Growing Spaceships by Lasty 2015-12-15T05:55:00
Tried to run and failed with a crash in Win 10. :-(
Foon → Ludum Dare Explorer → Users → Vertigon
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥉 | 2016 | 37 | One room | Cardinal Cell | compo | Fun | 4.35 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | Cardinal Cell | compo | 7 | 4.24 | 4.35 | 4.21 | 3.88 | 3.29 | 3.06 | 3.07 | 3.64 | 63 | |
| 2015 | 34 | Two Button Controls / Growing | Arkham Madness | compo | 463 | 3.25 | 3.21 | 3.38 | 3.25 | 3.08 | 2.78 | 2.96 | 3.50 | 37 |
Tried to run and failed with a crash in Win 10. :-(
Great game! I didn't think the two-button approach would work with this sort of shooter but it's pretty good! It was admittedly a little hard to see what your opponents are doing because of the sharp angle (you might have tried a bit more overhead) but the wave approach was pretty well done. Good music too, rad!
Nice classic slalom experience. The mood is great, and I loved the use of a snowman head to make the rolling action of your snowball more visible (and add a festive flare).
Pretty elaborate! Felt like a fleshed-out title with intro, menu, intructions, etc. Very nice art style and good music and sound. Gameplay-wise it was pretty fun to track down the planets and shoot them, although I had trouble making use of up/down movement (seemed deliberate but if the game was intended to take place on a plane, you shoulda just went with it and kept movement L/R). Didn't quite feel like a two-button game, but I did like the simplicity. Nice on the sun kill! Great style.
Combining physics with a stacking puzzle game was really cool. Sinking the boat gave me mixed messages (I thought I was doing something bad), but it definitely seemed like a concept that could turn into a full-fledged experience. Well done.
Neat start of a top-down shooter. I think others have said this:
* Too much health on enemies. Saps the excitement of an engagement.
* No feedback when doing damage. Again adds to the pacing and thrill.
* Enemies shoot as fast as the player, and hence are somewhat unavoidable. The "laser-like" aspect of their shots are avoidable but I'd expect something like that from special enemies, sprinkled in with more mundane ones.
* Definitely need a sense of how I'm doing, but score and health. I had no idea I was almost dead until it was.
Nice little Mario Bros thing going here. Unfortunately the jump was more like thrust... I spent half the game off the top of the screen. Needs some simple tuning and a ground check to really be playable.
What, no end state? I frantically got one in during hour 46, but it should be there! Let me check. :-/
Well, I tried both the Web and the standalone and the win state is there, it should work properly. There are a few cities that are in pretty small areas so you might have missed one. City feedback and a countdown to the completion state are two bits of feedback that I wish I had time for.
Crashes to desktop when I hit "Play Game" from the menu. :-( Will try again later.
Super clever concept. Had some trouble getting going (growing?) but nice package overall.
Pretty fun, like avoiding meteors. Growing larger by succeeding, making it harder to succeed next time is a nice loop. Not sure why the color shifts, it doesn't add much.
This has such a great feel, really kinetic, funny and badass. Unfinished you say? Shots, flamethrowers, rockets, it's pretty darn fun regardless.
Looks like the seed of a really well-presented game. The clever choices between days was a neat addition but it did feel like I was primarily playing the menus, almost as though the game was an afterthought. I died too quickly and had to slog through menus to restart, since the controls were unforgiving. Looks like it could have been squeezed into a true 2 button experience down to the menus!
It was really hard! I liked the theme of growing due to damage, but if I even took one point of Dmg I couldn't squeeze through the opening at the bottom. Tried about 20 times, wish I could play more.
What a great take on the classic "snake"! Really quite fun and felt expandable into a full game. The "monster in a mall" theme was surprising but it added to the mood well.
Was unable to run the Windows standalone. :-( Will try again later.
Nice 80's Duke Nukem presentation. I liked all the parts and the exuberance y'all tackled this with. I wished the fighting was better, although it improved slightly when I realized that I could throw so many things. The graphics were good and even the weird 2D art was charming.
Nice work. I wondered about the ticking clock at first and why it wasn't actually running out, but I felt the pressure nonetheless... good trick. The judging and question asking was interesting, I just wish the question-asking interface was better (text-wrapping) and I could better understand when a question was asked and that the question was "used up".
I started to feel it was getting pretty preachy there in the end but concluding with each character's more detailed story did cause me to reflect on my choices and view of the individual during the brief conversation we had before judgment.
Ninja slashing is fun, and it felt like it could turn into a nice mechanic with a bit more snapping to the target and time for FX. I wish the shurikens felt less anemic. This game would benefit from upgrades that improved your weapons for sure.
The theme was quite nice, and the music got me going, I was pumped to repel these nightmares. Unfortunately the shooting had a weak feeling, with no reaction or effect when shots impact. Pressing space repeatedly can be uncomfortable... I wish there was an autofire in this case (or used a different key). There wasn't any feedback when taking damage, so my demise was abrupt. Seems like you built well upon a theme, it just needs some more love in the feels department.
Nice work on the bargaining feel and the audio treatment. I felt there was some world behind what you were creating. I found the feedback on bargaining to be pretty weak and I never knew if I had made a good deal or what. Were they just not leaving on their own? ANyway, the kernel of something pretty neat here.
I was excited to hack through a robotron-like mob of dudes, but attacking felt pretty weal so there wasn't as much satisfaction as I wanted there. The AI was so aggressive that I didn't feel like I had much choice in maneuvering.
The game is a little rough around the edges, but for "one room" it felt grand, packed with things to do. I really liked the idea of avoiding these nightmares, hiding under the blanket and so on. Mastery of presenting the pixel art and lighting well and feeding the experience back with a real audioscape will go a long way, but it's a great foundation. Nice work.
Nice crisp presentation and the rainstorm was neat. I almost believed that it progressed when I progressed... I'd commend the package but I still wasn't sure how I progressed from one stage to the other... I got a sense of the border shapes and so on but it was slow to rotate and I kept looking for feedback on success or failure. Definitely high-level brainteaser-level stuff, would have enjoyed a bit of a ramp. :-)
Nice take on (essentially) COD zombies. Fun as a top-down diversion. I wish I felt a bit more threatened... It takes quite a while before you have to really use grenades and so on. The graphics and sound were fine.
Baller presentation and veneer! Loved the black and red. The omnidirectional-aim-plus-platformer felt fun but the shooting is a bit soft and the jumping needs a lot of work (hard to really understand how high you could go). A really nice Dare though.
A nice version of boxing, I liked the basic idea and the core gameplay was kinda need. I wanted more movement and glove actions and in the end it was a bit of slog to bash tougher and tougher guys out of the ring, but as a core mechanic you've really got something there.
Nice music and I appreciated the start of running this stable of adventurers from this bar. The card game had a bit of promise too, although it more or less just played out like War. Wish you guys could have gotten the full team on it.
This was tough to review. I liked the core idea of finding the parts to make the antidote. The cabinet searching is a bit excruciating though because of how slow it opened, and while I should feel tension since the zombie is still coming at me in real time as I search, since my screen is covered I just felt annoyed. The workbench also was lacking in feedback as to what to do or what I could assemble... I felt the whole thing could have been controlled with the arrow keys and a single button, so it felt more complex than it needed to be. That said, I really want to give you kudos for delivering a new experience rather than just making a platformer or whatever. Nice accomplishment.
ASCII art was done pretty well, and the music added some effective atmosphere to a sparse experience. Liked the light system. For a game I wished that there was something to do aside from picking up stuff... looking under rocks for a key is a bit sparse on the fun factor, sadly.
Atmosphere for this one was really great. The audio was fantastic, and putting together a 3D mine with this look in the time you had was a nice accomplishment. The layout was pretty good too... I rarely saw a dead end, although I got lost a fair bit. Being chased by a monster when I didn't have a knife was pretty scary, but once I realized that the blue fog held a hard-to-see knife it helped. A simple 60-second bug fix would be to clear your background to black rather than blue so you can't see the occasional far clip or seam. :-) A job well done.
Great looking game, classic Newgrounds style going on here. The action was snappy and the audio was really good. Liked the humor too. I would have played beyond Wave 6 but the progression was soooooooo slow, the pistol was really hard to endure for 3 waves until I could afford the AK. Triple the gold drop and it could have stayed fun for much longer. Badass though.
Not a bad time-attack Quake-like. I was hoping for more since it was pretty much just shooting slow-moving drones that acted as bullet sponges. However, it moved and played okay... Never got the wall-run to work... I think the time attack needed a bit more feedback and I never felt compelled to learn advanced tactics, but free-roam mode wasn't interesting enough. Just needed a little more framework to get it just right.
Always enjoy a good omnidirectional shooter, but this one had me moving like greased lightning... it was hard to avoid moving offscreen and running into something I couldn't see. I did like the raising and lowering columns to add interest to the typical mob fight, but a tiny bit of lighting work to make the columns actually visible would have gone a long way here.
This game went for a specific feel and hit it pretty well. The graphics definitely are a bit rough but I have to commend you for having multiple weapons as well as the rope mechanic. I found the spikes from overhead a bit much considering I was trying to figure out the rope most of the time, but like I said, it hit what it was aiming for.
Couldn't figure out a lot of the steps. Nice idea, and some humor in trying to find a way to charge a phone in a room full of electronics. We've all been in hotel rooms. :-) Wish I could have gotten further.
Liked the "room escape" idea. The puzzle had a couple of interesting steps, but I wished for more. Nice work!
What a neat concept! Swapping brooms was pretty fun, and you did a nice job of presentation. Wanted some sound to wrap it up but time is limited.
The art was pretty rad, nice falling frames, definitely funny.
Appreciated the nuance a few levels in when I realized that the witches were different shapes and fit into different openings. Great work!
Nice work. Making things not be near things they dislike is a neat mechanic. Weird that it was furniture but it worked in a feng shui sorta way. Wish the chairs were more controllable, and I would have liked just a bit more reinforcement about a chair being "happy" with more than just the absence of a red line.
Nice polished entry. Liked all the upgrades. This take on One Room theme was pretty funny. The game could be pretty frustrating since I ran into rats that were offscreen a couple times. Jumping and bashing felt really tight, a nice accomplishment for a jam. Well done.
Great work here! Man I died a lot, and while it seems that there's just a tiny bit more work needed on controllability, I gave it a 5 fun... I totally appreciated that you doubled down on making content for this game, with a full-on maneuvering puzzles Metroidvania flow. Super-refreshing and great work overall!
Got the core of something here. Jumping, enemies, double-jump... I think some tuning of the collision volumes would help here (the tiniest scrape ends in death). Double jump is extremely hard to achieve and death was really jarring, making it easy to accidentally lose multiple lives at once. Keep working on the feel of jumping and giving a little more sense of weight for your character. Thanks for delivering some good audio, it helped the feel a fair amount.
Not a bad conveyor-belt game. I wished I had more options of where to place things (like a stack, or on another belt) when the wrong thing came out rather than trashing it. I think the core of these conveyor games like Tapper or Pressure Cooker is that you are scrambling with semi-complete orders as well as moving your avatar around. This lacked a little of that franticness but I could see some potential for a touch-based version of this.
That was great! I wish I had more feedback on when I was taking damage, I just finally died from nearly a one-shot. However, the room cards and just staying in one area, using strategy to gain access to new chests and to remove pesky enemies was all fantastic. I'd love a more polished version of this game.
Nice base idea. The rotating room idea was nice and you were on an arc for a nice puzzle progression... a shame time ran out, could have gone further. :-)
Took a while to get used to the old-school shoot-in-the-direction-you're-walking but in the end it presented a nice challenge. Controls were fine in that sense and had a solid acceleration feel. Audio was okay, but finding the key was a bit anticlimactic... One time it was the last one, another it was the first. Would have recommended leaving everything on one screen rather than doing a follow camera since you weren't taking advantage of the scrolling.
What a neat little Shadow of the Colossus style experience! I like that there was an arc where the monster landed and unfolded. Climbing the monster was really quite cool.
Nice work on the pixel graphics. Everything moved fairly snappy and I liked the take on original Mario Bros. I wished the jumping was less chaotic and dying had more feedback. Music was good. Nice crisp Ludum Jam.
This was a really fun entry. Normally I ding games a bit if their idea is pretty rote but the combination of using weapons acquired in the room and ragdoll worked out quite well. It was super-enjoyable and suitably wacky.
This was a badass twin-stick with a really impressive feature set for a 48-hour game. I loved buying the upgrades, and the idea of building hype by dropping in lures for the enemies was awesome. When those MFers stole the weapons or tomes and hulked out was a great moment.
Nice polished mashup of puzzle and bullet hell. It's like the Butcher boss room without the boss. I wanted just a bit clearer feedback on the "about to explode" squares. I also look forward to a progression towards having to follow a safe zone as the game goes further. Audio was great as well.
Not bad, the challenge was solid. Stepping it up each level was infuriating but still seemed solvable. Nice overall presentation.
Simple game, but great feel and a nice look to it. Like a mini point-n-click adventure. Surreal exploration of "one room", seems like it could elaborate in interesting ways. Wished for more.
Really nice looking game, and a fine presentation. The click mechanic fit the theme of the thankless slog. I know it was more of a story but I felt like it could have easily been turned into something more gamelike. The humor was spot-on.