Attack of the Space Fruit by whoiscraig 2012-05-12T16:40:00
So challenging. Damn you, heat-seeking oranges and exploding lemons. :D Usually I die because I move into the fruits rather than the fruits hitting me, though.
Foon → Ludum Dare Explorer → Users → trylle
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 28 | You Only Get One | The Door Juggle and Crowbar Avoidance Game | jam | ||||||||||||
| 2013 | 27 | 10 Seconds | Sphere of Destiny | jam | 17 | |||||||||||
| 2012 | 24 | Evolution | The Last Stand | jam | ||||||||||||
| 2012 | 23 | Tiny World | Space Cabin | jam | 65 | 3.43 | 2.82 | 3.38 | 3.71 | 4.03 | 1.23 | 2.79 | 3.00 | 72 |
trylle leaves an average of 23.0 feedback comments each event.
So challenging. Damn you, heat-seeking oranges and exploding lemons. :D Usually I die because I move into the fruits rather than the fruits hitting me, though.
Sweet, simple game. Cool song at the title screen. Miss music inside the game, though. :)
This seems like the kind of game I would like (I like spacechem a lot), but I ran into some issues:
It's not easy to identify all the things here. As others have been saying, tooltips really would have been a great (vital, actually) help, and the GUI needs to be more user friendly (I keep deleting things I want to keep and not being able to delete the things I don't want - wires especially).
I still can't remember what the up and down brackets were supposed to be (I'm thinking comparison operators, on/off trigger lines), and it seems like I have to restart the game to get the descriptions again. Some of the icons could use reworking (pick up, put down seem inverted).
Having to account for delays in the system makes it very difficult. We're getting a lot of behaviour thrown at us at once which makes the learning curve very steep, and circuits quickly get out of control (and debugging them isn't easy).
Being able to change the logic while it's simulating seems like a cheat. I accidentally got through levels without finishing the logic I wanted.
Some nodes like the obstacle sensor produce output without being connected to current, which seems strange. Does the input for the obstacle sensor even have any effect? Proper IO descriptions would have helped (stick them in the tooltips:).
The music got on my nerves pretty fast. For a game that one probably has to spend a good 15-30 minutes in, it would have been nice to have something that didn't repeat in like 10 seconds. Shortsighted use of music like this actually make me yearn for a negative audio rating.
Anyway, even though I'm criticizing a lot here, it's a really good effort for 48hrs and a promising game. I'll probably give it another go later.
Well, that was certainly ambitious. The game effectively felt more like a slide show than a game, though. :)
Damn ants! Do something, anything! Oops, bird snatched me. I win, yay! :D
Pretty cool game, nice music. Won on first go, felt a bit tense at times, actually (in a good way). I guess I won more due to luck rather than strategy, though. :)
Had to run it at 1280x720 to see all the GUI elements. The command system seems a bit odd, it seems to be trying to fulfill multiple orders at a time and other times they seem to be aborted? Needs to have a bit more feedback to the player here.
While the concept is sound, the current implementation is quite frustrating. I suppose you're probably aware of these issues, but here goes anyway:
After I get out of the ship and start touching tinies (that sounds wrong:), it's a nightmare trying to find my ship again (at least we've got R). It also took me quite a while to figure out how to kill the tinies even though the description does point you in the right direction (shooting them with your ship is ineffective) - I started stomping them with the ship initially. :D I really would have liked some kind of indication of progress when shooting things, as well (health bars?). Being able to strafe with the ship would be very useful for dodging attacks while being able to do attacks yourself. It'd also be more fun if I had a higher rate of firing (at the cost of less damage per hit). Planets appear to be moving in orbits, I think, but if you're going to have that, then gravity should affect my ship as well so that I don't have to constantly catch up with them. Also, I must have been terribly unlucky and have unity freeze (first time I've seen that) on me when I got to the shield planet (where the game does seem to get more interesting). Not much you can do about that, I suppose. :)
Good effort, anyway.
Er, I think every time I died it went to the next level. Never actually got a game over, but cool enough. :)
I actually thought the movement was a bit sluggish, lots of inertia and fairly slow acceleration (would be easier if I could move sideways), couldn't really dodge attacks.
Good effort, though.
Funny game. I had to open a terminal to a linux box to play this game, but it was worth it. :)
Seemed to crash every time I pressed backspace, though. I also didn't quite get the logic of the user correcting the document, though. I mean, it just turns out a godawful mess anyway, especially if you move the cursor up and down. :D
Hm. Link doesn't work.
Woo, I win! I love the little yay graphics when "saving" a guy, but seems a bit weird that I just leave him afterwards. I guess they just wanted some company. XD Needs a bit more game to it, but good effort.
Nitpicks: If I can only move by using the jetpack, why does a walking animation play when I try to walk. Seems a bit counter-intuitive. Also, no big deal, but I get quite a bit of view jittering. Seems like the collision detection code needs a bit more tuning? Feels a bit strange with gravity being applied as a velocity rather than an acceleration on a game that emphasizes flying. The menu needs to be fixed, had to read comments to figure that one out.
Great game. Played it all the way through. Graphics were pretty cool; love this particular vector art style. A lot of content for a 48 hr game.
Missiles did seem to struggle a lot with objects simply moving at a constant rate, would spin around rather than hit (probably not predicting the movement of the object). Controls did take a while to get used to. I think I would have liked to see the tiny part of the theme emphasized a bit more in this game, too.
Very interesting mechanic. Seems a shame though that you always have a high probability of getting a planet dumped on the base frequency/slot(?), though. Maybe part of the spectrum shouldn't be included, or have some switch to invert the probabilities? The audio was pretty annoying; would have preferred no sound, I think. :D
Being able to push blocks into the water definitely did nudge this game up a notch on innovation. :) Only got up to level 5, though.
Cool game. :) Gathering gnomes seems a bit superfluous, unless I missed something. Kept just hitting b and x when I wanted to throw them. Maybe they should just pop up and start following you right away?
Surprisingly fun, good controls. Love the pop at the end (a balloon pop sound would have been cherry on top, though). :D
Pretty sweet game. Took me about 40 minutes to finish, but did refer to the walkthrough a couple of times. Seemed to collide with some invisible cube when jumping from tall tree on tiny asteroids 12, so am very glad I played the non-permadeath version. :)
Cool game, good effort. Curious how the game can have such a fatalistic, grim setup and still manage to be cute and funny. :)
If you want me to nitpick, some of the audio could have used a bit more volume normalizing. Winced a bit when I heard the palm tree collision sound. ;)
Cool game mechanics, love the art. A bit frustrating that it was so easy to get stuck, and then having to restart the whole thing, but I guess I'm just lazy. :D
The sheer amount of polish for this game makes my eyes hurt. I wonder how much time you spent on concept and implementation vs just making it look and feel great. :) The game itself was way too difficult for me, though.
Looking forward to an easier version with improved controls.
Surprisingly challenging and fun game. So easy to sabotage yourself, if you're not careful. :)
Oh, God, the jumping part with the tiny pixel was sheer torture. :D Great production, cool use of the theme. :)
Very nice! Controls felt good and game was pretty entertaining, although a bit short.
Would have liked a 3x scale mode (or maybe fullscreen?), cos a bit tiny on my monitors.
Also, barbed wire doesn't seem to hurt, just serves as an obstacle. Would be neat if you could run across them at a health cost.
My God, it's full of kittens!
I'm not really sure how they manage to survive. I think I was expecting them to go feral and just eat everything in sight. That would have been pretty satisfying. :)
Quite fun and moody. I got the impression that certain plays of the game just didn't provide a distribution of propane that would allow you to win the game, and so it became more dependent on luck rather than skill whether you actually won the game. Also, I thought the propane tanks were bombs to start with. :D
Simple and fun. Good pacing for me. Needs power-ups and all those tropes. :)
Nice use of theme, and funny last level. :)
Some peeves with the game window being so tiny. Would have liked an option to scale it up (3x pixels or so). Also when I lost I kept accidentally clicking on the level selector and ending up at a random level rather than retrying the one I was playing. I suppose a level indicator would have been nice, too.
I'm wondering a bit what I actually am in the game, though? Loch ness monster, dinosaur or something?
That was pretty sweet. :) Didn't have any problems finishing the game. Seemed fairly logical(!), fun dialogue and I actually liked the art a lot. I think the color fusion thing was the only puzzley thing I didn't quite follow (the green cross with the little circle on top for the ghost planet). I'm pretty sure I picked the wrong color combos for that, but it still accepted it.
Cute little game. While I understand why the player movement behavior is as it is, I still think it could be improved. I got completely stuck at least once, probably because I was stuck a couple of pixels above the ground and could seemingly not jump anymore. Did manage to save the princess after a couple of tries, though.
Too frantic for me. Maybe would have helped if it wasn't so picky on having to click on the planets themselves. Dragging to the ring ought to have been enough imo. Pretty cool stuff, though. :)
Yeah, as others say landmarks were surprisingly easy to follow. A bit miffed after the last shaman cos couldn't tell what my view radius was and no indications as to what parts I hadn't explored, so I didn't at the risk of having a single unexplored tile. Interesting stuff. :)
Nice. :) But I wish there were subtitles, as I have difficulties hearing. Guess I can't really expect accessibility from a ld entry, though. :p
I want a machine gun. This blaster sucks. :D And loads more monsters. Would definitely have been more entertaining if the pacing was more furious.
Looks fantastic, great concept, but seem to spend prolonged parts of the game snacking while waiting for more stuff. :) Wish there was some more micromanagement to occupy my time. There was also this black texture popping up over my view at start and end of the game. Was worried I wouldn't be able to see the ending.
Game crashed on the 4th or 5th level. The one with a staircase of boxes at the start. :( Also, controls are kind of error prone when rolling, jumping on the world. Often had lots of game-breaking unintentional movement on it (so had to reset). Was enjoyable up till crash, though. :P
My brain needed recalibrating to figure out the car controls. :p
Why can't I move past the green stuff? Isn't that just grass? :) Also lol I didn't need the key? Almost aggravated me when I got to the gate when I was trying to get to the key. :D
Same issue here as haslettj and MurrayL
Wait, what? There's two mouse cursors! How confuzzling.
Also, was kind of confusing to figure out how to chop trees. Didn't realize there was a slider on the right hand side showing that the action was being performed, so I kept clicking on stuff expecting things to happen. Also didn't realize the mouse wheel did anything, or that the crafting screen could scroll either except by accident. So, some more instructions would be appreciated. :)
No position indicator on minimap (or indication of what's there) sucks a bit? The map also seems a bit hueg for what the game is (definitely not a tiny world). As an ld entry, it could have been smaller, so people could finish it faster and get the gist of the game. Map generation looks fairly natural. Couldn't figure out where the iron ore was, so I didn't build a boat and win. :( Cool stuff, though.
Cool. I made it to wave 10 before my thumb got tired of holding down the spacebar. I think the game could have progressed to more challenging levels faster.
LD27 — 10 Seconds (2)
Train Robbery by phaze0 2013-09-01T09:25:00
I have to agree with others that a time limit on planning is problematic given the UI. Seems a bit hamfisted for extra usage of the theme. Other than that (and a crash), pretty cool game.
A_VOID by manofdoom 2013-08-31T08:32:00
Love the art and sound. Sadly, having quite a few crashes here (Win8 64-bit), so I haven't managed to finish the game. The booting screen gets a bit annoying after a while, is it possible to skip?