3.33 | 2.93 | 3.22 | 3.40 | 3.49 | 3.26 | 3.05 | 2.90 | 77 | |
| 2014 | 30 | Connected Worlds | twone minds | compo | 110 | 3.76 | 3.61 | 3.39 | 3.90 | 3.83 | 2.76 | 2.91 | 3.32 | 66 | |
| 2013 | 28 | You Only Get One | One upgrade in heart | compo | 570 | 2.93 | 2.86 | 2.91 | 2.42 | 3.05 | 2.41 | 2.78 | 2.72 | 85 |
When I saw this entry on the list I was sceptical, but after I played through this... you're one of my favorites!
Nice minimalistic design - geometric shapes, the way you shoot bullets, animation of the enemy reconstruction. Simplistic but really, really enjoyable mechanics! Controls were weird at the beginning but ok when I got used to it. Only feedback of shooting and hitting enemy could be better - at the beginning I wasn't even sure if I hit enemy correctly.
AVGM comes to my mind after this. Only with diffrence that smashing head in TV is more pleasent than clicking a switch.
Aw that steering... was whole fun! The first few plays map was a bit unclear for me - I didn't know I can drive through some of tiles (like gas or... something I still don't know what it was) :)
This... game... is... so... awesome! And made only in 72h! Wow, instant follow :)
Such a pleasure for eyes. Such an ejoy for player. ++ for hidden roads and fun with different run i took. But you really could do something about irritating mouse (maybe hide and highlight center point of screen for targeting?).
These two universe specific tunes made the whole fantastic mood!
Rezoner in his great as always shape! I was counting on you and you didn't disappoint :) Congratulation!
I figured out the moment when Jago got stucked - it was really unclear that I had to go left. But I got stucked later - when I got throwing knifes, lost ability to jump (even single jump) and kept falling from platform and resetting character...
I love this minimalistic art style and enjoyed this idea for puzzle gameplay. :) The mechanics of boomerang could be explained better, but I think I got it. Are levels generated or preseted? And I'm not sure if that's bug, but few times the ball has moved around after failure, and once got inside a tree.
Thank you for all comments!
You're right - there's a lack of litting up arrows and better indication when to hit them. I thought that sound would be enough, but that's not true. If I make a better version after LD, I'll take all of your remarks.
Another thing I'm afraid is a chance, that unbalance could ruined a bit experience - some of you could not see none of two endings. :)
Thank you guys, I'll definitely make the updated version (ofc second, out of compo) with at least better visual feedback, stats comparison and bounding boxes. I'll try to do something about rhytm and maybe upgrade a bit mechanics + add second infinite mode.
Cool story: It wasn't going to be rhytm-based game for a looong time :)
@Broxxar [SPOILER to others] "RNG" scripts works the way that lets you upgrade to at least one orginal part or weapon (they don't count as "news" - character doesn't hold it in finale scene). The true is that "classics" are a bit weaker.
@taocayo high-five!
Totally loved! And hated for the way you used theme - i'd like to see longer version of this fun! :) (and more creative way of the usage) Visual style is so fantastic! Could you tell me if this low poly style is an effect or special technique (which I could google&research) or program?
I was sitting with friend in collage checking out Ludum Dare games while wearing earphones like in the picture. Imagine our faces when we discovered your game :) Fantastic idea but we got big problem to find out how it works. I just noticed the cheat mode and see it explaines a lot.
It's so cute I wouldn't say it's mans hand :) Also, control scheme and cheerful sounds made the whole fun.
I started getting into this mechanism (one touch timing game - like) and then it suddenly ends. :c Congratulation on creating really cool mood :)
I totally love the idea since I saw a post about it in your journal! I laught so hard :) These simply artstyle fit the game perfect. The only thing I miss is propably difficult curve. After that thousand-something points I wasn't sure if it's getting more difficult. But till that I got a fun :) Like dsoft20 said it fits a touch screen good.
Great atmosphere! I hope you'll enhannce the whole game because I really enjoyed it. Lack of attack animations confused me at beggining - I coudn't catch the whole targeting/fighting idea. Trying to keep a distance while opening doors was (positive) hard :)
Ankward controls are ankward but I found them them whole fun - using arrows makes the game unnecessarily easier :) Really enjoyed game and art style.
Humourous typing game - a lot of fun! :) But two things - 1) not being able to skip text animation or an option to disable them completly. They slow down and resizing was anoying for me. 2) found bug: pressing pause during boss animation stops time in the next round.
Great one! I really enjoyed the whole concept and mechanics and your polish in every single category :) I look forward your longer, more difficult (and probably as you said - mobile) version.
AWESOME! Best game seen here so far. What I loved the most is character talking whole welcome splash screen - I was just waiting to see what he's gonna say. [Yes test subject, just hang out sounds fun!] And black screen after death is good aproach to theme - simple lack of restart button repairs the flaw of the other games ("oh yes, you got only one life... but why not to restart?")
Shame on you for making such AWESOME (while beeing also very simple) idea so confusing! Long waiting at the beggining, help scrolling on the bottom and not clear at all "Car left in lot" msg made me feel lost. 24 hours for me, guy from Poland, would be better but I got the matter of "one" theme. You could also add numeric clock above - it's much clearer for me. Anyway - congratulation :)
This game isn't lenient at all. This fact + yours highscore to beat kept me hitting "retry" many times. I wish there was some kind of beeing able to miss sometimes and keep going but on the other hand... this would ruin the whole, funny and a bit abstract concept :)
I appreciate the way you implement hit-circles, it turned out as good feedback for rhytm-based game.
That's a good one. I completed it with big pleasure :) Simplistic and neat design.
Cute, adorable and I can't stop doing backflips! <3 Good I got xbox controller, because I feel pad controls done a lot better.
Truely awesome few minutes! I even won't list pros, 'cause everything is perfect. :)
Totally awesome! I've been playing it with my friend about an hour, laughing the whole time!
It's fantastic game. Everything from idea and interpretting the theme to art style fits together perfectly. If only it wouldn't be so repetive after a while... :) Congratulation!
I totally loved art direction and general idea but it's a bit confusing. I got lost at the very beginning, came back for description ("oh, I must find other lighthouses, cool!"), came back to game, got confused about ghost and light and again lost about probably third lantern. I like how you polished the moment of changing bulb - work of camera, sound of climbing stairs, animation of clumsy walking.
You're right, we got quite similar idea at the same time. I also wanted to focus on logical aspect, using and avoiding obstacles to reach the goal, but I thought at the end, that I won't be able to make many, well-designed level and I focused on something else. But you did it right. I really loved you puzzles, great job! Pity me, I lost my temper after "Pleasure yourself" level, but I will return and finish it later!
Genius in its simplicity. Perfect audio-visual mood.
@Jaloko, belowzerogames, Ossi, mrexcessive, Lars Faust,
simileinchen, Mezzenstein, mrspeaker, panurge, icedvariables, glocks:
About "multitasking difficulty" - Even I was shocked how difficult it can be while I was making this game. I think I may try to make something post-ludumdare concentrated around that mechanic. Also - unfortunately lack of time translated into lack of balance on later levels.
@theCoder15, Prynok
I thought it might be better to polish than add many rough elements but it hurts when I see how many crucial thing I didn't implement...
@Lars Faust
Oh it totally sucks! There should be normal path finding but haste took it away ;) At least you can kite them to lower difficulty ;)
@Mezzenstein
Binding of Isaac was a part of my inspiration set ;)
I loved concept of kid going to school and falling into his imaginary dreams. Art is beautiful! But gameplay... First level is impossible to complete because of randomness, but you know this (thanks for "cheat" version!). Second also has bad mechanics. Character has depth, but shots doesn't. Hitboxes should be different, because now you often see that shot should miss character but it doesn't because it hits sprite anyway. Because of this, there are some random situation when can't avoid shot anyway. And in third level I noticed you probably wanted limit block duration to discourage player to just hold block (good idea), but it didn't work properly. I also wish there was more told during walking the "real" world.
This parent - kid mechanic is genius. Really fun game, if only you had enough time to implement these tractors and stuff, because walking is a bit irritating after many upgrades and power-ups. And there's a graphical glitch if you use high resolution monitor.
Fun idea, I think it's similar to mine. Even though I like challenging games, I found this difficulty a bit frustrating because of level generator - sometimes it gives unbeatable obstacles (at least I find them unbeatable). Could you also explain hanging mechanic? Can I jump after grabbing a wall?
I really loved the concept and can't wait till you upgrade it with more levels and better controls. I think it should somehow snap to a grid in order to avoid shaking.
I'm after first play through (there will other, I'm sure of it), I found out who was ally and I'm really happy I got choice there. And a game alone... is superior and my favorite in this LD :) When I run it I said to myself "hmm it's like God Will Be Watching, I loved it <3" and then noticed you are the same guys who did it! Great job!
Yay I finally managed to complete it. It was really slow-paced. At first I thought it's a bit too slow but then I realized it gives melancholic mood I really appreciate and I don't regret playing it for so long. Game is really polished with some super cool animations (like smashing your neighbors :] ). Audio adds a lot to mood. I enjoyed every aspect of it - okay, not a little bug when I got less currency for trading than they declared.
I first I thought player shouldn't be able to move during transition (wow, they really gave that feel of polish) but then I found out it's difficult to pass few levels without it. Game is really difficult when you have to control two at the same moment - I had to give up later because of my lack of coordination :C Nice, chilly background music. I enjoyed whole game a lot, lovely entry :)
I'm pretty shocked how long I was playing this game. Super fun idea, please, continue work on it :)
Concept is cool, graphics neat but I can't get through these controls. I know it was probably for purpose (game name), but because of them, game gives me more anger than fun.
Woah! Man, I adore you :) Still come back to this game to try again and have my mind exploded again.
I wish the game over screen was later, because switching cameras would not only raise fun factor a lot, but also give challenge! :) There's few glitches, like guys walking through building, important guy standing nearly outside of view (saw only his arm) or only one agent when game says about two. I like your idea and mood you put into this game with this graphics is FANTASTIC.
Wow, amazing game. Very fun to play, innovative (never seen similar idea!), super polished, funny, ahh! Fantastic :)
Mobile games without microtransactions? Always cool! ;) I liked finger mechanics making even simple things harder (but still on level giving satisfaction) due to controls and covering half of screen (like in real life).
@everybody: Thank you for playing and comments. You can make train faster with Q key, but there should be screen indicator.
@caporaltito: The space between Goods and Buy wagon is where Passengers option where, but I abandoned it, because I didn't have enough time. I was planning something you said - time limited quest of transporting people.
@seledorn: I even tried to put Snowman on map but it's not as noticeable as I wanted :)
@Vulture Tamer: I could implement day/night cycle changing prices.
Wow... Beautiful! Well done art style and mood. I Loved this game (notice big L in Love). Only 3 flaws: I still don't understand green's mechanics (although I somehow passed that puzzle), I don't get theme correlation, sprites sometimes overlaps themselves in wrong way.
I appreciate game concept (it's really cool!) but whole game was too confusing for me. I couldn't even properly see what's happening on the screen because lack of contrast. Shoots mechanism was also weird - is hit/miss random thing? Also framerate was worse after a while.
I love these aesthetics. <3 I think it's one of most beautiful games in this jam. I hope I will learn some day how to create these low-poly art like yours. Game is really polished, I didn't expect that new waves will posses new abilities. Add to that player skills, nice (and smooth!) animations and I notice here lots of content of good value packed in one game in only 72 hours! It's amazing!
Wow I survived till the end - and it was only pleasure in such a game :) Got me a while until I understood weapons (= when I noticed huge yellow note). Well done execution of a nice concept. I didn't know that simple console can give so much fun!
When I saw this nice looking screenshot and later that one-button jump mechanics I was sure this game is super cool, but then... staring at monitor and listening to music turned out to be the most efficient way to play it. I hope you will polish this idea after compo, because I would definitely play something like this on phone :)
I wish you had more time! It's very interesting concept! I'm delighted by the way you introduced movement instructions and then connected them with game mechanics. This sound indicator(a pity, you couldn't make it work) was also promise for few fun mechanisms. Enemies from letter particles - super cool! Please, spend some more time on this project and deliver us cool experience, promised by this demo. :)
As a fan o X-Com I really appreciate the game :) Moody and pixelish take on subject. Mechanics are maybe a bit too hidden in game, but after few plays I think I find out a bit It's nice you added different classes and skills, but it's a pity that enemies are so plain - just simple diversification would add additional layer to strategy - for example order of eliminating :)
Okay, there was many fun game on this ludum dare, but I dare to say, that this one has the best gameplay mechanics. This innovative mix of few simple mechanics gave me so much fun... And that polish! Mhm <3 Great pixelish art, nice soundtrack, excellent mood... Every detail of this game is perfected! I'm now sharing it to everyone. :)
Maybe mechanics are too simple but I don't care. The polish you put into this game is over it. I love double theme correlation. The way flies approach you from different angles and cast different shadows creates such a nice mood. The use of screen (minigame + stats; the last one could be more visible during main game) is really creative. Catchy tune in the background. Every simple detail you put into this game is outstanding. Great job!
Moving around your flashlight is really uncomfortable and takes too much time. Maybe rotating it using mouse or Monako-like field-of-view would be better? After I grabbed few cases I got much trouble in looking for another one, mainly because of slow rotation. Also there was bug, that guard didn't really want to notice me even though I was running in front of him. Anyway, congratulation on finishing this game and good luck! :)
I totally love your interpretation of theme. It's fantastic! One of the best so far. I finished it with 65 deaths and I can say "death is useful" :) Final screen made me laugh. Raw gameplay is classic and fun, maybe controls sometimes behaved strangely, but one not simple move as a ball :)
Like raincole said - sounds are waaay to loud. At first I didn't understand concept - "Why there are shoots without ships?" "I thought it's HP of my planet, not mine.", but then I got it and realized that it was even better idea - that trying to avoid bullets and hit enemies and not taking care about planet. It reminds me stuff like Binding of Issaac, but in space. Good job. On other hand, there are many little stuff to polish like color of health to pick, feedback and effects etc, but c'mon - there was only 48 hours :)
15780 - http://i.snag.gy/1dlDJ.jpg :)
Really nice game. Cool graphics and background sounds. Gameplay wasn't what I expected from screenshots but I enjoyed it a lot. It's good concept but need... something. I don't know what exactly. Maybe it's a matter of randomness - when I found cool combination I was only rolling dices looking for better outcome (which didn't come). Maybe it's a matter of mechanics which could be more "open" - maybe less log observing and more observing of these landing animations? I don't know, but you did good job :)
Nice twist about "tower defense" mechanics! It's something worth working on! There are also few "polish tweaks" to be done like tower got rotated the way its peak went off the screen or the fact i didn't know what to do at the beginning.
PS: Little prince reference :)
The theme fitting is done fantastic and creating superb mood. It's also thanks to graphics and audio you did. Great polish! Also, funny writing, even more funnier "blood ending". Every character showed player different attitude toward call and situation, I'm curious how it would work in longer, "full" version of game. Anyway, perfect "one shot" game :)
I got the same problems with understanding interface as Phoenix. Orders system needs rebuild in my opinion. But the rest.... Beautiful graphics and great music. Gameplay idea is worth enhancing, because I like these coordination between fighting and making potions which you must learn by the time and decide if it's better to use them or sell.
I couldn't find more - http://i.snag.gy/IJNCG.jpg
Anyway I really enjoyed the game. I appreciate things the other commentators listed. Game is really polished and even though it's just "find a wally", you put inside many additional mechanism (cash, bombs, etc). Only one thing I don't understand: why standard cards gives me mainly +1$, but sometimes I loose 20$. Which one does it?
That's how queues in real-life hospitals should be done! :) Fantastic game. Well polished, nice-looking, humorous and very fun in mechanics. I loved that chaos, ever-changing position in queue, bleeding out next to doors and going home because boredom while being half-dead!
I love the concept, swinging with sword is tactile and really fun, but because enemies are only standing in a single spot there is no challenge. Maybe something changes after 3rd level, but I couldn't progress because of glitches - some of monsters (even boss) climbed on walls and got out :) I think I can call it solid prototype to a very cool game, I'd like to see.
Switching gravity is so confusing... in a positive way! I had fun trying to pick the right one to avoid being hit and be able to shoot back. It's solid entry, which could be prototype of something bigger. BTW: Is it me, or is it impossible to avoid shots, because they are charging faster than switching gravity?
As a fan of Zachtronics games I loved this. And I also haven't noticed pause button till the end, so I experienced that sweet chaos. I really enjoyed the fact that it started with "That's it? Game gonna be probably dull..." to "Oh! Now I must to rethink everything!". Plus, I didn't understand at first how Jumper works and that it behaves differently with different package. WELL DONE!
Fantastic, super polished, beautiful game. I knew it will be something great when I saw screenshot somewhere in the ludum dare feed. I wish there was more levels...
Awesome game! I love everything about this game, from idea (Chinese room is an interesting subject I tend to return in thoughts), to execution with brilliant mood thanks to cool graphics concept self-made critical sounds. It's also the most interesting theme interpretation from these I've already seen. I haven't completed it yet, but I will try in a future - time between decisions discourage me, but I think it will be worth. Also: I find concept of sustaining your body crucial in this game, it's not redundant like somebody said in a comment section.
Simple, but cute and very fun game. I loved it and its humorous "don't touch a ground" mindset, we all remember from childhood.
The only con is that I got technical problem, because room is presented with 45 degrees angle and you often have to press two arrows plus space, which didn't work well in my situation. But WASD was working perfect and gamepad even better.
PS: Where is that chilli pepper?! :)
Genius. Just... genius.
After many rounds I still couldn't find out rules. For example, when I found out that dragonslayer needs red shield, I noticed one dragonslayer still died after I gave him it. Plus time is moving to fast and dragged items don't always stay on client. But still I had fun and great you did make it through weekend despite problems!
This game has amazing art style. It's only jam version, but I would totally play a game with these graphics and concept which sounds pretty cool. Unfortunately, characters has serious problems with pathfinding what ruins a fun - I haven't found out what is a chest for because nobody goes after her, you can block path completely etc. I really would like to play a polished post-jam version (I even searched for you twitter to find out I already follow you because of flotsam :)). I would love being such cute and dangerous dungeon! Btw: Mechanics of activating traps is tricky and I like it.
I can't believe such simple game gave me so much fun and that skeleton's "stupidy" is an actual mechanic :)
That's addictive one! It reminds me all these games which teaches you how to use vector drawing tools by resemblance (for example bezier curves. It's also very polished in its simplicity. Good job at keeping being challenging and with good learning curve at the same time. Well done, had a lot of fun!