13 jellyfish by Four Quarters 2016-12-22T04:27:00
Great game all around; trying to swap optimally is a good challenge. Getting ganked by the little murloc things and a ship at the same time is pretty rough tho :(
Foon → Ludum Dare Explorer → Users → tylerraz
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 38 | A Small World | Small World Collider | jam | 686 | 2.75 | 2.95 | 2.95 | 3.00 | 2.20 | 2.57 | 2.43 | |||
| 2016 | 37 | One room | Agoraphobic | jam | 763 | 2.87 | 2.77 | 2.19 | 3.36 | 2.17 | 2.37 | 3.41 | 2.70 | 100 |
Great game all around; trying to swap optimally is a good challenge. Getting ganked by the little murloc things and a ship at the same time is pretty rough tho :(
Really challenging, thanks for having a level select. I liked the wave 2 mechanic the best. I also think the player's hit box could be a little small, level 2 was really unforgiving.
Got some laughs out of it. It seems some of the choices to go with Missy break on successive run throughs. DOTS!
Fits the theme and game play is simple but effective. Character variety is good as well.
Specific game play feedback:
*I like how you can barricade while reloading; "unrealistic" but it creates a nice rhythm.
*Emily's barricade speed is OP. Grizwald's is a little too slow.
*There's a reverse difficulty curve, since there's less zombies as you close more windows. Maybe the last window could spawn more zombies or stronger ones to keep the pressure up.
The music does fit with the ninja elephant :)
The roommate sprites just begged to be crushed - punchable face kinda thing going on
Creative and great animation. The rink ads and audience are a nice touch.
Great fast paced action, and the art&sound style is perfect for a game like this.
I liked playing on the xbox controller over the keyboard.
Neat idea. The artifact running and intercepting runners is like a basic tag pro. A lot of the comments mention less players, I think it would be better with more if you'd be willing to go down the path of networked/multiplayer post-jam!
Decent fun as 2P, I'm sure its better with more though. Little guys are cute. I'm guessing you built this for PS controllers. We used Xbox controllers. The firing controls were reversed: left trigger fired right, right trigger fired left. And the B button acted as the X button. No big deal, but might want to add that to the description.
Neat concept, I actually think the controls are okay for being on a horse. I do think the room's health and the fact that it can die should be made more prominent.
Simple but addictive; the way you did hard mode was a great decision.
Played til the end, good job. Probably a little too long and could use some ambient music. Great retro look and use of the theme.
Good game, love the advanced bomb plants.
Kinda figured it out and got like 3 to the end, but going back to the start was just too frustrating.
Good effort and you have some good plans to make it better.
The 5 minute wait man. I laughed though, so +1 for that.
Interesting concept, the blocks pushing you to your doom is a good mechanic. People already touched on the controls so I'll just mention that the game over sound seemed excessively loud.
Played a lot longer than I would have initially expected too. I love the sentry turrets, wish they were a little more common. Grenades are really fun, if a bit OP.
Orbiting around is good, and figuring out the shots is a good challenge.
Great art and music. I'd suggest giving the player character a special attack or a charge shot.
The embedded version seems to not like firefox and chrome so I took it down. The itch.io version (Web) link works for me on Firefox, Chrome, and Edge. Let me know if it doesn't for you.
Had some fun with this one. Getting that massive sword at the end of each level is awesome. I do wish the enemies were a little more dynamic, whether with movement or some sort of projectile attack. Great work!
Funny idea. Keep at it.
Made it all the way through but got stuck at the hammer the clock phase for quite a while. Also the floating wardrobe obscuring the text was frustrating. Good job though, and great use of the theme.
Good job; zombies shouldn't spawn right in the middle/on top of the player though.
Cute art and fits the theme. Could be a little more clear about what the blue button is for.
Good puzzles and I like the partial time stop mechanic. I definitely think with more levels and a few tweaks you have a great game on your hand.
Platform alignment forces you to jump in and out, so I liked that. It's simple but challenging. Get the watermelons working/spawning in later and it'd be alright.
Very creative use of the theme and the room looks great! The conversations are okay but the frogs/butterflies can get a little too annoying, especially if they are obscured by the organs.
Game is good, dashing around is really key and the elemental system is a neat idea. At the current game speed it felt hard to make effective switches between the elements, but it kept the game challenging.
The enemy's look great and I love the volcano 'boss.' Music fits well with how frantic the action can get when a new wave spawns.
Points for 'going there.' Expected a little dialogue or something but nope, not needed.
Great all around, the music fits the game so well. Art and animations are great. A little more control would be nice, as the mage seems to get in a lot of trouble fast
Hard but fun and its hilarious. I think the early jumps were a little too hard, i.e. ramp the difficulty up a little slower.
Great art/sound style and real fun when you are supporting the friendly units. The pickup pinch is tactically interesting but can get annoying when you just want to flick.
Great use of the one room theme to create a challenging memory game. The pandas look nice, although the color variation could be a little more distinct.
Nice game, the voxel graphics do look great. The meeting mechanic provides a good challenge to think about and hits the theme on the head. And the upgrades give it a nice amount of content. Great work!
I like the enemy sprites. I get the push-your-luck idea but even then I feel like it could go a little longer (i.e. start with more spells).
Good puzzley take on TD games. With more levels and maybe some different tile types you could have something really good!
GG Cabbage, GG.
Last few levels were really challenging, but the difficulty ramps up well to them. Game looks great and the story is nice.
Great mechanics and art/sound style. As for post jam, it seems ripe for adding more content (maybe even a 'story' mode), so keep working on it!
Game play was fun but the death effects made my day. FLYING CHAINSAWS EVERYWHERE!!!
Great tutorial and the game is a good thinking challenge.
Good use of the theme and the pixel art is good. The room with 4 enemies got me a few times. Good job!
Its nice one you get into the workflow rhythm and start to remember the common grid squares. Fits the theme well and with some more work could be a Martian "Papers Please."
Also, an end of day status report would be nice. Good job!
Good choices and funny endings. Good pixel art and the music fits as well. Fitting the theme is a bit of stretch but its not a deal breaker.
Great game! The difficulty ramps up nicely, the healing and damage amounts are nicely balanced. I got to the final mouse sequence of the ??? boss but kept failing it :(.
Nearly perfect, great ramp up in difficulty and progression with abilities.
Great short story and it fits the theme so well. Mini-games as progress is a bit annoying, but there was enough variety to keep it fresh.
Fun game, when the clock starts to the pressure you, it gets quite hectic. Good job with the theme and bonus points for being festive :)
Really fun, played 2player with my brother. The ability to kill yourself lead to some good laughs.
Good little game, the 20 timer feels just right. Some of the hidden objects like the vent screws and wall spots took me a few tries to see, but I like that aspect for the challenge.
The idea of messing up the room to get paid to clean it up made me laugh. Even though the mechanic is pretty simple, its fun to try to beat your high score.
I spent the most time on dimension #25471, lots of boxes and spheres to fly everywhere.
I like the spell switching and charging. Elemental enemies look good and the last wave was a good challenge.
Great art/sound style.
Y'alls team logo is pretty sweet as well.
Great mouse and fly sprites. Getting the broom/swatter stacked on top of each other was a little annoying but still playable. I didn't really get why the mice were escaping during game play, but after re-reading your description it makes sense that there are special rat types.
Neat little story while keeping with the theme. Creepy atmosphere, good job on that too. The jump was a little sluggish and I never really had to use it. Getting the enemies to flip in the direction they move would be a nice little touch.
Fun combat-balancing the weapons and shield is a good mechanic.
I agree the mechanics/instructions could be better explained, maybe a screen/panel.
The controls are usable and I like flying around the room you've created. It's a little too hard find and shoot the enemy plane before it crashes though.
Nice farming game. Good UX: being able to multitask going around gathering and making stuff at the 'base' is a good feature; I also like how the wheat replants itself when you gather.
My favorite character was Cabbage. Good use of the theme while still providing a good amount of replayability/content.
This game had me going "WTF???" but in a good way. Game play was a little tough, only 3 hearts was very unforgiving. Thanks for the laugh!
So many potatoes! Good challenge, making barriers is important to slow the onslaught. I really like having to visit the points the stay in optimal fighting shape. Also goes well with the theme.
A few more enemy types and you could have quite a game!
Maze game play was a little too easy, boss was a little too hard and needed some feedback that it was taking damage. Great audio.
Not bad for the time frame, props for doing it in C++.
Fun game, bit of a learning curve but I was able to beat it after a few tries. The connectors could be a little more common; getting room combos is the funnest part of the game.
Great compo entry. Making an infinite runner work with the one room theme was no small task, and you made it work!
The jump seemed a little too high/hard to control but it wasn't a deal breaker and probably made the game more challenging.
Breaking out other prisoners and adding to your trail is the most fun component. I felt a little sad when most of my dudes hit the first mine I came across!
Cute art style and the waves can get challenging.
The dodge roll is a nice mechanic in light of all the bullets. Maybe a little dodge status bar that indicates when you can dodge would bring attention to better
Good concept, just needs some more content.
Jet pack as extinguisher, that's a cool idea. Watching the civilians burn and run around was pretty funny for some reason. Good job!
Good game and funky tune. Keep working on it, for sure!
Good controls and good challenge trying to keep up satisfaction. Graphics and audio fit well with the game, although the ending crash is a little too loud.
Good concept and the collecting mechanic for a multiplier is great. Paddle could move a little faster, imo.
Neat idea, good variety with the guest npcs.
Good concept, rotating room keeps the game chaotic. Area of effect of the jump seems a little too large in my opinion.
Good concept; leading enemies into the mines was satisfying.
Great game, the pixel art is well done and the monster effect/sound is so unsettling in contrast to the cute room. Great use of the theme!
Nice challenge, getting stuck really makes you panic, but since you can get unstuck, its a good panic. The eye monsters made me laugh. Game play wise, I wish you could attack in the air.
I like that you get to choose your defense zone; when tied with the procedural rooms in makes for some good variety.
I think if more 'sheep' spawned in as the waves advanced, forcing you to wander away from your zone to save them, you could have something great. Good work!
I like the conveyor belt for money mechanic. The robots look good and the death animation/sound made me laugh. More turrets/enemies and you could have a great little game.
Poor fishies. I love how the tank gets nasty. The little fishes messages were great, although a little spammy.
Brought me back to my teen years. Could use some variety though.
Nice to seem the theme in a competitive light. Cowboy sprites are great.
Having the shot walls/floors snap if you're a little off was a good choice
Made me laugh, good job.
I would suggest making the negative numbers green and the positive numbers red since the actions keep you from losing in that category.
Good variety of game modes but the racing game always gets me. Sound effects are best apart, so good job. Also, you seem to know what you need to fix, so good luck with that!
Pixel art looks fine and the grandpa with a chainsaw is neat. Looks like you have plenty of feedback on controls; the unity tutorials have a few good ways of doing 2D controls so check 'em out!
I kept playing until I got #1 on the leader board. Really requires you to plan and think. Great compo entry, one the of the funnest so far. Also, the music has a nice groove to it.
Post-compo you should consider adding ways for the player to affect the map; or even putting some time pressure on the player.
I agree with the other comments that the zombies are too fast. It was fun though, and when all the zombies pile on after death it made me laugh.
Fishy died in the dark :(
Made me chuckle, good job.
Cute dino. Thirst meter could probably be a hair slower.
Good arcade like style and using the one-room as your weapon is a great use of the theme.
The murder mystery is a good concept with regard to the theme; I think the other posts covered the main issues I had.
Thanks for the tutorial, its very important for LD games. I like the comparison to peg solitaire, as its got that beat yourself mood to it. Art and music work well with the game as well, good job.
Really enjoyed the mood, graphics and charlie-brown sounds. I think the potion ingredients could have a little color, and I had a similar issue to Endlessplumber: i was supposed to make a large potion per the customer, I messed up temperature and the game said 'make regular one.' So it seems like you have that reversed!
I thought the red lights were overkill at first, but they are a nice landing guide that gets you near the mayor for refuel. Planet variety was nice; could use some spacey ambient music or pew-pew sfx for the gun.
Overall great job; had to figure out how to 'die' strategically to get health/sanity refills, which is a neat concept but may be a little too counter-intuitive.
Really solid entry, I can see this placing high. The only improvement I could really thing of would to make a more pronounced effect when the tree's die, whether a sound effect or an aura (like around the resources, probably a different color).
Great job! Complete and well-rounded, and the voice acting pushes you over the top.
Good experience overall, and the transition to bigger and bigger surroundings was done well. I would have liked a little more speed on the tardigrade, and having the soldiers on the 4th level spawn under the tardigrade was a bit annoying.
Spent more time than I would have expected; good variety in the tools and progressing deeper and setting up ladders&trampolines was fun. The trampolines can bounce a little too fast in some cases, but they grew on me.
@SvartTand, there is a 'win' condition at the bottom, you just have to explore left/right to find it.
I had fun with it, and liked the overall look and feel. The early game definitely needs to be tweaked, as it is painfully slow to accumulate resources. Once the I was getting at least 1 resource/sec, the game became a lot more fun as it was about territory expansion and growth. Keep up the good work, esp with your custom engine!
Great job. I like the art style and action. The 2-hit/shield mechanic is perfect for a LD game.
Good look and feel, especially the animations and SFX. A little too slow, and I'm still not 100% sure what the fish do, besides die. Won my first play through by only building soup cans and plastic rings.
Pretty fun; I like how the enemies can grab power-ups and interact with each other. Sometimes the SFX on collisions can become a little too frequent/overpowering.
@fanatrick I wish the graphics were better too :D one day I will progress from the simple shape tool and path/node editing in inkscape!!
Beat it-I ended up killing Saturn before the sword mode, as that mode owned me like five times at least. One of the rare games I will keep on my computer, and I hope you take this and keep developing it!
Nearly perfect, just too slow movement. I loved the ending!
Well done, love the arcade-y feel. Jet pack was well done, and I agree with @powerspark that more enemy types would be a good way forward!
Nice idea, try to get those other mechanics in!
Fun and quick, the art and music go well together. I think the difficulty is well balanced, and asteroids that spawn on the opposite side that are hard to get are fine; but as @aaronos said, its pretty frustrating when the asteroids spawn under the player's level.
Good take on the theme, and the bird poop puts you under some good pressure. The hinge level expansion was cool too, and the music fits well with the game. As mentioned above, the bird poop getting stuck on you leading to death is the most frustrating thing
Amazing game! The way the levels ramp up is good, and I would say your way forward would to have some handcrafted puzzles that show off certain techniques/mechanics (I never really ran into overdoses).
Fun stuff, lasted 200 seconds and died due to rabbit extinction. The rhinos got really out of hand, which was hilarious since they start so low!
I love the Toy Story vibe and the bouncing ball's were a nice weapon. I found myself want to double jump a lot, especially to reach the higher platforms, so maybe that's some functionality you could add. Good job!
Great experience overall, and seeing the other planets flyby was my favorite part. Would have liked to see a Pluto finish though ;)
Nice animations; I agree it would work better as a 2player game.
Good gameplay and graphics; I'm glad you addressed the 'how to play' aspect already, as that's really important for these quick little jam games. I think the food pellets could stand out a little more; the grey on grey isn't the best. Perhaps a different color or maybe a gold/shiny aura around them.
Played 6 times and it was neat seeming all the combos. I would like the little text bubbles from the tribes on the bottom of the planet to have the text right-side up.
Nice game, the ambient sound is great for setting a relaxing mood. I agree with the general sentiment that an undo/sell tool would enhance the game play.
Amazing LD entry, looks and plays great. Had some good fun with my little brother playing it. The default controls are a little weird with Y U I O, but as you said, they are changeable.
Nice tunes! I felt the dash was a little overpowered, but definitely needed to survive the harder parts.
I liked the ladder creation mechanic, but ended up getting stuck at the bottom of the level before the second power up. I decided to give it another run through after reading some of the comments, and figured out I wasn't really stuck. The game definitely opens up as the ladder gets bigger, and its a nice progression mechanic. The purple platforms have a nice alien look to them, and the music fits the exploratory atmosphere well.
Looks great and the game play is all about find the right algorithm of action to progress. I agree with @zirrus, it feels like you spend a little too much on hunger management. I would suggest making the sheep pen not need to be rebuilt each time; maybe every other time or RNG based. I also think having the house have 1 level built at the start might be a better new player experience.
I would've liked if the progress to earning power ups transferred between levels, I never got enough to use the heart.
Neat idea, the air traffic controller for humans comparison is spot on. I felt the characters could be a little faster, or maybe give the player the ability to nudge the humans for a small speed boost.
The other comments about feedback are also spot-on; the speech bubbles are good, but an audio cue and/or a scoreboard would be a great addition.