Money Mafia by miltage 2019-04-30T20:07:45Z
I love this game, but it's just too short. Some more enemies and guns would be nice too.
Foon → Ludum Dare Explorer → Users → tubaDude99
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | 👥 | Wings of War | jam | 359 | 3.72 | 3.88 | 3.55 | 3.94 | 3.16 | 3.30 | 3.44 | 3.33 |
| 2023 | 54 | Limited Space | 👥 | Not Enough Space | jam | 758 | 3.37 | 3.40 | 3.02 | 3.26 | 3.27 | 3.37 | 2.47 | 3.27 |
| 2023 | 52 | Harvest | 👥 | Food Thievery Deluxe | jam | 2.83 | 2.72 | 2.50 | 2.72 | 2.38 | 2.66 | 3.27 | 2.88 | |
| 2022 | 51 | Every 10 seconds | 👥 | Stopped Watch | jam | 262 | 3.83 | 3.88 | 3.76 | 4.21 | 3.47 | 3.64 | 3.80 | 3.38 |
| 2022 | 50 | Delay the inevitable | 👥 | Sheeplantis | jam | 3.04 | 3.25 | 3.50 | 3.16 | 3.00 | 3.08 | 3.66 | 3.04 | |
| 2021 | 49 | Unstable | 👥 | SheepWorm | jam | 1335 | 3.00 | 2.78 | 3.27 | 3.23 | 3.33 | 3.08 | 3.73 | 3.34 |
| 2021 | 48 | Deeper and deeper | 👥 | Sheep: The Origins | jam | 1519 | 3.13 | 3.07 | 2.95 | 3.35 | 3.50 | 3.17 | 3.50 | 3.18 |
| 2020 | 47 | Stuck in a loop | 👥 | The Chungus Machine | jam | 1379 | 3.04 | 2.95 | 3.21 | 2.67 | 3.15 | 3.50 | 4.13 | 3.56 |
| 2020 | 46 | Keep it alive | 👥 | Sheep Wrangler | jam | 2274 | 2.92 | 3.12 | 3.18 | 3.43 | 3.04 | 3.10 | 3.66 | 2.91 |
| 2019 | 45 | Start with nothing | 👥 | Lunar Revenge | jam | 1109 | 2.44 | 2.15 | 2.47 | 2.40 | 2.65 | 2.55 | 2.03 | 2.72 |
| 2019 | 44 | Your life is currency | 👥 | DollarBot - Ludum Dare 44 - First Time! | jam | 1030 | 2.86 | 2.62 | 3.00 | 3.08 | 2.91 | 2.97 | 3.35 | 2.84 |
I love this game, but it's just too short. Some more enemies and guns would be nice too.
The transformation ball is a little too OP, but other than that a pretty fun minigame.
I would love to see a full version of this game
I really love the ost playing in the background. Who composed it?
@luigi-rizzon Thanks for the feedback on the soundtrack. I did revise it and remix it a couple times, but they were too late to make it into the publish.
The link to download gives me an error 404.
Physics were surprisingly good. The only bug(?) was that when you touch a wall, it stops all vertical movement.
The mouse camera controls are way too sensitive, I couldn't jump, the lighting was glitchy (only the light closest to me would be on), and the objective was unclear. However, the graphics were pretty good.
It's a little confusing what each button does. Stim seems to increase stress and productivity and decrease health, yoga does the exact opposite, drink does the same as stim, and barz lowers stress, productivity, and health (and maybe increases fame?).
Thank you so much @noahnewline for pointing this out to us. Unfortunately @elmos-minion is asleep so we probably won't be able to fix it until tomorrow morning (EDT), but please come back to play the game and leave us some feedback.
@texz You lose when all of your sheep die.
A major problem that I had was mouse lag--The player would turn half a second after I would move the mouse. This combined with just a bit too much motion blur made fighting pretty tough. Also, I would seem to die at random times, even if no enemies were around. It was fun at first, but I just ended up getting more and more frustrated.
Very fun game! It reminded me of Muffet's fight from Undertale. I liked how the debris passing synced up with the musis, that definitely made it easier to time the shifts.
The music was great and it's a cool idea, but the map seemed too big. Often when the alarm went off, I had difficulty finding the robot in time to do anything, and it took me a bit to find any furniture to block him with. I really like the concept, but the balance could use some tweaking.
It's quite fun, and I like the humor and the D&D references (yay nerds), but it's really hard to aim the magic missile. It would be much easier if you aimed with a single point, then the missile fell from some point above it. I really have no idea where to drag the line to get the missile to go where I want it.
Ahah I see what you did there
I really liked this game, the only trouble was I didn't really find anything that would lead me to suspect the person who ended up being the killer; I actually accused them on accident and was surprised when it was right. I would just say add some more clues or make the clues you find point in their direction more, but other than that great job!
@chris-mulholland There is in fact a coffee machine, but I totally get what you mean. We were rushing a bit towards the end and didn't get a chance to adjust the difficulty much.
The movement is fun to play around with and I really like the particle effects. If you continue development, it might be cool to have an upgrade system for run speed, jump height, etc.
I like the Doom feel, but unfortunately I'm not very good at OG Doom so I didn't get too far. What I played was fun though; staying by the lamp definitely added an interesting challenge.
The graphic are really great, a little too great for my computer unfortunately (its pretty old). What I played though was pretty fun. If you end up adding more levels, it would be cool to have an upgrade system for your gun, or maybe other powerups.
I like the creative interpretation of the theme. The combat is a bit tough because the aim always seems to be about 5-10 degrees off, and the enemy bullets are hard to avoid, whether dodging or hiding behind a barrel. Really the only suggestions I have would be to either make the combat easier or add a way to heal, and maybe to add a shop or something like that where I can spend all my hard-earned money.
The movement is really solid and the art is pretty cool. One thing I would say is that it wasn't very clear what you were supposed to do. I chased the guy in the first room about eight times before I realized he wasn't going to do anything else. Like Enad I also glitched off the platforms to explore the map. Overall good job for a first Jam, it'd be cool to see a fuller version of this game.
I love the art, and I think the autoscroll mechanic has the potential to make this game a lot of fun. I'm impressed you were able to do so much great pixel art. If you do a postjam version, I would increase the autoscroll speed a bit, and increase movement speed, especially while falling and climbing ladders. As it is, it's hard to use a ladder to go up because it's really hard to get off at the top.
Love the art, love the mood, love the concept. It's very satisfying to track down a sonar blip and finally find some rare and exciting creature. The one frustration I had was in moving the sub up and down. Although I got used to it eventually, it's very hard to control, and the sub's slow acceleration made getting away from the shark almost impossible once I got stuck in a corner. Aside from the entire shark chase sequence, this is a pretty fun game.
I love the relaxing mood and the variety of enemies, and the movement feels very nice. The one thing I would say is make the shop a little easier to get to, after a bit I just didn't go back to buy stuff because it took too long, but other than that awesome job.
Awesome job! This game is a lot of fun to play, the art is cool, and the combat is very satisfying. I'd love to see more levels of this game if you were going to continue development.
I kinda like the idea of a first-person tower defense game, and the graphics are pretty cool. However, I found the game a bit confusing, the game could definitely use some kind of tutorial to demonstrate the mechanics, and the tank controls were frustrating. Other than that, good work.
This is a really cool game, very artistic. I like the art, and the audio is awesome. It's definitely an interesting message, however some parts of the game confused it a bit. For instance, it wasn't clear why interacting with the lake caused it to later dry up, or why interacting with the tree caused it to fall down.
A lot of fun! Very reminiscent of Binding of Isaac. The only problem I ran into was that a couple times the camera got teleported to a different room from the character, making me unable to see anything I was doing.
I like the concept, and the art is awesome. I love the music, it perfectly fits a fast-paced game in a magical library. However, the platforming is a little frustrating (for instance, how long you have to hold the jump button to get full jump), and using 1-2-3 was a little confusing at first (I'd rather just stand in front of the NPC I want to talk to and press one button). Additionally, it's a little thing but it'd be nice if when I accidentally hit the number of an NPC that wants a book, but I'm not holding a book, then it would do nothing instead of reading it as wrong. Aside from those things, it's pretty fun.
I love this game, what I played of it was pretty fun. The screws thing definitely needs to be more obvious, I had to come here and look at the comments to figure it out. I like the binary puzzles, although it'd be cool to maybe see a different kind of puzzle for each lock (different number systems, symbols, etc.). The bot noise started to hurt my ears after a little bit, and I had some kind of resolution problem (see screenshot), but other than that, great job!
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It's a nice zen game, however I think some music and some ambient sounds would really complete the atmosphere, and I think I would enjoy it a lot more with some relaxing audio.
I love the playermodel, it's very funny, and I like the concept of changing gamemodes as the level requires. However since it just cycles through I got softlocked a couple times when I had the wrong powerup to progress and there were no more enemies around. Additionally, the camera shifting left and right was quite jarring, especially with all the platforming I had to do.
The aiming is pretty unintuitive, I think some indication of the "center" point the balls are launched across would make it a lot easier, but other than that a clever idea and pretty well implemented.
Rolling physics are very jank and surprisingly punishing. In particular in the second level it seems like there is a jump that you can only make if you are rolling, so you really have to memorize where it is. Love the idea though and for the most part it is quite fun
Unfortunately my animations are indeed very geriatric as well, so I totally relate to just making shapes lmao. I noticed that the bullets didn't rotate to face the direction they were going, and the slippery but sensitive movement caused some frustration, but those are really just polish things. I had a lot of fun and the three-level gameplay honestly reminded me of the Muffet fight from Undertale. On my second playthrough I think I found a god-tier strat of standing on the top platform and jumping over all the bullets. It doesn't work for the lasers but absolutely cheeses the first two levels. Also I realized if you go too fast for the dialogue all of the voice lines play together and it sounds very chaotic XD.
Hysterical! I love the artstyle too, it certainly adds to the general ambience.
The sfx get a little tedious and it would be nice if you could sell all your MATH at once, but other than that it was quite fun! It reminds me of all the automation/factory building games I used to play on CoolMathGames. Excellent job!
A simple concept but well executed and surprisingly fun! I like how you can just focus on survival or for a challenge go for a high score as well.
Awesome job, especially for a first entry. There's definitely a really solid gameplay core, with only a couple major issues, both of which PowerOfSin mentioned.
One is that the shooting direction seems to be tied to the direction you're currently moving, not on your inputs, which makes it more difficult because you have to be moving towards the zombies in order to shoot them. It also seems to default to shooting right when you're not moving, which means that you have to be constantly moving to shoot any direction other than right. The other issue is that the shoot button (space) also closes the powerup menu, which meant that most of the time I wasn't actually picking the upgrade I got and was instead just accidentally picking the default one.
Aside from those two things, you've definitely got a solid game here. I especially love the mechanic of having to balance between making it easier to fight the zombies and giving yourself more time to fight. One interesting thing I thought of is that if you get upgrades after killing a certain number of zombies but the circle closes based on time, then theoretically you would never want to take the fewer zombies powerup because that would actually mean fewer powerups in the future.
Great work! As people have said, shooting in the direction of the player rather than the camera made combat rather awkward, and mostly consisted of running randomly pressing arrow keys while spamming the mouse button. The puzzle was nice and fun. I ran out of oxygen the first time because I accidentally kicked the bottle into the other room, but the second time through I figured everything out. My computer *was* wheezing a bit while running the game, but the graphics are awesome, and I love the cartoony style. One thing was that the game had no audio, although that's probably an issue with my drivers or something.
A fun little game! It did get a bit easy once I realized what was happening, so maybe a time-based progression would have been cool (but also difficult to balance). It would also be nice if there was some kind of feedback when you complete the task, because it's a little confusing before you realize it's all tied to the bars.
Great music, great sprites, super fun (if a little hard). *Chef's kiss*
Very funny concept + incredibly satisfying gameplay = I could play this for hours. However on the web build the mouse pretty constantly pulls to the right.
Eepy Guorts, devious Guorts
Screenshot 2024-10-07 211728.png
I couldn't really figure out how to win. My creatures never attack the most important enemies and my healing creatures never heal the ones that need healing. However I think with better AI or a little more control you'd have a pretty solid game here.
Omg this is amazing!
So much fun! The gain speed by turning mechanic feels a lot like trimping from tf2, very intuitive once you get the hang of it.
1.4 GB zip, crashed my PC. 7/10
Great concept, but could definitely use quite a bit of polish. I got the first skeleton's health to zero but he didn't die? Also the skeleton attack hitbox lasts for a really long time, which was pretty unintuitive.
Beautiful atmosphere! The one thing that was a little confusing was that some screens you needed to press e to change whereas with some you could just walk off screen.
A little short but fun