Matchlock Alchemy by sockfolder 2016-04-19T07:23:00
A confusing set of rules, but once you wrap your head around them, it's really interesting and deep. The rule interactions do make it a little hard to predict what will happen though.
Foon → Ludum Dare Explorer → Users → Tsevion
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 35 | Shapeshift | Euclidean Shift | compo | 793 | 2.79 | 2.70 | 3.13 | 3.65 | 2.43 | 2.35 | 48 |
A confusing set of rules, but once you wrap your head around them, it's really interesting and deep. The rule interactions do make it a little hard to predict what will happen though.
Fantastic Mood, good audio, and your use of lighting to hide the maze changes (well, kind of), was neat.
Clever. The perspective and light made it difficult to remember what was what, so the fact the labyrinth was constantly shifting was not obvious.
I gotta ask, is the name Torus related to the movie Cube?
Not super complicated, but a simple idea with good execution. Gets very twitchy at higher levels though, if there's a way to predict the switches I couldn't quite figure it out, and the timing of them leaves you scrambling a bit. Fun though, gets that old tetris feeling.
Solid game. Really impressive for one weekend. The controls definitely could've used some tweaking, directional changing was confusing, and the tools could've been context sensitive, constantly switching them didn't really add to gameplay, as there was always a clear right choice.
Charming old-school graphics though, and an appropriate soundtrack, and a decent feeling power curve. It's a fine little game.
An interesting concept. I had a lot of trouble with it though, but that's because I'm pretty tone-deaf. Once things get within a half-step, I stop hearing any discernable difference.
An interesting concept. The controls were a bit wonky for me, every so often I'd end up moving diagonally despite only hitting a single direction.
Amazing... some totally imbalanced card combos, but hey, that's what games like this are for. Using the tapeworm to minimize my deck I got it so I could play Extra Life every other turn or so, forever. Unlimited Stamina... So I ramped it up to 55ish, and then when I won a fight and got a junk card and tried to boost stamina, it just locked up, showing a single encounter card and no dialog. I had skipped the dragon once to farm more, that may play into it.
Tapeworm is super OP though... both it and Extra Life should be set aside from your deck when played so they can only be played once per combat... otherwise you can pretty much always cycle tapeworm faster than enemies can give you wounds.
Great soundtrack. Impressive work for 48 hours. Could've used some more feedback on what the various forms do.
I don't know how great it is a as a game, but it is hilarious, and has solid art.
Fun idea, but a steep difficulty curve.
A fun little game, great length, and quite amusing to play. Great audio.
Yeah, the difficulty ramp is a bit harsh, if I was making a regular game, I'd have a much less steep ramp, but I only had time for 10 levels, and didn't want to just give them away :)
Well, I've released a version with the bugs mentioned here fixed: Windows Version should download, I've added a second set of keybinds for the non-QWERTYs of the world, and I fixed the left/right swap. Thanks for comments.
For people having trouble with Stage 4 (the fourth screenshot): Try sledding down the slope while compressing and pushing right. In addition to the torque from hitting the keys there is a small force component in that direction as well (because it felt really annoying without any air control at all).
Heh, it's funny, you and I went with very similar concepts, it's interesting to see what you did differently. Good job.