Bugs Planet by Cyboot 2012-05-11T20:37:00
Interesting concept and it was strangely addictive. I think with some added depth it could be quite a time-sink.
Foon → Ludum Dare Explorer → Users → uberneen
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 30 | Connected Worlds | Title Unknown | compo | |||||||||||
| 2013 | 26 | Minimalism | Land of the Free | compo | 1152 | 2.53 | 1.63 | 2.66 | 2.49 | 3.19 | 2.17 | 2.83 | 52 | ||
| 2012 | 23 | Tiny World | A Theft of Mass | compo | 508 | 2.84 | 2.64 | 2.81 | 2.10 | 2.57 | 1.93 | 1.83 | 2.29 | 100 |
Interesting concept and it was strangely addictive. I think with some added depth it could be quite a time-sink.
This was fun and original, great concept.
I felt like I was ice skating most of the time, which isn't necessarily a bad thing. The map technique was clever and the destructible walls were an especially nice touch.
On the MonoGame version I didn't seem to have any sound.
Good work!
That's a solid game, great job. I especially enjoyed the music.
Cute, soothing music, generally nice feel to everything.
Finding all the parts got kind of repetitive, but I think I wouldn't have minded that if the jump hadn't been kind of odd. Sometimes I couldn't jump at all while running, other times if I held the key down I could jump three or four times in mid-air.
Excellent game, it's nice to see a fresh take on gameplay for this theme.
Thanks for all the feedback!
I think the controls could definitely use a little work. On the one hand it should be reasonably difficult, but it also kind of feels like you're flying through mud.
It also might help if I bounce you off a collision or destroy the block instead of letting you sink into it and keep taking damage.
I just ran through it again from start to finish, only my second time :/
I think impulse needs to be sped up and the collisions should bounce for sure. The ship movement was built to be a lot like a lunar lander game, which is why it's so delicate.
I'll have to play around with the laser. I tried to get a usable distance without having a sqrt in my frame loop and I think sometimes the mouse click lands on the wrong layer. If you click and hold it works reliably.
Thanks again for the feedback, suggestions and kind words. It turns out the bulk of the laser issue was that the hit circle was not centered, but I still took mouse capture to a more reliable and persistent container. Collision is looking pretty good too, but that version won't be public until it gets a little more polish. The current link still goes to the original compo version.
@gritfish It works a lot like a lunar lander game, holding W or Up is going to engage a thruster. Movement isn't going to be instant.
The message stays up for a second or so, but the dock hotspot is exactly one tile in the original version. You have to hit space immediately or hover around in there.
The docking hit area is larger in the updated version.
I probably need to animate the core block with lava or something so it's more obvious. When you see the core layer, it's the one block made out of core layer texture by itself. You just mine it and escape.
I thought about a handful of fancier ways to steal it, but there was no time for implementation.
Great music, most annoying shoot sound ever. I think it's the pitch.
Overall a solid game, good work!
This was simple but fun to play, great work.
It's an interesting game and I held off threats for a while before being overwhelmed. It would be nice to have more granular control over your ants so you could retreat workers and advance soldiers instead of being at the mercy of their appointed rounds.
While I did nothing but hold down the forward arrow key for all three levels, I thoroughly enjoyed doing it. The music was nice and with a bit more time you could turn this into a really great game.
This was fun. Once I figured out how the tile placement went in hacking mode it became much easier. I really like how you travel your 'hacked' path and the upgrades were unexpected, but very welcome.
53 seconds on medium, so no peeing on the floor.
I like that the movement is fast and sensitive. I felt like it was pretty intuitive to use multiple keys to get around corners. Good job on the maze and overall.
You have a really promising game here, it just needs some heavy balancing and bug fixing. I played the 48 hour version first, of course, but even the newer version had some issues with turret placement and fire radius.
Keep up the good work!
This was cool, I enjoyed it. It seems like Tondie can only take one hit though, then the whole thing just seizes.
This was a really unique take on the theme and the atmosphere was ominous, good work.
I built it in a 64-bit environment and it worked fine, just had to get libtak.so into the library path.
The idea was good, but I didn't see much game. I placed some students and when they died I tried placing some more with mixed results and no real visual feedback as to why.
I think I got the same score as what's in your screenshot too.
The movement felt nice, but I kept getting stuck in blocks or glitched in the air.
Not bad. The blocking mechanic works, but it's really easy to get hung up to where you can't get free.
The lighting was a really nice touch. It was generally dark, but I got used to scrutinizing the corners for hazards.
There's some potential here, but for a game set in space, the navigation is extremely primitive. That alone can be dealt with but it also appears to be buggy. I found the first planet but on the second mission I when I got to the target planet, they wanted to give me directions. I carefully compared the names in the directions and the planet caption to be sure, and they were the same, yet it told me I had to go elsewhere.
While switching from keyboard to mouse interaction was a little rough, the actual feeling of the ship control was fine for me. It seems like a lot of people are impatient with any movement system that involves inertia or damping.
Death and Hell are never full, and neither are the...shoes from space.
This looks great, but I'm having the same aiming issues. My spells fly off in various directions, but I did manage to shrink a monster and put it in my terr(a/o)rium.
The music was nice and I like the feel of the cell movement.
This was a lot of fun to play. I'm really glad that you put in savegame support too as I accidentally hit esc right about half way through.
It's a solid game as it stands, but I'd still love to see what you could do with a week of development.
I played one round through fine, then started it up again and got this a few turns in:
Traceback (most recent call last):
File "<string>", line 86, in <module>
File "wizards/build/pyi.linux2/wizards/outPYZ1.pyz/game_window", line 471, in MouseMotion
File "wizards/build/pyi.linux2/wizards/outPYZ1.pyz/game_window", line 313, in MouseMotion
File "wizards/build/pyi.linux2/wizards/outPYZ1.pyz/game_window", line 348, in GetTile
IndexError: list index out of range
The blind-folded prisoners gave me a chuckle, nice game!
Neat idea here, it has a lot of potential.
This was great, excellent work!
Short, but reasonably good. Some visual feedback on the interactions would be nice.
It reminds me a little of those Grow RPG flash games.
I liked it, simple but enjoyable.
ia! ia!
Nice work, I these kinds of games when there's a final goal.
Really good work. It could probably use greater depth, maybe with the buildings being more relevant as previously suggested. Some AI would be nice too.
Nice, I was having fun before I began to even play.
Simple and cute.
I like the gameplay mechanics and the end-game reporting.
It was sometimes difficult to figure out what interactions were available, but otherwise very nice!
After a few tries I started to find the way you have to go, but since it's so easy to get stuck, even with double jump, it would be nice to not have to start all over.
The story reminded me of American McGee's Alice in a non-violent sort of way.
2145 - It was fun and when it started to get repetitive, I got squished.
In Windows I'm getting an error that the archive is corrupted. I can't unzip it.
I got it running in linux from your git repository. (Just run main.py, so you could add a linux link if you wanted)
It's a neat concept, I just had some issues with movement and interaction. It runs really fast on my PC as well.
Neat game!
I had a hard time seeing the dark grey text on the slightly less dark grey background.
This was fun to play and looked great, good work!
Nicely done, I didn't expect such polish and atmosphere from the initial screenshot.
The music was nice, but I was disappointed to see the puzzle mechanics break down at the end. I didn't think it was excessively difficult, you just have to find the strategy.
I love the top hat guy. It's really a clever concept and nicely implemented. The only thing missing for me was sound and music. Great work!
The concept was interesting, but implementation was pretty light on detail, visuals, and features. It's a finished work though, it just needs some polish.
The atmosphere was great, just wish my soldier could soldier.
Filenames are case-sensitive in linux, maybe osx as well given its roots.
You can just run this from the game directory or maybe put it in the linux.sh, or fix case on your images.
find data/submarine/images/ -depth -exec rename 's/(.*)\/([^\/]*)/$1\/\L$2/' {} \;
It was a little trouble to get running, but I'm glad I did. There's a lot of game here and I really enjoyed the atmosphere and dialog.
Cutscenes and voice-overs would be the ultimate polish here, but I didn't mind going through the in-game dialogues as they were.
I noticed that a corpse appeared when I killed a guy in the story mode. How heavily do these events affect the main game? Is it just some of them, all of them, or was the corpse appearing just extra.
Good for a first game, nice job.
I launched chrome to try this and it proceeded through the tutorial. After that, there was nothing resembling a game.
My first thought was, "I'm a slightly less androgynous David Bowie!"
It didn't take long for that to pass. I'd love to see you do a little more with this. It's already a very deep and moving experience, a little polish would make it powerful indeed.
This game is aptly named!
It's a great puzzle though. Those direction shifting tiles really add a lot of depth and, of course, frustration.
I feel like this theme is open to a lot of interpretation, so good work!
This was a unique take on the theme. The movement was a little odd since I don't expect to have so much drift on a human player, but it was easy to get past.
In the big fish room I found that the only way I could defeat him was to lure him to the 'ceiling' first and then get a blue pill. After he hits the top he stays there and you can comfortably grow to eating size. No matter what other method I tried, that trick was the only way I could beat it, and I was even able to get all 3 pills before that (by eating the shrink first, doh!)
Great game, I'm still trying to beat it. I think it would be nice to get some kind of merit bonus or power-up somehow so the result isn't quite as random.
Excellent work.
This has a tremendous amount of potential, great work!
As others have mentioned, I got stuck in a planet, but I also had a segfault while mining hard rock (linux-32). I loaded it up again and was unable to reproduce the issue.
I really enjoyed this, even though I detest spiders. I fired up Chrome to hear the sounds and the music was great. I'd love to see web upgrades, or spider growth so you can eventually feast on the bird.
I have no idea what's going on here, but the music was interesting.
I finally got my unity plugin fixed!
Good game, a bit shallow but a solid concept.
The atmosphere was awesome. As I played the music and general sense of darkness made me think of American McGee's Alice.
Grow games rock. I have to agree that it moves a little slow.
Nice work!
Exploration was actually pretty fun. I only had a few minor issues. In the hot springs cave I fell through the world, but with some effort I was able to get back in the cave. Beyond that the way that climbing slopes felt was a bit odd, but nothing that couldn't be overcome.
I won, but it became very tedious after a short amount of time. The length of the run was a large part of it, but it might have also helped if the ship and oncoming obstacles moved more quickly.
On the bright side, this is the first game I've reviewed that made me feel like a salmon.
I had hastily pointed the source link to the game since you can view source and get links to everything from there, but now it points to a proper archive. Thanks for checking it out!
Movement is based on how far the mouse is from center screen. It won't behave like a tradition FPS because I can't capture the mouse. It's really easy to use if you just use smaller movements.
I really wish I could use the mouse delta. Fortunately, there is a standard for mouse capture in the works, it just wasn't/isn't widespread enough to use.
https://dvcs.w3.org/hg/pointerlock/raw-file/default/index.html
I ran out of time on the sound and barely got the test portion implemented before the deadline so it was all scrambled quickly from my notes and not very subtle or elegant.
I mostly wanted to show how easy it is to watch a 'right' become such a thing in name only.
Great concept!
I can hear background music, but when I fire I get this:
line with format PCM_SIGNED 44100.0 Hz, 16 bit, mono, 2 bytes/frame, little-endian not supported.
and no shoot sound.
I really like the look of it, but I encountered some clipping issues with platforms. Very nice overall.
Neat game, nice atmosphere.
I was looking forward to trying this one after seeing one of your front page posts over the weekend. I'm a big fan of the novella and the work it has spawned.
This does a good job of capturing that atmosphere, but as others have said, it's a bit short.
This is a solid game and I enjoyed playing it. I like the quotes, but usually I was still clicking the moment after death so it was easy to click past the loss message.
I'm not sure why the lady in the evening gown wants to murder the guy in his underwear, but in any case, she probably needs more practical footwear.
The opening music was a nice touch, but I could not find a way to hit the opponent while he was inactive. It doesn't look like you can attack while jumping and no combination of attacks and movement got past his guard until I started moving both players at the same time.
Very interesting atmosphere. Good work!
Simple concept + excellent execution = fun game
Great work!
I get that the controls ramp up and down and I'm ok with it. The game would be trivial without that mechanic, but it seems like if you don't have immediate movements people complain.
Bullet behavior was really the only thing I noticed that was problematic. Maybe there's a brief invuln period between hits?
Good work, the linux x86 build ran nicely.
I enjoyed the narrative!
Not bad. It's simple but functional. I had one issue with collision, but I was able to break free from the wall and continue.
Neat game, very creative. The audio alone was a compelling reason to trash the place.
Very good work. I escaped!
Brilliant concept and a solid implementation. It is hard, but it forces you to really break out of dull and mindless gameplay. It's a welcome change.
I spent a decent amount of time trying to get jglfw to build and it just wasn't happening. I have to leave it unrated for now, but I'll try again later.
Interesting concept. I couldn't find any victory conditions, but I was able to traverse the map without picking much up.
Very good. This has a complete and polished feel.