Midnight Inertia by Michcioperz 2013-04-29T03:20:00
I don't quite understand how to bounce, and the "throwback" button chucked me into infinite blueness. I like the LSD-ness of the aesthetic though.
Foon → Ludum Dare Explorer → Users → nintendoeats
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 35 | Shapeshift | PowerShift: The People's Republic of United Democristan | compo | 712 | 2.91 | 2.74 | 3.05 | 2.13 | 3.28 | 2.68 | 3.00 | 78 | ||
| 2014 | 30 | Connected Worlds | Last Call For Magrathea | compo | 676 | 3.09 | 3.00 | 3.59 | 3.63 | 3.06 | 3.31 | 2.81 | 3.26 | 60 | |
| 2013 | 27 | 10 Seconds | Diesel May Care: Quest For The Ten-Second Car | compo | 511 | 3.10 | 3.05 | 3.55 | 3.33 | 1.90 | 2.56 | 3.93 | 2.95 | 72 | |
| 2013 | 26 | Minimalism | Justice | compo | 479 | 3.24 | 2.67 | 3.36 | 3.70 | 2.31 | 1.74 | 2.07 | 3.76 | 100 |
I don't quite understand how to bounce, and the "throwback" button chucked me into infinite blueness. I like the LSD-ness of the aesthetic though.
I like conceptually what is going on here, but colourblindness prevents me from progressing. Sorry :(
that is a super cool game! I think the play area could be a touch smaller, as it feels like you need to hit a wall before things get super interesting. that's only after a single game though, so I guess I haven't mastered the grand strategy.
This is exactly the sort of "simple to learn but infinitely deep" game that I thin typifies properly elegant game design. I am super impressed.
Please add a chat feature!
I love the music! The game play is iffy though. The thing is, the mechanic necessarily leads to situations where you get killed by things that you never had a chance to see. It's the "first 5 seconds of minesweeper" problem. One thing to try might be giving the red squares a fade out instead of cutting them off the moment you get off a blue square. I never felt that I had enough time to process the information.
Also, controlling isometric games with WASD is hard p_p
Did it just crash? I think it crashed. I'm not sure, that may have been the point.
I couldn't get the EXE to work, but the jar was fine.
I love the way that looks and sounds. Get the feel down, chuck in one or two additional mechanics (and get me some friends to play it with) and you could have the next Micro Machines.
Was it supposed to look like a Virtual Boy?
I think we both know that this gameplay is adequate at best...but I love the aesthetic. That background is glorious.
The loading bar goes to 75% and then nothing for me. Firefox Windows7 64-bit.
I won my second game, it's not SO hard. I quite like everything about it. It could be a little bit more informative about which of your ships is "closest", but that's a polish sort of thing. Very well done!
That's a cute little thing. I mostly really like the music. If you had more time and did nothing but add more types of events and descriptions, that could be a really fun take on the pirates theme. As it stands it's kinda easy :p
Nice looking graphics as well.
P.S. "Grape". I think you dodged a bullet there.
It feels a bit wonky to manage the 3 talismans, but these mechanics are great! I would love to see some more levels and expansions on the concept. Just try to avoid anything that involves doing things quickly, thanks to aforementioned wonkiness.
I also enjoyed the song.
I've seen one other game that was along these lines (ON the XBLI a couple years ago), but I think this one gave much better feedback. Assuming that you came up with more mechanics I think that there is a full game in here.
I'm not really sure what was going on at the end or why I was expected to do what I did.
I do really wish that it was full screen so that I could have full sensory deprivation. I was closing my eyes, but it would have been nice to have my screen go completely black so that I could see the text when it came up.
Also, multi-channel support! I have 4 speakers, I want to use them!
I really enjoyed it! When I wasn't swearing at it! Snake is perhaps challenging with scissor keys >_>.
That gravity mechanic is a really neat idea, and you founf some clever uses for it. I did feel that the "touching the sky" puzzle had an "I get it, but please don't make me do this especially with those blue guys ruining everything" feel". On that subject, I'm conflicted on the fun value of enemies that move at random.
Anyway, great job duder!
As much as I am anti-randomness in games, it's a neat little scenario-exploration thing. I wasn't immediately clear on what was going on, but once I found out I started wanting to try different strategies. I can't say that I felt very engaged on a mechanical level, but I was enjoying myself.
And graphically I enjoy it. I think that would run on a GBC.
I love the idea. Sadly the relationship between my connect and my room is poor on a good day when connected to a 360.
That was interesting. I did quite like it. The time limit (there was a time limit right?) stressed me out more than was perhaps necessary. I did figure it out on the first try though.
That's a very clever use of very few pieces. It's so simple that I can't think of anything else to say about it. Except that, as a red/green colorblind person it's really darn hard to play.
Very interesting mechanic, and I also quite like the aesthetic. I felt like it became more interesting in level 2 when it started demanding that I think about it in terms of trails rather than just clicking on the circle I want to take care of. There is no way in heck I will ever get past level 3.
I shouldn't be able to do the big flaps without doing the small ones :(
I'm curious: what is the blur effect there for?
I like the core mechanic. The decision to kill most of your momentum makes it a lot more controllable than most "lunar lander" style games.
The "faux blocks" mechanic isn't really fun though. The final level is literally about guessing. and the exit was in the absolute most annoying possible place too.
There just isn't any skill to guessing what blocks will be real or not.
It bugged out on me as well, but I watched the video.
Gameplay: fine for what it is, but I feel like better hitboxes/more refined controls are in order to make it properly fun.
Story: that is really excellent use of gameplay/story integration! it gets a bit clunky waiting for the text to come up and then cycling through it slowly, but the way the story gives your actions varying context and goals that directly relate to the meaning of the mechanic is handled really well. Excellent job! I just wish it ran p_p
The fact that the background moves even when you are up against the wall is incredibly confusing, which I assume is the point. I do really wish that I could press a button to turn off the pulse from a beam, if if only for a second or so. I often had a lot of difficulty picking out the heartbeat.
Neat concept, and nice selection of sounds. Did start to give me a headache after a bit.
This is actually conceptually almost identical to the project that I built last term. Except our project went through development hell and was barely comprehensible to people who didn't make it. Nice concept and execution. It really does need some goals.
And it ran fine in FF for me >_>
I like a whole ton about this, but (like a few other games on here) the lives system ruins it. The thing is, the challenge doesn't come from the actual flying, it comes from planning out your route. Replaying a route that you've already proven to be optimal is just frustrating.
That also kind of invalidates the scoreboard, though if you didn't have lives I suppose that the board would also be irrelevant.
On an actual mechanical level, I think this game is pretty rad. It would be really nice if you finished up the controller support, because that is so much better.
I quite like the explosion when you die.
As discussed in IRC. Pretty fun game, needs refinement.
It seems like the core unique here is that your hit box is significantly larger than the thing that you directly control. I actually like this: I would like it if some AAA developers adopted this for their turret sections. The movement of the turret against the ship looks great.
It would be nice if the ammo counter and other meters were a bit larger. Beyopnd that, it's jsut a matter of some mechanical expansion and maybe making everything a bit faster.
P.S. Is the spaceship in any way related to Spaceballs?
I think that qualifies as a typo or a port. please fix it so that I can play it!
That is brutally hard, I would have liked it if the controls were just a hair tighter. I really liked the sounds, but they could have tied in with my actions more.
"Search in my car
Search in my house
I can't find just anything I want"
A solid foundation, but it feels like it's missing something. What? I don't know, I'm just an NPC.
I quite like the concept, but I think the controls let it down. what you want to do most of the time is send it in one direction, then reverse gravity at the last minute. Since you have to go through a whole bunch of other directions before you get to the one you want, you are more or less guaranteed to smash into something that you weren't even thinking about. Maybe you could try defining gravity by the mouse cursor's direction relative to the center of the screen?
I was extremely distracted by the word "Bigfoot" in big yellow letters.
That was a cute thing. It has some potential, though I don't know how it could be expanded (or if you want to). Good work!
Making objects that move in such a way as to irritate the player is one of the top 10 most fun things to do as a designer.
Very neat concept. Fun? probably not. Minimum information games are hard to make fun. Could be a good part of a larger set of mechanics though. Seems like something that should be included in a No More Heroes game.
That's a pretty cool idea. It's awfully difficult to judge this stuff, but I feel like it moves slowly enough that most people can get a handle on it.
However...
If you click on a freeze block, then click as fast as possible on things that aren't bombs, you will win the level the vast majority of the time. That seems to me like an exploit XD
Solid start!
I can't see my bullets. This is a critical problem.
I feel like the movement is really hard to get around. I just move so slowly, I feel like a big airplane tank.
I freaking love the look of that really black screenshot though. That is the sole reason that I clicked on your game. Make that, and make it as cool to play as to look at.
AGH! Nope, can't play anymore.
I like the "picking up extra jumps" mechanic, but I simply cannot adjust to the feel of the jumping. The space bar isn't sensitive enough for it, waiting for the blue bar to come back isn't fun, and the fact that the sprite isn't always touching the ground means that it's really hard to judge where I am relative to the edge of a ledge.
Also, it's not clearly defined at one point an enemy will kill you. and the projectiles are too small to see most of the time. And redoing a level I've already done is not fun.
So what I'm saying is: expand on the jump collection mechanic, don't mess with the class gamefeel of platforming.
(oh, sold graphical style btw)
That's a really neat set of mechanics! I very much enjoyed this one. One thing: I never get to read the quotes after i die because I'm still clicking when they come up. You need to turn off input for 2 seconds or something like that.
well done!
I really liked the aesthetic and the vibe. Bouncing around was surprisingly fun, even though that control scheme feels extremely weird. I quite liked how it ended, and the way everything was devolving (the opposite of most games that follow this general line of reasoning).
I just really wanted more audio. I started playing my own music, and I don't really think that Led Zepplin was what you had in mind.
(11 minutes BTW).
Hah, ok. I like it. give it a goal, one or two more mechanics and some sound...then it would be "mad dope".
Hey, so as we discussed...people with stupid keyboards that don't have numberpads can't play your game.
Which is a shame, because this is a totally valid concept. There is not guaranteed whackamole-ready platform out there. Consider porting it to the PS2 so that you can use a DDR mat?
I can see that you were going for innovation hard with this one :p
I actually really like the way the fruits break up. I did feel that the controls didn't feel as precise as Iw anted. It's not clear what that line actually means.
I've played a lot of "you can't see all of the level" games this LD and this is my favorite by far. I wish it didn't end in a cliffhanger, but I really like that I'm being rewarded for what I notice about the level structure and not just tedious caution.
Excellent job!
495 points. Reminds me disturbingly of the FFXIII battle system, which isn't given enough credit. Good work! The music quickly began giving me a headache.
I like this kind of game. If only it would run.
Can we get a copy of that music?
While the moment to moment gameplay is rather monotonous, the "clearing the overworld" thing is a neat concept. I also really like the visual style of the player character. He looks like what Aztecs imagined the ultimate badass would be,
Can we get a copy of that music?
While the moment to moment gameplay is rather monotonous, the "clearing the overworld" thing is a neat concept. I also really like the visual style of the player character. He looks like what Aztecs imagined the ultimate badass would be.
It looks great, and randomly clicking keys makes a great sound nice sounds. It would make a great video remix of some kind. Aesthetically A+.
In a recent job application I was given the following challenge: "Change Rock Paper Scissors in such a way that it would be compelling to play for 5 minutes or more."
Somebody has a fondness for Thirty Flights :p
It was a bit too abstract for my tastes, but that's just me. Well put together little thing you've got there.
As we discussed in the IRC, fiendishly difficult puzzles from fiendishly simple mechanics. Looks gorgeous when it goes all crazy as well. the music is starting to dig into my brain.
I could not for the life of me figure out the second puzzle in the clock room. Good use of minimal controls though. It reminds me of Killer 7. Only completely different.
That voice is a jerk.
SUICIDAL FISH!!!!!
I didn't quite grasp the viable strategy my first time through, but now that I get it that's pretty neat. I can imagine somebody going all Starcraft on it and working out the most efficient "catch order" and then nobody ever inviting them to a party ever again.
To make that last statement less offensive, nobody ever invites me to parties either.
Uh, the point is really good job!
P.S. I like the song. It's my kind of music.
Oh, that's actually pretty cool! deciding when to send out your ammo dude. That's a neat resource-manamgment system you've got there. I also approve of the sound design.
I really like the underlying concept. I think what it needs is more musicalness. I never felt like the solutions to puzzles involved doing stuff in a way that sounded nice. Also, if you could find a way to make it hold the rhythm as it changes levels that would be really nice. I know that's kind of insane to ask of GM, but it's something I was thinking during play.
Solid entry!
What this needs is some indication that you can eventually get out of the woods. Then the survival would not feel like postponing your inevitable death. which you would be anyway, but that's besides the point.
great use of audio and sparse graphics. good mechanic if given more context.
If you made more of this it would be really good. It could get complicated so unbelievably quickly. And there is clearly room for more mechanics. And then making it all arty crazy helps to differentiate it.
I didn't understand the title until I asked my brother about it. Math is not my strong suit.
That's a really neat idea, but just waaaaaay to difficult for me. A little bit more flex in what the game considers "good enough" would have really helped. It would also be handy if the polygons didn't move when you dropped them, though I can see why that is difficult.
I really like the way it rewinds time after you die all Forza style. I also like the graphics. The feel is really off though. the animation isn't fluid at all. It feels like its running at 5 frames per second. I also wish the screen was a bit bigger.
I can see cool ideas, it's just very very hard to play.
I'm colourblind, and based on the comments below I'm missing something. I do quite like the aesthetic (reminds me of my Virtual Boy a little bit). Mechanically though, I'm not getting much out of it.
I already had a headache. The switch between the first two games...made it more so. The aesthetic of the first was appreciated however.
Something in your audio is making my speakers clip terribly.
I enjoyed the McPixel-y randomness. And the music. Not entirely sure what the hammer accomplished, but it made me not die.
This...this was a sendup of the theme right? Or...I don't know.
Extremely well done. I'm annoyed at how clever I thought this was, which I presume is the point. The text did get a bit difficult to read eventually. My head was starting to explode.
So the viable strategy seems to be "dump early, then pick off the stragglers". Not that I have succeeded in doing this, it just seems like the best idea.
I was ready to write this off, but it's actually a pretty cool concept. Also, I quite like the background.
A: I am red/green colourblind. The gameplay is an exercise in the utmost frustration for me :(
B: When the buttons pile up on eachother they cannot be clicked.
Other than that, very good concept and use of the theme. A proper emotional game.
I like where you are going with this. It does REALLY need the planned expansion though. Oh, and in the second level I just fell infinitely. That might qualify as a typo for fixing purposes >_>
It bugged out on the second level and I couldn't place towers anymore :(
It's a tower defense game. Those are still basically fun. I appreciate the humor(?). It could use something crazy. Liek a dog. Or peanuts.
It really does look fantastic. I'm a sucker for harsh shadows. Should I assume that there wasn't some mechanic above "wonky jumping" that I missed?
Hah, I quite like the concept, and the use of music at the end. For future work, I observed 3 pieces of information that need to be imparted better:
1.You are one of the asteroids, not a camera floating in space.
2.You aren't supposed to avoid the other asteroids.
3.Your size relative to the other asteroids. Near the end asteroids which I thought were in front of me were actually behind.
Pretty cool!
I don't know if this is intentional (might be a keyboard cluster issues), but I can't hold the jump button and go transparent at the same time. It's...starting to drive me nuts. Even when I'm deliberately trying to switch keys, I just can't do it with enough precision on a keyboard. Maybe on a controller, but not on this thing. LD has taught me that I need a new keyboard.
I do quite like this concept though. It also looks nice, and this is certainly the most modern music that I've heard so far this LD. Is that a plus? I don't know, but it's a piece of information!
745 points.
Neat idea, definitely has room for expansion. Additionally, you have made a game about colour that a colourblind gentleman such as myself can play. So could on you!
I really like the sounds (especially the one at the end of the level, which only plays on my rear speakers and is hence even more awesome somehow), but the fact that going off the road carries no penalty sort of makes everything moot. I'm also not super happy with the car responsiveness. I've been working on a Micro Machinns clone recently, and I THINK that what you are doing is adjusting the turning rate relative to the player's speed (at least that's what it feels like). I tried that and found that it didn't feel "right". Cars don't always understeer all of the time like that, and it's not really fun to drive an unresponsive car anyway.
Core concept is good, needs to be more like Micro Machines, great sound.
This is one of, if not the best "limited map information" games that I've played this LD. It's clear that a lot of thought went into the interface and aesthetic. It feels like there are just the right number of design elements and they all serve a meaningful purpose. I do feel like it goes on a bit too long. Once I understood "the thing" and had spent some time enjoying that I understood it, I wanted the game to end. I'd say without more mechanics it could stand to lose 4 or 5 levels.
I'm not sure what the beeping was about at the end though.
Good work!
Hey, that's really good! A neat mechanic and stellar tutorialization!
I have the framework installed, how do I run it? Magic wand? boiling water? love?
There is a cool mechanic in here, but it feels like I'm spending a ton of time sitting around not doing anything. If this game were finished, it could be pretty awesome.
I got to the asteroids, died and could not handle any more. I really REALLY wish that there were some checkpoints. My wrist is killing me and my keyboard wants to die >_>.
Solid effort however. Just...checkpoints.
I wish that this game was called "Destroy the Monosacharride". That's all I can think every time I see the listing.
I feel that the Rage level (if the player dumps on the rooms full of enemies enemies like I did) completely changes the rest of the game in an extremely interesting way that shows an incredible depth of pacing. Was this intentional? Great job either way.
Now that I get it...I think it looks really neat and I like the sounds. Mechanically it didn't strike me, but the "metal album art" generator aspect of it is appealing. And I don't even like Metal. or Metal album art.
I really like the actual core mechanics, and the changing music was a nice touch.I did feel like the controls were a bit twitchy, and luck was getting me through more often than skill. The level with the falling blocks in particular really came down to guessing at when the right time was to start rolling. The transitions between levels were also very jarring, though I expect you know that.
Also Bastion.
Solid work!
That's a pretty cool game concept. The ledge-grabbing mechanic is actually a certain degree of genius. I also quite like the music. And yes, the tiger is hilarious.
Weirdly, I can't actually think of anything bad to say about it. I guess you should with the LD.
I really like the concept and the look. I wish that the ball was textured so that I could get some sense of how fast it was rolling and where it was i 3D space. I also didn't feel super confident in how the keys were going to affect the rotation of the platform, or even of which platform I was controlling. I think that a little bit more UI is in order.
Solid work!
The collision detection seems pretty wonky, and I felt like I was losing because gas cans didn't spawn, not because of lack of skill. I couldn't get the boost mechanic to work either.
Really, a game like this depends entirely on the feel of the driving. If you get a chance to play Micro Machines, do it. That has the best driving feel of any top-down racer that I've ever played. It's about not always being in control, but being able to feel when you are going to lose grip and get it back.
I realize that I am maybe putting too much thought into this.
Really well put together. I ultimately couldn't get passed the last level, even though I understood theoretically how to do it. That is really my only complaint: I felt like even after I grasped what I needed to do doing it was hard past the point of being fun. Still, a well polished game and a great mechanic.
That was kind of funky. I feel like the titles confused things further. "Thirsty?" just amde me wonder why you would drink a cat. And on that subject, alcohol is one of the few liquids that does make you thirstier.
and yet...there was something compelling about it.
This is a brilliant idea. I'm really disappointed that you didn't get to bring it all together. This would have made for a great arcade game around the early 90s. I may just be thinking that because I played a bunch of Rampart recently...
Anyway, I had trouble discerning the specifics of what was going on, but conceptually it's pretty awesome.
BTW, have you actually tested the multiplayer functionality? I tried to do a 2 player game once and the keys were constantly conflicting with eachother. I think it's called "ghosting", but basically most keyboards have multiple keys on the same circuit and can't detect 2 keys on the same circuit at once.
I wish that I could play it, but it seems that I have no friends. I thought I could do it...but no. I like the audio at least.
So to be clear...Is it supposed to look like he is in a padded cell?
That's really pleasant. It feels like a Jenovah Chen game. I kept playing for longer than is entirely rational. I do wish that there was more development (I'm assuming that it ends with the pigs).
I really like the concept behind this. My colourblindness is a hindrance, but not an insurmountable one. I may not be patient enough to explore the whole level before pushing the box. At least not more than once.
I am not currently in a very good patience to be talking about games requiring too much patience.
That is incredibly cool mechanically. Something about it makes it very awkward to control however. I think that if I was playing as something that indicated what direction is "up" (like a little guy) I would feel more connected to my actions.
In general, I just want to see my character conveying more information to me. which would of course be against the theme, but if you expand it that would be one way that I would do it.
Good work :)
I really really like this concept. It's got a lot of potential and room for expansion.
I didn't really like the feel though. I think it needs to be precise and crisp, and it feels kind of muddy. I don't know what the reasoning is on having the bullet slow down when it gets near a tower, but from here it feels bad. I'd say that it would also be nice if your cursor had the countdown timer on it.
Oh, the trees at the bottom make important things hard to see :(
It looks super nice, has good audio feedback, and has a calming atmosphere. I got to the very top and fell off without getting what I presume is a potato or cake though. That was my fifth time getting high up and falling...I didn't want to do it again p_p
The motion just isn't smooth enough to be playable. I really couldn't get past the first level. I did appreciate the audio.
BTW: I'm colourblind and really couldn't tell the red areas from the green ones at all.
GRAG! Ok, I got the first level now. Reading your description in the main page post made me give it another shot.
Now that I get "the thing", that's pretty cool. It still feels terrible to control, but I'm guessing that's by design. Overall, I'm conflicted but I like what you are going for.
Mechanically I thought this was pretty neat, if not super groundbreaking. The fact that the fireball comes from the top of your sprite was particularly interesting (if sometimes not ideal XD).
The sounds are awesome (mweooo), and I think the graphics were quite nice. The lack of checkpoints and healing are not. I really didn't want to go through the whole dungeon again after the boss killed me.
Not sure what it has to do with minimalism.
The fact that everything looks the same makes it really frustrating. Also, it would be nice if the movement controls were on WASD.
The inclusion of symbols as enemies, however, is inspired. It emphasizes the Babelness. Admittedly, I still don't entirely get how the combat system works.
What I'm saying is that your game about the tower of Babel needs to impart more information XD
I lvoe everything about this. I love the music, the aesthetic, and the level design (for the level of complexity that you are going for anyway).
My only negative comment is that as a red/green colourblind person...that was really really hard. I have made this comment on many games today >_>
I'm not actually clear on what the mechanic will be. I know that it will look nice, but that's all I'm getting out of it. Will the shapes have powers? Is this a Trine sequel?
This is a neat idea. It is, in fact, more interesting than tic-tac-toe (at least when you go above 3X3). I might use it as a paper game at some point.
Now hold on a second...Warren Robinett spent a month giving Adventure multiple rooms. Are you sure that you didn't write any code beforehand :P
It is awesome that you made this. It's also actually a pretty good game. I feel like any other comments I might have about it would be pointless.
No I'm not.
I could never get the lazor ability to work.
What you have made here, in effect, is Call of Duty without the shooting. I don't know if that was your plan, but it's worked out that way. I leave it to you whether that is a good thing or not.
I quite liked the sound effect, and the levels had a good style to them.
It got difficult REALLY fast p_p
I really really like this. Unfortunately it's a bit too massocore for me (the level in the screenshot was just more than I could handle). That might partially be down to my keyboard, but I just couldn't manage that level of precise movement. I think you have the makings of a really good game for that audience though!
Also, excellent music and visual style.
Level 5 made me want to kill things violently. It's an interesting idea, but I think it needs more tuning before it's properly fun. Some kind of animation for when the current changes for example.
Is it completely bugged, or a massive troll? I'm not clear on the relationship between my inputs and the gamestate.
I think that this is a really cool game. It has a good style, and the mechanic is used in some interesting ways. I do feel like running is USUALLY a better strategy than sneaking.
On that subject, I cannot beat the tiny level where you are surrounded by monsters.
To anyone who it crashes on: please tell me what version you were playing, and if it's the web version which browser. So far I haven't been able to reproduce anything.
@Cybearg: Aside from the text being to slow (an issue that I am pondering a solution to), I think your comment demonstrates that the game achieved exactly what I wanted: making you think.
@timtipgames: That's bizarre. I really haven't been able to reproduce this. I'm going to take another look at it, but it may be an engine problem. I have asked it to do some strange things.
@timtipgames: YES! I checked it in the process manager, there is in fact a memory leak! I'm going to try to find it. Wish me luck.
Brassawiking: I should probably mention that I lived in Qatar for two years. I wouldn't have felt comfortable writing an Arab if I didn't have that experience, for precisely that version. There is some stereotype there, but in general it comes from real experiences.
I'm glad that you liked it :)
*version = reason
brassawiking: OH CRAP! HE KNOWS!
@shawn42: Ah, the way it was packaging the Mac Version was weird. I believe I fixed it.
I'm actually red/green colourblind and I easily got to 12, which as far as I can tell is the most that anybody could do at the game's current resolution. So I don't know how well this game works.
It's cute. It's not a game, but it is cute. Progress quest 3 I shall call thee.
A: That title screen looks distubringly like a picture of a black hole that I used to use as a background.
B: I appreciate the way this game explores the dissection of different forms of reasoning, and then throws them against traditional rock/paper/scissors RPG mechanics. I'm a philosophy major, it's sort of my thing >_>. Good on you.
C: What was going on at the end there? Did my friend kill me? Did I kill him? What? Did I miss something?
Wow, that WAS excruciating! You deliberately made it spam messages at the end so that I had to close the process manually right? If so that's brilliant you son of a monkey pajama.
Great name.
What do you mean by "MSVC build"?
IT is very much not running my my computer.
I'm very impressed. Mechanically that is an extremely compelling game. The decision about which half of the screen to focus on is neat, as is the relationship between a droplet's distance from the center and our ability to judge which horizontal location it occupies.
If I were to criticize, the music loop started to drive me nuts long before the pool filled up with water. Actually, the water should probably fill up faster. Obviously that is a subjective design choice.
That's a neat thing! I actually don't have anything intellectual to say about it. I'm sorry Steve, I was wrong. I shouldn't have shouted.
It might be cool to make a way for people to have a local version of this for their own social group. I don't know what that would achieve, it just seems like it would work somehow.
For the entirety of LD I have had a sinus infection. This game is an exact representation of what that experience has been like. Is there anything beyond going for a while and eventually having your head implode?
(666 clicks!)
I am red/green colourblind. Until it occurred to me that
those balls might not be the same colour, I assumed that level 5 was bugged and not completable. The game makes more sense now, but that was really confusing.
It felt really good to find "the solution" to a level, but in general minimizing my clicks didn't feel like an achievable goal. This is a really nice mechanic though, and could definitely be taken further.
Hah, ok. That was entertaining. I gave it a couple of runs and enjoyed them. I think that you have fallen slightly below the technical definition of game XD
I like the concept, but the life system is not good. I got through level 2 once, then died on level 3, then couldn't get through 2 again. Still, very neat idea and solid visuals!
Also, music. Repetitive. Becomes irritating, especially when frustrated by dying again.
Nothing happened when I shot (what I presume is) myself.
Are you trying to collect data indicating that people separate their actions in games from what they would do in real-life? The arguments that I have had on that topic are extensive and usually involve me beating my head against a desk.
Why do people shoot the civilians in MW2? What do they think is acceptable about that? What is going through their minds?
Very impressive! I have a had an Orwell fixation for literally half of my life, I feel like you captured that atmosphere very well. Admittedly you did leave SOME hope, so it is perhaps a bit less morbid than the game that I would make with this theme.
When I picked up the gun I quickly looked behind me to make sure that nobody saw. If it were me I would have given the gun a sound, but I respect that as an artistic choice.
I love the aesthetic. Was it, in fact, inspired by the film of the same name?
Mechanically pretty simple. I don't see any reason not to just avoid the enemies at the moment. If, as muton suggested, it were turned into a game where you had full movement controls there is real potential for some potential hunting, chasing and dogfighting scenarios.
Good work!
I died twice in 5 clicks. This is the hardest game ever made.
Like I said in the IRC, solid exploration of design theory and a fun game to play.
I get why you have the pause thing, but the switch between levels is very mechanical. if the pause key was something closer to the firing key (so I didn't have to take my hands off it to press it) that would help.
The idea of a one-at-a-time bullet hell shooter is an interesting one, and could possibly go somewhere. But, alternate possible direction, I thought it was awesome that I could move the camera down and have that 3D view. I also had a strong desire for my plane to start turning and drafting and zipping around the battlefield.
the circle of planes was awesome BTW. A very neat pattern. look at me talking like I know anything about bullethell shooters.
Solid start, just needs some expansion.
(and sounds)
I appreciate the clever usage of Unity's primitives and lighting effects. As a game, I wouldn't say that I would call it "fun". interesting more like. The optimal strategy seems to be "be careful and when you die don't make the same mistake again", which feels more punishing while you are doing it than rewarding when you complete it.
@shawn42: No error, just also no sound. It might be an incompatibility with my specific sound card. I've encountered that at least one other time in LD so far.
(BTW: It was packaging the mac version of mine in a bizarre way and giving you an outdated version, that should be fixed now. Thanks for the heads up)
A good start, but clearly needs some more mechanical development. Not too much for me to say that has never been said.
Rebel Assault II!
I like the look, I like the sounds, I like the polish (the string does look weirdly clean compared to everything else. Your right, it was hard and I did feel good about finishing it. Two sort of things that got to me:
A)It's hard to tell when you have screwed up so badly that you should just restart. Maybe this was deliberate, so take that with a grain of salt.
B)If the theme is "old games are hard", the best old hard games were ones that had very tight and clear controls. They just gave you really difficult challenges. Aiming in 3 isometric dimensions with only 2 dimensions of information and input is much harder than the actual goal.
I think that the overall structure of timing your shots against the enemy attacks is very well executed.
I appreciated the aesthetic intellectually, but in practice I found that interpreting what I was looking at took conscious effort. Obviously the gameplay and story are so underdeveloped that I can't comment on those.
I think its really a matter of finding things that are easy to draw in ascii and sticking to them. That will be easier on you AND the player's eyes.
If This were expanded toa full game, it would so be much easier on the eys in full-screen. I know that's alot of work, but...it really would.
Very cool idea, and clearly a good start. Full marks for theme and innovation.
I like the mechanics, and I REALLY like the aesthetic qualities. The music is great, if a bit repetitive. My biggest complaint is that the puzzles were never really "hard". the solution was almost always exactly what it looked like at the beginning. It got most interesting when you had to do things in the right order, but since there was usually one obvious way to use a block that mostly came down to trial and error. I think what it really needs is for there to be multiple valid appearing paths for each block with access to different (sometimes incorrect) solution placements.
The page system was interesting, if a bit difficult to wrap my head around at first.
Good start, and well polished!
I really like the little dude. The gameplay is sort of constrained by the limitations of all maze games, though the distance-o-meter helps to alleviate that somewhat (at least you don't always screw up, reload, go in a different direct, rinse repeat).
Really seriously like the guy. I like a man who dresses with dignity.
Interesting little thing you've made. It's nice to acknowledge that Pong was not the most compelling game in the long run, we tend to idolize it. Granted, I woudl take Breakout/Arkanoid of the 3.
I enjoyed the style as well. The relationship to minimalism does seem tenuous at best.
That is really cool! I thing it would be better suited to a controller than a keyboard, but I could see myself playing the heck out of this if it was on my GBC.
I feel like having to manage not being squished is a bit much considering the time pressure.
I also think it might be more fun if it was only 3 colours but much faster. I could be wrong about that, just a sense that I got.
Great work, and very well put together!
I can't escape the feeling that this is a twin-stick shooter. I just don't get the feeling of anything interesting going on. What makes it special?
I really enjoyed that! The pacman level was incredibly hard, but I eventually got through it. In the end I did want more puzzles. You should make some more puzzles.
Only, please texture the blocks for us colourblind folks.
Good work!
A very interesting concept! I really like it, but I don't think that it needs a time limit. Really, once you figure out a puzzle you could go back and do it faster pretty easily. Maybe that's the point. Personally I prefer to sit and stare at this sort of game, but I know not everybody has that attitude.
Also, this looks really polished for the time limit.
And of course the stuff we talked about with the colours ;)
Neat concept and looks quite nice. Sadly I am red/green colourblind...and cannot play this game with any level of skill.
229 points.
That is genius. You have effectively boiled the resource management aspect of the traditional RTS to it's most fundamental components. I am very impressed.
I will say, I'm not sure what it has to do with ontology.
I love the aesthetic. The gameplay is rather weak. Basically, what you have made here is Xen with worse weapons and on LSD.
But man that aesthetic!
(P.S. please lock the cursor so it doesn't float off the window!)
Conceptually I really like this. I had to watch the video to understand what's going on though. I still don't really. I think that with a more slowly ramping set of tutorials this would be a fantastic puzzle game.
The effect when it reveals the results is really nice. It would be nice if it sped up when there were a lot of blocks though. I don't like basking in my own failure :(
I'm not sure how I feel about the disconnect between the game's content and it's ending, but I have to give you credit. You clearly put a lot of effort in and made something that you can be proud of.
Really impressed! I would have had no problem playing more levels. The only thing that irked me is that there was no number telling you how many points you could place, so I always had to start every level by testing that.
Well produced, as well as being fairly ambitious! I like the graphics and the sound that is there. The combat was very monotonous though. I also agree with shs: missing when you already have a system in place to account for accuracy (the player's position) sucks dogface.
I hate loot games p_p
You can't get ye flask....Dennis...
A solid concept well executed. It was a rather frustrating in spots, Particularly getting ye flask. But hey, you know what? Sometimes games should be hard.
I literally cannot think of a properly negative thing to say about this game.
You should put running instructions on the page, that is not at all intuitive.
I'm also not clear on what the goal is. Touching the ghosts from behind just seems to kill me, and touching the door does nothing. I like the actual concept, reminds me of Frozen Synapse.
Oh, that's totally cool. It took me a minute to figure it out, but once I did I really liked it. The fact that the shapes move with the cursor is confusing, but gives you a better sens of where you are clicking.
Problem is, I'm colourblind so it takes me ages to tell the red and green apart. So I can't really play this properly.
Wow! I was working literally on this idea with somebody several years ago. We even had the same camera angle. We were focusing more on the texting than the driving though, I think you made the better call.
What are you doing that you need DirectX8? Isn't that 10 years old at this point?
Anyway, That's pretty funny. It's not polished, but the core concept of "random interruption of gameplay which puts player out of position" has promise.
Is it possible to actually beat the computer? The actual pong part seems not so great, since the ball's Velocity is not affected by the player's approach. You can't fake out the computer in any way.
I really like the look of things, and the sound, and the little camera moves, and the concept.
It's REALLY hard though. Unless I'm missing something, it just seems like there are too many guards to realistically sneak through.
Not Bad! I liked the way the water bounced around. I wish the difficulty escalated, because once you get the controls down it's pretty easy.
"MSVCP100D is missing from you computer"
I want to play this, make it work!
the Good: Great music, awesome visual style, actually really good writing (most people are crap writers), good integration of depression theme into gameplay
The bad: Those were super-arbitrary puzzles, the longstanding problem with adventure games.
I like the concept. It's not really fun yet thought. The ammo limit is a nice idea, but it leads to nothing happening a lot of the time. In general it feels like it needs to be quite a bit faster. Perhaps make the balls more forceful?
Also, I quite like the way it looks.
That was pretty good! I'm not a huge twin-stick shooter fan, but I enjoyed it. It does eventually completely break in Firefox.
I like the style of the voices, but they WERE pretty hard to hear. I think less reverb and slightly longer gaps between the words would have helped. I like the concept and the graphics quite a lot. Obviously not a lot of depth to the puzzle, but interesting nonetheless.
Oh, the perspective behind the detective rules. Its like Resident Evil 4 but awesomer.
the link is broken :(
Quite well produced, and well executed! It was bit too easy (I never got that frantic asteroids feel, even when I was a pacifist), probably because the controls are much less floaty than Asteroids. Still, you have several nice touches, particularly in the music.
Also, I have never played a game where mines were fun to use. Somebody really ought to do something about that.
I really like the concept and the graphics, but The jumping is so floaty that I couldn't get through the first level :(
It's already a hard thing to do (reminds me of bomb jumping in Metroid), but tighter controls would let me focus on what to do instead of how to jump on myself.
I think that this is great. The mechanic is interesting, the graphics are excellent, the sound is moody...
but that tube in the top right is completely jammed. there is no way I'm getting in there with this little fuel. If i'm supposed to chain reaction them in there, that will take ages as well. So I'm kinda stuck leaving it there. Which is disappointing because I really really like this.
The concept and art are excellent here. I love the concept and the level of detail. You usage of my personal sense of responsibility as a motivator is the kind of thing that I want to see more of.
I do really wish that the last words were sound though. Since it was literally impossible for me to interpret what was being said, I didn't feel as responsible for getting it wrong as I would have. The information has to be somewhere, just difficult to the point where most people won't get it.
(BTW, you may want to look at my last LD game: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22819)
That was excellent! I really like these styles of games, and this was a particularly clever one. Additionally the graphics and sound are adorable.
There is a bug at level 3. If I click to skip the demonstration, it just hangs and I have to reset the level. This was obviously frustrating to no end.
In an earnest attempt to actually provide constructive feedback: I wish that it had sound, or at least music.
Typing into on-screen keyboards is hard.
But yes, that is kind of what LD is like.
frankbsad: Nope, wasn't really time to integrate that. Why do you want to skip it may I ask?
FacticiusVir: Thanks, looking into it
frankbsad: Makes sense. I'll try to throw up a post-compo "you can skip the intro" version tomorrow.
I should have seen this coming, I had the same problem with my last entry :p
@Tork: I would very much like to fix that, but I can't quite work out the conditions you are talking about. What you you mean by "with no car"?
That was alright. I wouldn't say that drawing a path for a blob is the most fun mechanic in the world. It needs something to feel a bit more "player expressive". As it was I just felt like it was a test of how fast I could switch between fiddling with the camera and drawing the path.
I like the graphics for the blobs.
Hah. OK. That was cute. Well produced.
I wonder if this is an area where those gaming mice come in handy? I got about 4.5 mil
The gravity mechanic only felt relevant for the last couple levels. It's also basically VVVVV sans player control of the shifts. That adds a nice element of tension when you need to do things quickly, but also means a lot of standing there waiting for things to change.
the levels themselves weren't bad. I assume that you had more plans for those mechanics and ran out of time, which is unfortunate. I also quite liked the text in a silly kind of way.
I enjoyed it, but I don't know if I'd call it fun. It really isn't that hard, and you'll always get enough money for an upgrade. There is also a lot of time when I'm really not doing anything. I liked the little dials, and the radar upgrade. There was also a good sense of speed after about 7 upgrades across the board.
Is that car modeled after a Honda NSX?
I really don't understand what's going on. I need a command list or something, right now I can't figure out how to do anything except start the game. Can you post instructions?
I enjoyed that. It did take me a little bit to figure out what I was doing. The art is excellent and I love the aesthetic. Dingy offices, poor lighting, the occasional false hope of success, it's all there.
it's also an interesting challenge considering how simple it is. Also, why does my cursor move while I'm typing?
Well done!
That whole game was really just so you could write a ye olde conversation about 10 seconds wasn't it?
I enjoyed all of that.
You can't get ye flask.
The Good: The levels not auto-restarting makes the time limit relevant. The graphics look very stark and neat. The VO is entertaining.
The Bad: The levels not auto restarting is infuriating, to the point where I don't want to play it. Known collision glitches. What was wrong with standard fps controls?
I'm not sure that I understand the mechanics. The goal appears to be to collect the little squares, and to press space on the computers. I'm not really sure what end this serves though.
I like the look of it. I think my colourblindness might hamper my ability to see the playfield.
Interesting idea. It's VERY difficult, because as it turns out humans are not good ad turning time into numbers. funny, I was just having a conversation about this :P
The concept has promise, good work!
The music needs to be downmixed to mono, and the mouse controls feel a bit weird. I liked the chaos near the end.
Not in here Mister, this is a Mercedes...
I love everything about this aside from playing it (and I know that you know why that is). The engine sound is great, the cars are great, the dumb names are great, the story is great, the VOs are great, it's just great.
Not fun to play.
There isn't any any key...
That was neat. Obviously still wants a lot of development.
Is that supposed to be Commander Video after an all-month pie eating binge?
It feels very much like slenderman. As a game it's pretty light, I didn't really feel like I was playing it so much. There was a good sense of being lost, but never any sense of being found to take advantage of it. Basically atmosphere without contrast.
Really impressive for a first attempt. Now that you havea grasp on the technical stuff, focus on the game elements!
I don't feel like I can even rate this. Either I'm missing something or there is no gameplay. I can' even get past the first platform :(
Nice art and music though.
It never really gets hard, but It's an entertaining little combat system. I think it needs more motivation to change targets frequently. As it was, there were rarely any decisions for me to make. I never ran out of mana or came close to dying, through liberal use of regeneration.
Quite a lot of polish here, the art and sound that are there are actually quite nice.
Considering it's one button gameplay, that was actually pretty fun. Good twitch challenge. Some of the later jumps felt a bit unfair, like those tacks, but health resolved that problem. The relationship to particle physics is...tenuous.
After about 30 seconds the music became grating.
I like the little electrons spinning around you. It would have been nice to have more variety to the sprites, but then the source material didn't leave much room for that.
$%^&ing Right! (I'll actually play your game later)
It's an interesting idea. I don't know if it's really any more fun than direct control. I couldn't get passed that wall, and honestly it just felt a bit mean. The moon is a dick.
I liked the music and the feel of the graphics.
That was a lot of fun! My MOBA skills came into play very strongly and I felt like it was pretty easy, but for a single game that's probably good. I would play more of this.
I sure do wish that it had sound though.
This is really impressive for something made in 2 days. It's so complicated that I don't really feel like I can make proper sense of it mechanically right now. Ideally I would spend about an hour figuring out how everything works.
But man, concept and execution are very impressive. I'm not sure what it has to do with the theme though :p
I enjoyed that! Couldn't finish it, because I apparently lack basic beat-em-up skills. It would have been nice if there were more places to check than you could reasonably look for in the given time, or if there were different items for the same body slot.
I also quite like the graphics.
That was incredible. This is easily the best game mechanically that I have played so far. It's like if somebody strapped a turbocharger to Risk. I want a competitive version of this. Make that. PLEASE make that. For tablets. So that people keep trying to click on the same province and drive themselves nuts. That would be terrible and awesome.
But really, I want a multiplayer version.
Neat idea. Suddenly switching from a ranged to a melee character is an interesting experience. I do wish that there was a timer or something that appeared next to my character when you were about to change, so that I could plan accordingly.
The infinite jump mechanic wasn't immediately obvious, it took me a while to find it.
That is fiendish.Good music. I didn't get annoyed at its looping. the tiny enemies are a neat mechanic, if infuriating
red enemies against a green background are not good for the colourblind. I gave up after 30 attempts of world 2-3.
When you said there's not much in the way of gameplay, you meant it.
The background is trippy as heck and I actually like the plotline which you outline in your description. In a silly sort of way.
I really like the music, and the ship (plus that little trail). the interface feels a bit weird, it's hard to tell mines from kittens, and the text can clash with the background.
I can identify that this has good platforming feel (it's VERY Super Meat Boy), but I don't have the dexterity to get past the second section. I spent 10 minutes on it and really didn't even come close.
Graphics and sound are really good for their scope, and it's an excellent braid-esque take on the theme.
The gameplay isn't really to my taste, but that music is fantastic. If it were compiled into a less "video game loop" format I would listen to it. Reminds me a bit of the Bastion soundtrack. I also like the look of the photon.
The bit about time dilation made me chuckle.
That was pretty cool! I like a good stealth game. I would have like do some more atmosphere, hiding in the shadows and all that. Still, deciding when to grab the safe based on enemy movement was a neat choice.
Are the guards all supposed to be Mexican and Asian? Either I'm a bad person or you are.
Concept = good, with a nice use of mechanical symbolism. I thought I might be locked in that graveyard forever! I also liked the graphics...though is it just me or are some of those tiles from Pokemon?
Framerate is terrible in the HTML5 version though. I think it's that particle effect.
Hah, not at all difficult but entertaining.
If you are going to continue this concept, check out micro machines. The game could benefit with something like MM's excellent 2D driving mechanics.
I spy with my little eye...a Dodge Viper.
As we discussed, I had some difficulty figuring out what I was supposed to be doing, but we sorted through it. THe annoying thing is that the game that I had imagine I was playing was awesome BUT ANYWAY!
I'm really impressed. The production values are incredible, and lead to some really tense moments where I was navigating corridors that I had made while trying to beat enemies and capture energy. I only really have 2 complaints:
1. I wish that it had Asteroids "turn in place" steering to help in those tight spaces, though I can see why you wouldn't do that.
2. In one of the universes that was generated for me I spent ages looking for the reactor and never found it. I died, and in the new universe the reactor was right next to the start location. It probably would have been good to put some restrictions on the generator to reduce the luck factor.
(oh, and eventually the music got really annoying but to be fair I did have to do 4 plays before I finished it)
Excellent work!
Very cool idea. It's like the classic "turtle" program but with a goal! I also really like the graphics and sound. Those voice-overs are excellent.
I couldn't win though. I'm not really sure what I was doing wrong :(
As designed, this game involves a lot of waiting. Get to ledge, wait to fall asleep, flip switch, wait, wake up etc etc. Then I died...didn't want to wait again.
Nice music, good production values.
At first I was iffy, but I like the way that bloom world becomes a sort of map world for the other two, especially cloud world.
However, I cannot for the life of me find the dark world white key. I really feel like I've looked everywhere in every world.
Oh, nice music by the way! It did get a bit grating after a while though. the dark world music held up the best.
I quite like this. There are a lot of interesting little mechanical experiments, like the difficulty management and the way that changing links is your score. Compatriate immunity is plainly the best, so I just wanted to use that...but then I wouldn't get any more points!
I'm also impressed with the production values. A clean design means that I've found keeping track of which world I'm managing is much easier than in many similar entries that I've played so far.
Aesthetically this is amazing, and the puzzle design is actually quite intuitive for the genre. I did sometimes feel a bit confused about what was going on. I'm still not sure how I got that bucket.
I think that I see the relationship to the theme, is the idea that the inhabitants of both worlds want to keep them seperate?
That world is absolutely charming!
Mechanically this is neat. The camera kind of let things down a bit though. I generally wished that I could see what was below me instead of all that sky. That;s besides the point though, as the core idea is compelling.
Graphics and sound are very polished. Could use some more optimization as I found that load times and framerate were worse than expected. At one point I thought it had locked up while loading the next level!
I got to 28. That is very tricky, but I like it. I can definitely see how it would fit Android nicely. Also, I think the music fits nicely and the graphics are very appropriate. Good work!
I like the graphics and sound, but the gameplay feels kind of stale. Because you are limited to 3 lanes and change very slowly, I didn't feel like I had very much control. There weren't many tense moments of "Oh man, I almost hit that thing", which are key to Burnout/Spyhunter kinds of games. Also, because the enemy cars shoot along the same line that you use to shoot at them, it's impossible to shoot at them while avoiding them so health loss is practically guaranteed with every duel.
My apologies, I didn't export the Mac version properly. A fixed version is now uploading.
I can imagine that if this game were in development for 7 years and had a huge budget it could be amazing. As it stands, cute graphics nice feel good writing not much gameplay.
Neat mechanic! It took me a while to figure out what was going on, though I think that my colourblindness was a factor. Definitely potential for it.
That music got annoying very fast.
It's really really hard. Is the lack of float in the jumping a design choice? It feels very strange, probably because it is unusual more than that there is anything wrong with it.
I like the music.
Very very cool! It did take a while to get a hang of things, but I've got it now. I would have been nice if some of the menus were different colors for quick identification. Also, the red and green trails look identical to me (I'm red/green colourblind). It would probably have been easier to manage if the planets hadn't been moving, but aesthetically that is awesome.
also, excellent music. Repetetive but not annoying. I did mark down one point for audio because there are no other effects though. Ok, so maybe that's realistic, but it feels weird.
Great work!
fun little game EXCEPT:
Diagonal movement please p_p
The mine boss isn't fun, because you can't dodge a mine that is randomly placed.
Nice walking animation by the by.
Looks really good, and while it isn't intuitive it is interesting. It would be nice if the front and back of the ship were more distinctive. I found myself frequently needing to look at one part of the screen while trying to keep moving. Being able to tell how I'm rotated while the ship is in my peripheral vision would have been really handy.
I see what you're saying about it not being fun, but on the whole I think that's a little harsh. Somewhere in here is something really interesting, but maybe the pressure crunch of LD is not the place to find it. Perhaps the objective needs to be more fine-tuned to this kind of action? For example, if somehow the goal was to create some sort of chain reaction using your previous selves.
It rather reminds me of playing guitar with a delay pedal. You can create really complex things on your own, but if you aren't in the same key or timing as the repeated sound it all goes to pot.
Also, graphically it looks super cool.
This is really really nice, and mechanically interesting. But also driving me insane with difficulty. Being able to zoom out helps quit ea bit, but Maybe I just don't have an aptitude for this kind of thing. I COULD not complete the gunboat tutorial.
I really like the sound.
I felt very much at the whim of a random number generator. Nonetheless, it's a fun little thing. I like the atmosphere and graphics. I made it to 56 weeks, and was basically having fun. I just wish that I felt like I could make any kind of progress at all. I never felt like I was making a difficult tactical decision, the correct thing to do was very obvious.
Even after installing those components it still doesn't run on my Windows 7 machine I'm afraid.
I think that this is a really beautiful and impressive entry (if difficult to keep track of. However I can't play it because my red/green colourblindness makes managing all of that info impossible. I am correct in saying that universe control is indicated by colour right?
Your game set off my antivirus! "containing the virus or unwanted program TR/dropper.Gen"
How do you service the relay station?
Not bad at all! The level with the floating doors drove me nuts though. I feel like I " finished" it twice, kind of sucked having to do it again because I pressed the D key a bit too late.
I don't have an xbox controller on hand. How do I climb ropes?
Really good attempt, but a few comments:
-It is possible to complete the first level by jumping through the fence in the blue world rather than doing all that complicated jumping.
-There is a special place in hell for first person jumping mechanics. They are very difficult to make fun, because in first person you have very little awareness of where your feet are. This game would probably work better in third-person.
I didn't mind the sounds, though they were a bit repetitive.
Interesting. Also very difficult. Perhaps it would be easier if the platformer was on the bottom and the ship was on top? the player is usually looking up in a vertically moving platformer, so the boat would be in their vision already. When the boxes were dropping down the player would be able to quickly spot their general location because they eye is attracted to movement.
The production values are very impressive. Very strong castlevania feel, and well done. The music was far less repetitive than a typical LD game.
The gameplay I could take or leave. The twist on platforming makes for a nice change between different forms of action over the course of the game, but as it stood neither felt very interesting. The box puzzle at the end was a welcome exception, though also quite frustrating.
There have been interesting space trading games, but stripped to the core like this there isn't much to it. With the planned features I could see it being entertaining but I feel like it needs something special to put it above things like Elite.
I enjoyed the ending thing. The actual game play really is pretty thin. Impressive music!
Well executed mechanic, with a clean design. I did kind of feel like I had "solved" the game by the end (put a sphere in a boxed place near the end, solve the other sphere, clean up), though there were one or two bits where I had to think for a second. I think Isolating those and expanding upon them is the way to go.
I liked the music but it got grating after level 5.
And level 10...I can't think of a reason either. I see the analogy.
This is harder than I am able to do. But I appreciate the impressive production values.
I think the real difficulty is that trying to watch 2 things, one of which contains more threats and is obscured is pretty much the opposite of what human beings are designed to do. Multitasking is hard.
I really like the concept and the actual dialog was good, but even the fixed version was buggy to the point that I don't think that I am able to progress. Sequences don't seem to work properly and tend to go out of order. Also, I'm not sure that the skeleton sprite is imported properly.
It also might have been good to have multiple areas to show dialog, so a conversation could happen while the "inspect" text was displaying somewhere else.
I like the spike reversal portion. It's actually quite difficult to train yourself out of tropes, and that section was a good example.
Collision detection is a problem. In platformers, my feeling is that where collision detection cannot be pixel perfect it should err on the side of the player. There were times when I was killed for collisions between dead air in the sprites. Guessing how big the collider is does not a fun game make!
I'm having difficulty seeing incoming shots. This might be because I'm red/green colorblind, or maybe because I believe GM has a 30 fps cap which makes fast shmups problematic.
Anyway, nice graphics and well put together!
Interesting. I don't know where it could go beyond changing heights, but there must be some potential in there. It did find it very easy to get confused about which key was going to do what.
I got through to the level where challenge starts to happen (the one where you have to outrun the dogs). It started to feel interesting there, but I couldn't make it through. I still don't fully understand how to guarantee that I'll start a connection, and there is no noise to indicate when you've started.
The daschund's effect is pretty awesome though! I also like the music.
Cute. The connection to the theme is not apparent, I'm guessing that it was cut. I like the music till it looped a million times. It took me a while to figure out that I needed to push the detectors, but once I did I thought that was a neat mechanic.
Neat mechanics. The floating one was particularly challenging though. I think the game would really benefit from precise collision checking, because I often felt that I was colliding when I still had some space left.
I really like the aesthetic, but it does make my eyes bug out. I'm colourblind, so that is probably a factor.
Ok, we both know that this isn't really complete in any sense. I guess the most useful thing I can say is that shooting planes is REALLY HARD. Stuff does break apart real good though. How did you do that terrain?
Very good! This almost seems like an art game, raising questions about the impossible situation which our economy creates. There is no real way to make money and keep the factories repaired. So long as there are no regulations forcing the other imaginary corporations to maintain a high workplace standard (thereby driving up the market price of the goods you sell), you CAN'T maintain those standards.
I R impressed.
Pretty straightforward, I enjoyed it. Enemy shots were really difficult to see, but it wasn't terribly difficult so that wasn't much of an issue. I liked the explosions effects.
The production values and completeness are excellent.
I'm not big on shmups, so take these comments with a grain of salt:
Input lag on the selector wheel was frustrating
Covering my screen with a (really nice) effect when I've been shot was frustrating more than anything else.
The fat melee cat being slow seemed off to me surely the melee character should be bale to get in quickly to do damage?
Keyboard ghosting is a problem I think. I couldn't shoot and move at the same time.
Again, great production values.
I really liked that, it was extremely well put together. The ending seemed a bit weak since you had a very basic platforming puzzle and then a piss-easy boss, but the previosu levels were interesting. Baiting people to fight eachother is an underutilized game mechanic that can lead to tons of entertainment and it was well executed here. Also racism is bad hooray.
Well done!
That was awell structured and very complete. The writing was punchy and often entertaining. The world building was good but not overbearing. You avoided the combinatorial explosion adeptly.
My one criticism is that it isn't explained to me until the end why I am supposed to kill the king. It is implied at points, but never outright stated. I don't like making decisions for a character who knows more than me about their situation.
Very good work!
and by the way: nuh nuh nuh nuh NUUUUUUUUUUH nahnuh. nuuuuuuuuh nahnuh.
That is extremely difficult. Not really my kind of thing, but it does remind me of Burnout and that is always a plus. The retry text needs to be brighter. I was skeptical of click controls, but it works pretty well in this context and I get why you used them.
Those hitboxes...I couldn't complete level 9. I knew what to do, but you have EXACTLY enough time for the first and last burgers, and as long as I was getting hung up like that patience was going out the window fast. However, it's a cool idea which seems like it has room for expansion. Good on you for including a level editor.
Oh, I relaize having the exact length is important to gameplay but I'm really sick of that burger sound now.
I didn't find the enemies so bad, but I did get an out of memory error when I clicked on the gun attatchment I had just built while using a workbench. I wish the jump wasn't so floaty, but it works well enough and because you get so much air control avoiding enemy attacks isn't too bad. I do wish that the floor blocked bullets. It seems like with some more time this could become a cool metroidvania style thing.
I can tell that was a huge amount of work. I like the idea and the writing was pretty good (if a bit long-winded at times, the comedy version of the last episode went on longer than it would have on TV for example). I did feel a bit disconnected from events, and I felt more like I was just taking in the writing than trying to achieve any goal with my choices. Possibly that's because I didn't have a reason to care about any of the happiness indexes.
I liked the music on the email screen, but I do appreciate that you didn't include any during the script editing. That made reading much easier.
Once I figured out how it worked (not intuitive) I found it pretty easy. I liked the looks and the music, but the gameplay wasn't super compelling. I felt that perhaps using a combination of WASD and the arrow keys would work better than the mouse, since I kept wanting to use A and D to turn around the ship. Lack of depth perception was sometimes a problem, perhasp some kind of tracer would help with that.
Neat idea, good atmosphere (ironically :p)
Did I miss something? I hate the soul under the volcano and the game just ended.
the aesthetic is really nice and figuring out what the squirrel power was entertainmed me. Trying to use it off a single pixel ledge kind of sucked though. I actually wanted to know more about this world, which is strange considering I don't usually and the place is literally just blocks. The background and music were just really nice.
Hillarious -_-
I liked the look and even the animations, though I'm not sure that I liked having my view restricted so much. The elephant in particular had some fun little touches. Not so sure about the mouse since it is effectively "press x to progress". the bird was an interesting idea, but I felt weird playing a bird that couldn't actually fly.
However jumps are managed, I found that I had to press the button a bit earlier than when I actually wanted to jump.
thegoofromspace pretty much said everything that I was going to say. I would add that relying on depth perception in an isometric game is a recipe for disaster (See Sonic 3D Blast). I quite like the lok but man did that music get annoying fast. I don't know what was going on in the third elvel, but the only solution I found was to drop off the corner to the far left and air control my way onto the flag. I couldn't make the green floor do anything even by dropping on to it.
I actually considered doing something like this but I chickened out. It works pretty well, but I could never tell WHEN to shift. The engine sound didn't seem to have anything to do with it, and there is no rev counter. By the way, pressing space automatically wins the round.
(Oh, and granny shifting jokes? You know that double-clutching is only useful on gearboxes without syncromesh right? Or maybe that wasn't supposed to be a Fast & the Furious joke)
Ok, the art and audio are fan-freaking-tastic. I can see a whole game being done like this easily. I think you know the gameplay limitations. Release space to jump is weird and I think the flying mechanics have it in for my keyboard.
AAAAAAAAAAAGH. Locking the camera to the character makes this pretty well unplayable because I can't avoid things and time my movements to them aqt the same time. I also really would have preferred the option of having jump on the space bar or some other key. Jumping didn't feel quite as responsive as I would have liked.
The graphics are nice and the music fits the game well. The bendy rectangle jump animation in particular was quite striking. It all feels very complete for a compo game.
That is very impressive for a 48 hour project. Did you use an asset for pathfinding or code your own?
I'm not sure that the desert level is actually possible, I certainly couldn't complete it. I do quite like this idea though. I suspect it might not appeal to serious RTS nerds because it demands less long term strategy, but I am the Red Alert 2 kind of player who like swarming with Prism Tanks.
Shorcut keys for transforming would be handy.
Thank you for realizing that WASD should control the camera. RTS developers seem to miss the boat on that.
I definitely feel the fact that you didn't finish. It feels like there is stuff missing. The offset mechanic actually works pretty well, it reminds me of the hacking minigames from Mass Effect (which I mostly liked). I would often see a word and then think: wait, are these other things words? Hmmmmm...no. ok, coincidence."
The management system works, but as it stands it doesn't really do anything for me. I think there is a reason that management sims and other types of games tend to remain seperate: they require completely different playstyles and frames of mind. I like strategy games and I like action games, but I can't think of any strategy-action hybrids that I have really liked (except Red Alert Commando, but that was really just a shooter with a lacing of strategy). I wasn't sure how to play it, and I don't think that the two styles of gameplay compliment eachother in any way. Still, it's good to experiment with that kind of thing so I'm giving you top marks for innovation.
**** beige.
I really enjoyed that! That last level kicked my ass, but I got through it and it didn't feel unfair. Two comments:
Make the guy shut up when I'm restarting a level!
Going from doughnut to sticky bun was a mde more difficult than I would have liked because of the time delay between changes. I don't know if that delay is really required for balance.
Very nicely polished and complete game with a good difficulty curve and novel mechanics.
Maybe I'm thick, but I can't actually start the game. How are you supposed to select "new game"?
Ah, got it working. Iq ute like this idea. It isn't totally obvious how it works until you fiddle with it for a bit, but I got it in the end. The instructions could be a tad clearer.
Graphically very clean. Definitely needs music. Good work!
Very well put together for an LD game, you have all the elements of this kind of game done well. I can't really play it because I'm colourblind and I essentially see 3 kinds of objects (I know the shapes are different, but I have to concentrate really hard to play just by shapes). For that reason I am not ranking fun.
Hey, I haven't reviewed your game yet (I will soon) but I wanted to let you know that you helped me find a bug. You should have lost when the rebels attacked you but that combat loop wasn't being allowed ot run correctly. Combat is the only way to beat the rebels. You are correct, embezzlement is too easy. A number of players have shown me that.
Interesting idea. I think the pieces are all here for a very zen kind of light strategy game. I did feel like having all of the mountains move away from my mines was just kind of unfair. Still, the structure is sound and htere is room for expansion on this concept.
It would be really nice if the text was bigger. I was getting eyestrain trying to keep track of everything.
Good work!
I really enjoyed that. Very nicely polished and cute idea for an adventure game. I really enjoyed the writing. Couple of problems of the "frigging adventure games" variety:
Why can I only fill the spray bottle from the bathroom sink?
Why do I need to drink salt water to get rid of the slug instead of just dumping salt on myself?
Why doesn't smoking remove the ice guy?
Why can't I dump salt on the ice guy?
Do you know how hard it is to punch yourself in the face (but at least we had a good clue for that one)?
I still really enjoyed it.
Aesthetically this is nice, but I really really don't like sliding block puzzles. The whole game does kind of hinge on that. The idea of changing it while the train moves is kinda neat, but because at any time at least 2 blocks are stationary it's impossible to move many of the blocks that you need to, making a frustrating type of puzzle more frustrating.
The guy is pretty awesome.
The controls are WAAAAAAY to floaty, especially when being killed sends you all the way back to the beginning. The cube effect is really neat though. I do wish that it impacted gameplay more than a 2D screen change.
You're not kidding about the siezures, but it looks cool and "wonky world" is an interesting mechanic. The graphics are superb and I like the music as well. It was VERY difficult and I didn't want to play it for too long because it is so hard on the eyes.
That was difficult. The misdirection at the end of level 2 is nice. It did become irritating when I knew what I had to do but couldn't do it. I generally feel that a game should either about figuring out what to do, or about executing something obvious. Other opinions are available.
The large red rectangle was a clever ability I thought.
I got stuck on what I assume was the last puzzle. I was starting to get angry at it and was really just doing trial and error. However, I really like this idea. It could be developed into a full game without too many changes. I didn't like the nighttime mode because it just added to my frustration, and it can be hard to distinguish blocks which are on the pedestal.
European plugs are hateful things.
I really like micro machines, which this reminds me of. I also teach manual transmission driving as a hobby. In fact, I considered making a game called "Diesel May Care 2: Shift or Die", sequel to a previous LD project.
Ironically I think the weak part of this is the shifting mechanic. The interpretation of shifting as a gating mechanic is an interesting one and I think it's good that you tried it. However, I found that it was just ruining my flow because while I could carefully time my drifts (which was really fun) I couldn't steer and shift at the same time. If the shifting mechanic were gone the game would be quite a bit of fun.
Sound would make a big difference since most experienced drivers shift by engine note and speed, but because engine speed is not tied into road speed at all that doesn't match one to one. Perhaps if the engine revved higher if you need to shift up and lower if you needed to shift down? Then I could pay attention to the road and shift by feel.
If you can find a way to make this flow better I love the idea of an arcade racing game with gear shifting. This is a solid start and the actual car feel is pretty good. Also, play some micro machines!
Cute little twin stick shooter, but doing a game like this with a mouse only works (in my opinion) if the ship points at the cursor. I found very tiny twitches would mess it up, and my cursor could go off the game screen rendering my frantic clicks inneffectual. Nice look.
Very nice little project. Very challenging, but it a good way. I liked the interaction of the 3 cats. It would have been good to have some indicator of what cat was next, because keeping track of which cat you are about to become is hard during twitch gameplay. Sound was very good.
Very good for a first attempt. The graphics and sound are all solid. There is a bit of a bump while walking, I think possibly because of a gap between floor block objects. The chicken double jump was a bit fiddly, I couldn't do it reliably.
The mechanics all sort of work, but I never figured out what was useful about the turtle and the armadillo aside from digging. For the final boss I dodged attacks with the cat and then switched to the porcupine to drop some attacks. It was a bit tricky with the lazer, but it is still completely possible to avoid that by running while still stopping to get attacks off. On that note, the porcupine's ranged attack is 10 times more useful than any other attack since most of the enemies are entirely melee based and can't move in to attack you quickly.
The music was good if a bit repetetive and the writing touches added a nice sprinkinling of personality to the game. Muricalligator looks great as do his attacks.
I totally didn't clue in to the fact that the sewer pushes you up as a plane. It was really boring till I got that. It's kinda fun but really I didn't feel like I had much control over events. I think it needs more shapes and REALLY needs air control.
This does not fit the technical definition of a game. There is no goal and the player has no basis for making decisions. Ok, that's fine, I'm down with art pieces for LD. I made one for my first LD in fact. But this didn't appear to be trying to make me think about anything. So the question is...why did you spend time making it and why did I spend time playing it?
Really really neat. The interface is a bit difficult to read, specially telling what the sides of a tile are. However,the core of the game is extremely good (if a bit reminiscent of Carcassone). The gameplay loop is compelling and I felt satisfied by completing each task. One thing I would do is focus on an algorithm that made the game more challenging as you went, since often situations would resolve themselves or require one change, then boom massive ovehaul.
Oh, and as a red/green colourblind person I should point out that I had a great deal of trouble telling satisfied citizens from unsatisfied ones.
Great job!
It's basically functional, and kind of fun I suppose, but there really isn't much new here. I like the idea of switching to the car to gain health, that could evolve into an interesting mechanic. I did find that there was only really one strategy, which is circle-strafe and fire at the mob. The interface could be easier to read during the action, but it isn't the worst that I've seen.
Cute idea, but the fact that I have a big monitor made it pretty much unplayable at that tiny resolution. Also, shooting up didn't seem to work for me. The music was really good and I think there is potential here for a pretty cool mobile game.
It's really hard for me to say anything more constructive just because it was so small that I had trouble seeing what I was doing.
That was pretty much unplayable. Aside form the obvious completely busted platforming collision, physics and controls, why does the text appear directly on top of the player when you have a big open sky on top of you? Why do you walk so slowly? Why does the text change so slowly? Why does clicking to transform only work a fifth of the time? Why does gravity work on a geological timescale?
Somewhere in here is a good idea, but it is buried under really really terrible basic interactivity. That stuff needs to be sorted before anything else can work.
I like this kind of puzzle, but really this is pretty basic. I mean, you know that as well as I do. It could have been lots of fun if I needed to parse through a great deal of info and look for inconsistencies but...I didn't.
I like the sound effects and graphically it's pretty good for a first attempt. The core gameplay is pretty weak though.
Think about the gameplay loop. The player moves forward. Looks at one spot on the screen. When a shadow appears they stand still and hold space. The shark goes away. The player keeps going.
The only thing the player has to do is "see the shadow". It doesn't move quickly enough to be a twitch challenge, but it doesn't provide enough mechanics to be an intellectual challenge. It's only difficult while you are figuring out how it works.
Also, the health meter is in the most important place on the screen. When moving down a linear corridor like that the player wants to see as far ahead as possible. But the place they most want to look has a big block in it!
Good on you for getting something together, I think you'll see real improvement in your next attempt.
My main complaint has already been addressed, namely the keyboard issue. Other than that, it works well and the principles are sound.
I did have colourblindness issues. If there was a real timer I would have been boned. The stars and squares look very similar, the moons and triangles almost identical. It kinda messed up my eyes as well. Obviously this problem only affects about 5% of th epopulation, but there you are.
A game like this relies almost entirely on visual and auditory feedback. If you were to expand on it, those would be the first areas that I would look at.
Good Work!
I got to a level with platforms, defeated all the enemies and then nothing happened.
This is an interesting idea and I think that as a proof of concept the game does a good job. Making the bullets keep travelling adds the main challenge, but I think there are more fun ways to do that. If you can find them, you are on to something with this. It is an idea that can be applied to a wide range of game types, so don't just limit yourself to side scrolling shooters. Try to think of the best genre it could apply to. A multiplayer FPS that worked this way would be crazypants.
Aside from some bugs I know you are already aware of, that was very well done. I'm not big on massocore, but I could identify that was a good example of it. I do wish that tapping the fly button was a viable strategy since I usually try to make several tiny adjustments to get through places, but that may not be what you were going for.
Oh, the music was good but hearing the same 8 bars over and over again after dying 4000 times can be a bit grating.
I couldn't hit anything. My bullets just passed through the enemies. Also, those controls are really poor. We are generally used to left hand for movement, right hand for actions. Using the number keys is very strange. The traditional control system for this kind of game is traditional because it works.
Still, good on you for getting your foot in the door with a project. I hope to see something more fleshed out next time!
I thought that audio and video were great, especially the use of the sheep theme. The balance seems off though.
The problem is that shifted sheep chase you. This means that anywhere you drop diamonds, a sheep will immediately come along and eat it. Winning depends entirely upon no sheep coming after you until there is a good field going with well over 100 gems in it. Whether or not that happens appears to be pretty much random. I don't feel like I have any control over the outcome, because I am using a pencil to fight a tidal wave.
Graphically it's nice and the Valve-style writing touches are cute, but is this INTENDED to be tedious? As far as I can make out this IS a job simulator. I had a job, it sucked. That's why I sit on the couch playing video games. Please tell me if I missed something.
I get the idea, use shapeshifting to confuse the enemies, but it didn't really work. Being spotted was never a big deal, I could run right passed everybody up until the very last bit where I just turned one plant into me and everybody clumped together. There is a reason that most stealth games have distraction and hiding as secondary tools. Actually, what I really wanted to do was turn myself into a crate and then transform a guard into that crate.
The AI appears quite solid for a compo game and I like the music. I would recommend finding a way to stop the music from restarting at the beginning of each level as I found that rather jarring.
Ones I got a flow goin this was sort of fun, but the buying interface was a problem for me since it didn't paus, required me to put my hand on the mouse and was difficult to see. Also, it's very easy to get overwhelmed as a rock. I assume the point is to turn into a tree during group fights, but since the tree attack doesn't have great hit detection for things near you that doesn't always work. Bouncing around as a rock was fun when I got a hang of it, but the only real strategy that worked was bouncing back and forth ina straight line. Still, these were all interesting ideas to experiment with and none of those problems couldn't be resolved. Well done!
Kinda fun in a twitchy sort of way. It did kind of feel like the world's most basic stealth game. The lives system is frustrating, especially when it is possible to spawn in such a way that you cannot survive.
The graphics are cute, though they don't fit any particular 8-bit machine. I know this won't bother everybody, but as a person who has played many 8-bit games it was hard to ignore. If you want to get that right, try to lower your colour count. Most consoles only allow 7 or 8 simultaneously from a total pallete of 256 (sometimes backgrounds and sprites could have slightly different palletes).
Still, it works and is complete so that should be applauded.
I like the idea of slowing down to shoot dudes, but I'm not clear on why it doesn't always work. If I could switch reliably this could actually be much fun (if a bit easy).
Very solid effort. The flow is good, which is key to a bullethell shooter. I was unable to get passed the first boss because I'm really not great at twitch games, but I did feel that the difficulty went from dead easy to OHMYGOD the moment the boss came on screen.
Given how fast you need to move, I didn't think that the square was viable. Maybe that's just me.
Excellent graphics, I really like the transition animation!
That was frigging great. I love the way that the world generation is driven by player actions and really is a simulation. Really though, the drought is the pinnacle of the thing. It is a parable about limited resources that doesn't just say "we should just consume less" and instead deals with the reality that people need to eat. It was difficult, but that was because I really was having to try different strategies to get through it. This is an excellent interactive story about the cycle and struggle of life.
My only criticism is that simply trying to survive was not in itself an enjoyable thing to do. That fits the theme of the game, but after I died during the "survive for 10 rounds" section I really didn't want to go back into it again. 10 rounds is a REALLY long time.
Either this doesn't make any sense or it is severely broken. I really liked the music and the look of the graphics, but there's making an arty game and then there is making something that gives every impression of not working. I was really curious what this was and I really am completely non-plussed.
That was cute. I quite liked the central mechanic and you played with it well. The bit getting the milk felt arbitrary, but the egg was good. It took me a bit to figure out exactly how this was supposed to work. Talking to walking people is really difficult. The collision detection in the second level is completely buggered (I think you need to make bigger colliders). Oh man does this ever need some sound!
Good entry, I enjoyed it very much.
I liked the idea and the writing was pretty sharp. It's broad political humor but I like that you highlight the complete bollockness of the terms "conservative" and liberal" with the 4 constituencies (my game actually contains the lines "End repression, vote liberal" and "End repression, vote conservative").
It was VERY easy. It was never anything but obvious to me what I should say. To me a game like this should be primarily about
A: Strategically spending resources.
B: interpreting what actions will get what response.
Neither really applies here, since it is fairly obvious how each region would respond. There were a couple that required a little bit of thought but nothing really difficult.
That being said I like the idea, the structure and the presentation very much. Good work!
I really liked that. In fact, I downloaded the source because I want to see how you did it. HAving the light be a physical object could be kind of a pain, since it would get hung up on walls and such, but it always worked well enough. I think less tight corridors would probably resolve that problem somewhat. I would really like to see more done with this concept.
And some music. It really needed some music.
AAAAAGH!
That was my reaction when the physics bugged out. Cute idea, really nice graphics and music (and steak sound). I never quite understood how the fly mechanic worked.
Basically, do you remember Jurassic Park: Tresspasser? firstly somebody needs to remake that, and secondly this reminded me of it. First person grab physics are really not something that anybody has figured out, and I think that there is value in doing so.
Liker others, I could not do the one in the fourth screenshot. The controls aren't suited ot quick shifting and I had to do some real finger gymnastics. I only have two hands, but the controls are in 3 places on the keyboard!
It's neat idea though. Tighten up the controls and lower the difficulty curve and you could be on to something.
The music is really nice and relaxed.
As mentioned elsewhere, tapping to move is very frustrating. It's also very visually busy (especially for me as I am red/green colourblind). I had trouble keeping track of my character, especially when there was a building in front of me. Also, sometimes I think spawned inside a building.
Good first attempt!
That's cute and it looks pretty slick. The music also suits it well. I don't have anything close to the reflexes required. Just processing
That's cute and it looks pretty slick. The music also suits it well. I don't have anything close to the reflexes required. Just processing whether or not I need to stretch takes longer than the time I have.
Oh by the jesus goddammit. I was having fun and then the third came along and I really did try very hard but I just couldn't make it work. This is really hard to do without depth perception and there is virtually no margin for error. I do like the idea and the presentation is very nice. The pile of robot bodies is a nice touch.
Cute idea, works reasonably well. I thought I wasn't going to be able to play it because I'm colourblind, but I got through it ok up until the level without indicators and that was just too difficult to process. It doesn't help that if you are in a collider before you finish changing you cannot pass thorugh it.
I like the music but it got irritating quickly, particularly the way it looped.
I'm seeing room for more mechanics, but I'm pretty sure a fully fleshed out version of this is something that I could never play.