Tetropolis by Josh Riley 2016-04-18T22:14:00
Great idea, I've been playing for soo long.
Foon → Ludum Dare Explorer → Users → undeadaubergine
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | The Planetarian | jam | 446 | 3.84 | 3.80 | 3.38 | 3.47 | 3.59 | 3.45 | 3.73 | 3.77 | ||
| 2016 | 35 | Shapeshift | Fishy Shift | jam | 723 | 3.04 | 3.12 | 2.46 | 3.27 | 3.24 | 2.37 | 2.42 | 3.00 | 56 |
Great idea, I've been playing for soo long.
Game not found!
Good learning curve! Maybe too much simplistic, some sort of shield, or more uses for the clank would have been great.
Good idea! Procedural generation looks good. After some time, the game keeps slowing down with the black ball. Audio is greats, and the theme is well fitted.
Maybe some mouse controls would make it funnier. However, it is fun!
Lovely graphics and audio! And the theme is well fitted with a fun mechanic. Played some stages until the screen gone black. Good done, sir!
Much clever! Love the rotation SFX.
Hi Freank, we already uploaded the game to indiexpo. Thank you for including it in your video, our primary goal was to have fun and provide it as well :)
It was funny and a good idea! Maybe it would be great to increase gravity a bit and change the background tiles to make the help more readable. Good one!
Nice graphics and an interesting idea! At some point it was not much of a challenge, maybe a faster gameplay and some infection twists would do it. Some ideas: infected beings die after a while, water channels that can distribute either the virus or the antidote(?), a guy putting vaccines that make people impossible to infect, a different virus that you have to avoid, guys with a view cone (stealth-game like) searching for infected people, or different speeds for different beings. Also, great music! It should be on by default :)
Lovely game! I beated the lockdown :v: Great graphics and tamagotchi references (even the poop and the broken heart). I wonder how that ghost delivery guy took the pizza to my fridge.
Wow!! This game is impressive. I think I havne't ever played a game with such this mechanic. Reminds me a bit to Antichamber.
If it was me, you'd be the winner :v: hope you keep developing it post-jam!
If I can say something bad, maybe some kind of movement undo would be good, as sometimes the crosshair gets a bit locked.
Nice game, at first to boats were a bit confussing. And great name, Madagascar was so hard to infect in Pandemic :laughing:
Great concept, I got confused and tried to use the opposite controls at times.
Great game! Having read every comment, I think that the 8-directional shooting is a must, to prevent the player from staying at the center of the room just clicking over gnomes. That being said, the only improvement I can think of is a way to make the difficulty increasing in a more smooth way. Right now the game is very easy at first, but then it gets really hard. I believe that the main reason is that gnomes lift the ducks, but when they die the ducks stay in the upper part. Maybe putting ducks back at the real floor level would prevent them from scattering so fast, and help the players to learn and acquire ability.
Nice concept, I specially like how you don't see the hallways until you are at the corner. But my hand hurts a bit :/
Very minimal and engaging! The art reminds me of my Dwarf Fortress days. Btw, when you are exporting a build in GameMaker, the moment you save it, you can change from "Installer" to "Single runtime executable", which is a portable .exe file more convenient for LD. I realised that with that export kind more people play my games.
Nice graphics! I could finally beat La Patate. Your game could get really improved with an upgrade system, maybe you can check out good ol' [Toss the Turtle](https://www.newgrounds.com/portal/view/508440) for inspiration.
As a sokoban fan, this is one of the best uses of the jam theme I've seen so far. If the controls were a bit more dynamic it would be perfect.
Great tower defense! I wonder how it doesn't have more reatings. The way cards are used to drive the game is brilliant, and the card powers are very tightly adjusted. I see you could make a full game out of this original idea: maybe depending on how well you do you in a play you an get some credits to buy new cards, and have a fixed deck that you can modify. Also, having a different card color for effects (like explode) and buildings (like a tower) can make it easier for new players. It is also very portable to a mobile version!
At first I didn't like how much bureaucracy was implicit in moving the character and picking items up. But after some time of play, I feel like you could exploit this mechanic even further and make something great: maybe using upgrades to make some things like pickup automatic, discovering new features that implies more complex UI interaction, using all sorts of inputs (sliders, switches, wheels...).
Cool theme, cool pixel art and very humorous, but my screen somehow cut the tutorial and I cannot read it whole, so it just was a lil bit confusing, but it feels very strategic, I'll try it later again in other PC!
Really liked the idea! The way the lighting plays with your orientation is quite great, and I really like the subtle way of orientation footprints are. I might even include them in my game, as we both have a pretty similar settings. I realised that the player walks faster when he goes diagonally, this is typically caused by increasing the horizontal and vertical speeds separatedly according to arrow keys. The way to achieve the true diagonal speed is to multiply both vspeed and hspeed by sqrt(2)/2 every time you move diagonally. I also liked the graphics, the non-black strokes to delimit volumes work pretty good!
Someone gave me a plant. They told me what it needed: water, happiness and a nice temperature. They even gave me a temperature sensor. Yet what I did was just opening and closing a window; opening and closing it until the day got dark. The next day, I kept opening and closing that window like it was some kind of mantra. I was the window. And the window was the plant. And we all were the plant and the window. But then, all of a sudden, my plant DIED :(( Why?? Why every plant dies on me?? I have been given many other plants, but all I can do is opening and closing windows. Please, stop my suffering, give me water. Please, help me stop opening and closing that window.
I reaaaally enjoyed this one, the creature is absolutely horrendous and suicidal, congratulations for that! So much fun trying to care it!
Nice take! I love stressful games with relaxing pace.
It's a nice idea although the controls were a bit confusing at first. It usually happens to us that after playing our own game for long, we are so used to it that we feel it's easy :)
Fun game! I just had some problems with the camera and I think I just teleported, but I liked the approach to the theme and the repair system, it makes the task feel stressful (as it should) Congrats!
I feel like this game has a lot of potential! Some advices to get the most of it: * Integrating the beats with the game visuals would be more engaging. You can do this by using a vertical music track (Guitar Hero style) instead of an horizontal one, overlaying the actual game. Also, it's more natural to understand, as ASDF would be laid out horizontally. * Having some background music to get a sense of the rythm. * Switching the instrument when pressing Space, not when it's pressed, to avoid the instrument change flicker.
Nonetheless, it's a great idea, great game and amazing visuals!
Great sound! Very NES-like.
This game have something that got me engaged for a long while, I think that the hook dodging concept is great. Maybe something like a room you try to climb as high as you can could be interesting.
That bush keeps getting on fire! Someone should do something about it.
Played 5 or 6 times, so far I got to the Minecraft server message. Nice one! the messages are very disturbing.
Great game, I like the minimalistic approach on the graphics. The controls are a bit weird, as I can dodge very well when I'm not using the mouse, but it gets too hard when I'm using it. Maybe a more intuitive approach would be using AD/left-right arrows to move, W/up to jump, and space to attack.
I like the minimalistic art, had to replay many times! Maybe a bit more acceleration for the player would be great.
I respect Cthulhu cultism. This game is great. However, I could no go forward after sacrificing everyone at level 2. What font did you use for the white text? It's beautiful.
Loved the idea an mechanics, I only wished that I get some kind of reward at the end (Not only a self destruct), but I understand jam time is always limited, hope to see a extended version afterwards :D
Nice platformer! Even though the graphics are quite simple, it has a clever room design that makes it fun. Probably the game would be more engaging after reducing a bit the top horizontal speed, increasing a bit the acceleration and having more screen in the viewport (it is a bit unfair at times).
Hmm, it seems that LD website updates were being applied after all. You can try now! :) We will also add a GameJolt link just in case.
@pumpkikin are you sure? I just checked it and it's working.
@sassykeys thanks!! as P.E.A.R says, you just have to click the CRAFT button. I've seen some people trying to click on the frame at the right instead of the actual button, maybe that's your case? :)
@hegemege yeah, there are only 2 antennas at the map to make it an endgame item :) great idea to show the start area in the minimap, we were thinking of adding fog of war to it to give a sense of exploration.
Oh, and to get the super-secret reward you have to read every message at the end screen!
@nonsans thanks for the comprehensive review! actually those are very good ideas, I just added them to our post-jam todo list. @darkmax14, @spawnie interesting, we only tried our game in a QWERTY keyboard with a 16:9 screen, will check those out too!
Answer time! First of all, thanks to everyone for your warm comments. Next time I'm sad I'm gonna open this feed and just read the whole thing :smile:.
@nswift that is true, in the end the gameplay is basically running away from enemies while you craft your way out. Most of our post-jam enhancements are focused on that; we want to make it more fast-paced (with many minor threats instead of a few big threats), and more puzzle-like.
@bamboocha thanks for the idea! A spawn indicator would be a great addition to the minimap.
@leokrechmer this is the point where most users get lost; we definitely need to figure out a better recipe system. We were thinking of a book of recipes as part of your interface, and pages of the book also scattered around the map.
@krakadushka damn, classic `depth = -y` flaws.
@trexxak everytime you start the game, there is a cluster of scrap, solar panels, and one engine at the spawn, and some other (5-10) clusters scattered around the map. We were thinking of putting them in a crater with the engine in the middle and the scrap and solar panels around, like a shipwreck that felt into the ground.
@bitpokit thanks a lot! This is the first jam where we got plenty of time to take care of those little things. We usually play 48h jams, and those extra 24h definitely paid off.
Once again, thanks you all! We're already working on a post jam version, every idea for the game is welcome!