You only jump once by dqmhose 2013-12-16T16:07:00
Cool idea, but some of the levels are incredibly difficult. I'd recommend putting some sort of bucket shape around the exit. Too many times did I just graze it. Some music would be excellent too.
Foon → Ludum Dare Explorer → Users → Udell Games
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 35 | Shapeshift | SLAM_SHIFT | jam | 469 | 3.31 | 3.43 | 3.31 | 3.37 | 3.31 | 3.08 | 90 | |||
| 2014 | 29 | Beneath the Surface | Mr Tibbles Lost in the City of R'lyeh | jam | 348 | 3.25 | 3.03 | 3.06 | 2.46 | 3.23 | 3.43 | 3.33 | 3.40 | 57 | |
| 2013 | 28 | You Only Get One | Dinosaur Ranger Interview: Burrito Challenge SUPREME | compo | 420 | 3.10 | 3.02 | 2.96 | 2.50 | 2.37 | 2.52 | 3.88 | 2.89 | 100 |
Cool idea, but some of the levels are incredibly difficult. I'd recommend putting some sort of bucket shape around the exit. Too many times did I just graze it. Some music would be excellent too.
A lot of good fun, nice and difficult. The lighting effect is subtle but beautiful and the sound is fantastic.
Platforming was fun and well balanced. Not too hard, but not boring either. Could have done with some background music to keep me going though. Was a little hard to work out what I was supposed to be doing at first, but all in all, not bad at all!
Clever idea, I really like the execution and the graphics. Didn't get any sound even though I turned audio on though.
Excellent use of the heart beats. I genuinely felt nervous as the timer reached the end. Completed it after a couple of goes. Would like to see more red herring interactions.
This is amazing, but I'd really like to be able to reset without having to clear the text in the box, typing r and hitting Once. A separate button would be good. Also perhaps not using up the semi-colon if there's an error? I hate it when Unity's non-standard function casing results in a level restart.
Fun! Got really good when water started getting involved. Good art, but it would be better to restrict the bread to the individual square grids on the ground. Occasionally I hit corners.
Sounded nice, and a nice twist on space invaders. Didn't really use the theme very much though. It did seem to be a bit short, maybe spawning the enemies slower would have been nice. The controls were odd too, would have liked space to fire, if I was using the keyboard.
Clever little puzzle, but would have liked more complicated levels. Also some ambient background music would really support this. Something very zen.
This would be pretty good with some sounds, textures, a little screen shake and some bullet spread. There are a lot of procedural texture tools out there which would make it a lot easier to make them in a short time.
As it stands, it's a little too basic for me to rate highly. A good first Unity effort though!
Brilliant!
Couldn't get the "next" button to work on the main screen. Chrome, Windows 8.
Bit repetitive, good art though. Some power ups or upgrades would be nice, or some different weapons systems.
I pissed myself a meter away from the door! So close! That difficulty really ramps up, huh? Only thing I'd change is make it a little harder to start with and smooth out the difficulty curve a little. Good stuff!
Didn't seem very lenient, and there's no feedback to say when I've hit the arrows at the right time. Art is great though.
Pretty cool little puzzle. A bit short, but I like how each level seems thoughtfully made. Some background music would be nice, but otherwise everything comes together fairly well.
Awesome, very fun! Love that you used the theme twice and I love that you had time to vary the enemies and make a really interesting puzzle. I'd probably buy this for mobile if it was extended and polished a bit, but for the love of all things holy speed up that zooming tick mark!
Gameplay is simple, and it could definitely do with a life meter of some sort, but it's fun and has a very pleasing art style and story. Needs a door sprite, walking into a wall didn't make much sense. AI is basic, but it works, perhaps consider using RAIN pathfinding. Next time make sure to give the text a black outline so we can see it over most of the game.
Interesting idea, and I loved playing it, but aren't you supposed to make your own music for the compo?
That aside, I'd love to see this expanded on with competing interests, natural disasters, scientific advancement and a longer turn time. This could be quite the interesting strategy game.
Jumping feels awful and I couldn't get over the very first obstacle. Jump physically would not go high enough regardless of holding down or lightly pressing jump. Held off rating as this is assumably an error (could be you're not taking into account FPS?)
Pretty fun, but I agree with the other commenters that it really needs some sound. Also the missile seems to sometimes take out a building I didn't actually aim for.
Love the art style!
Hanging at 100% loaded for me. Shame, thought it sounded pretty good.
Not a lot of the actions do stuff, and deciding not to shoot yourself still uses your cartridge.
This is beautiful, unique, and incredibly clever. Please, please, please extend this. An interesting idea might be to give each colour a different attribute too (e.g. blue is slippy like ice) for later stages. Would like some foreshadowing of the position of blocks though, like the shadows of the blue projectiles you see later on, but for everything.
Dropbox lets you download folders as zips, you know.
Oh, and heads up, if you made this in Unity, a webplayer would get you tons more ratings :)
Hi, thanks! Could be that I made the difference in difficulty settings too small (oops!). It's meant to change how much time you gain from a correct letter and how much you lose from an incorrect one. Still, pretty happy if that's the only problem so far!
Thanks! I actually spent the most time on the interviewer's responses to what you type. If the timer is full when you finish a passage you get a "good" response, if it's around 2/3 full you get an "ok" response and if it's less than half you get a "bad" response.
They become the same towards the end for the sake of plot, but in the beginning you can get some strange responses by accidentally missing a letter.
Hi people, sorry to hear you're finding it too hard! You can indeed change difficulty on the fly by pressing the pause button (bound to the pause key and escape key in the web player) during any game segment. The resulting menu also lets you change text speed.
Oh my god I hate you, in a good way :) Excellently done, I really enjoyed it. Only thing I'd change is how fast you fall.
Managed it first time. Was a little difficult working out what was going on. Game is pretty basic, considering it was made in Unity, but I can see there could be fun in a Kerbal Space Program sort of way if you extended it. Could also really benefit from some deep bassy rumbles as you enter the atmosphere and some wind noises (check out bfxr for that sort of thing).
Really fun, barrels of gameplay. Reminds me of monaco. I'd like to see this extended with some more interaction, I think this could be a great game!
Simple but fun, and the graphics are great for the time limit. Nice stuff, but it got a little repetitive after a while.
Lovely aesthetic. Would have liked the trees to use the momentum of the swing instead of falling straight down. Music is fine, but would have liked some SFX.
Good fun, short and sweet.
Finally the Zoolander tie in game we've been waiting for!
I sank, but was pleasantly surprised with how pretty the whole experience was!
Really fun, excellent experience.
Pleasant, but at times it was hard to understand what was going on. Reminded me of Organ Trail
Thought it was pretty interesting. I like the graphics and the idea of the control tiles!
I love the graphics, like a friendlier version of Motherlode. Would love to see this expanded some day
Your web link should link to a web player, not a windows download...
This is so weird. I love it.
Simple, but tidy and slick. Up arrow kinda scrolls the page a lot though
Clicking to continue didn't work for me on the webplayer. Google Chrome, Windows 8.1
Interesting idea, would have been nice to be able to see how much of each emotion I had left. Also that music is a really weird choice for the theme of depression. Waaaay too happy.
Fell in a hole! Would have been nice to know that was a bad thing before I did that...
Got stuck, but I like the idea, nicely executed.
Woah, that was deeper than expected. Kudos!
Trippy background is interesting but the game is far too slow.
Would like to have seen a message other than "Game Over" when I successfully complete a level, but otherwise it was good.
Nice art style, but something killed me without approaching me...
"Willy Clean". Heh. Loved the art style, wish I had a way of knowing what direction I'd come off a ladder.
Took a while for me to work out I had to upgrade the turrets once before they started working, but I was really impressed with how polished this is!
Very nice feel and a wonderful modern look to it. Shape shifting itself could do with a bit of polish to feel more natural and fun and the physics can cause a kinda jittery friction when moving along the ground, but otherwise a very enjoyable and well-polished jam effort.
It's fun, simple to learn and difficult to master. Reminiscent of Super Hexagon and is nicely challenging, but not too brutal to start with. I don't like the lag between mouse position and character position though, I felt it was artificially restricting me and putting a ceiling on my skill, and would instead have preferred the cursor to go exactly where the mouse was and instead to have obstacles come much more frequently.
I liked the art style and you get a really great feel of speed. Movement was slick and responsive and things felt pretty intuitive. It wasn't particularly clear when the pray sections came into effect, was it timed? Music and sound worked fantastically and gave a very eery, somber, desolate mood.
Possibly this starts *too* slowly, but by the time it ramped up it *really* ramps up and gets very fun! I like the upgrade system and the fact that different modes play fundamentally differently. I felt initially it wasn't well explained that I had to lead the shots and just felt glitchy, but once I realized that I was quickly in the zone. Graphics are bare and the game needs a lot of juice and some background music, but overall I quite enjoyed playing it, and that's the mark of great mechanics.
Lovely graphics and a wonderfully innovative style, although I had hoped shape shifting would make its way into the gameplay as well, instead of just being another way of presenting moving platforms and obstacles. I also found the bunny's hopping movement to be imprecise, which makes for frustrating movement in a platformer.
Simple yet effective. I would have loved a faster player character though, as the slow speed got a little frustrating after a while.
I loved the graphics and the story, but the intro was waaay too slow. I also found it quite difficult to move around once I'd transformed, and the player seemed to have very low horizontal movement speed considering how high they could jump, which made it feel kinda sluggish.
Nicely polished, and felt like a real game.
Game of the year.
The unity webgl build has been built at too high a resolution to display in the ludum dare embed screen, on top of that the lens flares felt gratuitous.
I didn't feel like it was clear to me that the blob has to be exactly the same shape as the holes. I initially felt that if the blob was a shape that was smaller than the hole, then it should have been able to get through. On top of that, some leniency with regards to timing the blob shape would have been nice. Several times, I felt like the blob was the right shape, but I'd moved just too fast or just too slow to go through.
I enjoyed the use of the theme, and it did feel like a very different game. The blob animation was kinda mesmerising and fit very well with the world.
Could have done with some sound and background music. The game was engrossing and fun, but the text was difficult to read at times, making it hard to tell exactly what my moves were going to do.
The double jump felt a little off to me. If I double jumped at the end of the arc I got way less height than if I double jumped right at the start of the arc. The game could also do with an infinite-runner esque gradual speed increase, and I'm not really seeing the shape shift there just because a sprite changes when you double jump. It has no effect on the mechanics or world at all.
This is a really interesting use of the theme, I was very impressed with the originality of the whole thing. The instructions seemed to flash by in a second which made it very difficult to actually work out what I was meant to be doing, but once I got the hang of it, I found it quite fun being a manipulative sociopath.
I worry about what you might have awoken in me.
Nice interpretation. Jumps might feel a little better if you added downward momentum every frame to simulate gravity, instead of having a set up/down speed.
Clever, simple, easy to learn and difficult to master. The art style fit the game perfectly and so did the sounds. Would make a good mobile game, I'd definitely buy it.
Very difficult but absolutely beautiful. Could have done with some sound and something in-game to communicate the mechanics though.