The Ghosts You Left Me by CptDustmite 2014-08-25T14:29:00
Yeah, keep going with this! It certainly seems like you know where you want to point it given more time.
Foon → Ludum Dare Explorer → Users → veryfinestlions
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 30 | Connected Worlds | Mispool | compo | 666 | 3.10 | 3.21 | 3.33 | 2.86 | 3.08 | 2.37 | 2.15 | 2.40 | 100 |
Yeah, keep going with this! It certainly seems like you know where you want to point it given more time.
I really like the concept of this, and it's pretty fun to play for a while! Very easy, though. Is the starvation mechanic working as intended? I didn't notice my health ticking down.
Clever choice, I don't think I've seen this done before.
Haha, this rules.
Nice! Controls are a bit slidey for my taste, but not horribly so. Classic weird laser guard dystopia, trying to stop kids smuggling cake and letters.
I really like the world phone idea, and the confidently low-poly gouraudy look! The whole scavenger hunt thing appeals less, but 48 hours is 48 hours and there's only so much time for clever.
Good stuff! I like the notion of running keys over to each other by bumping enemies across.
I like the mechanic - I have to agree the game's a little easy, though. Could potentially be great fun as a multiplayer game if you could figure out a way to make the controls work!
I like the concept! The look I think could have been quite elegant if you'd had time for polish, and there's probably room for some pretty interesting things to do with this if you decide to go back to it after the compo. Good stuff.
This is pretty great.
Good foundation for a fuller future game! It's always fun to watch all the little things zoom about.
Yeah, this is a very finished-feeling game in a lot of ways! I'm impressed.
Neat! I do think the player's hitbox is a little big for this kind of bullet density, and I found myself staying on red most of the time because using the face buttons made switching awkward.
This is a cool mechanic! Couldn't quite make it through the last level, though. Maybe later.
This is really neat! Plays smoothly and I like the look. Restarting after losing a level could stand to be a little quicker, but it's not a huge problem.
This is a pretty cool idea! I'd like to see where else you can go with it after the compo.
Cute! FWIW, I was able to run it without having the beta installed.
Took me a while to figure out how the directions worked, but this was hilarious. Hope you do continue it!
I like the timing element, really. Just could do with a little more indication of where the new one is - I think the pressure would be enough even so. Fun, regardless!
I enjoyed this. Some neat puzzles in there.
Haha, this is a neat idea. Well done.
Yeah, the movement could stand to be a little more precise, especially given the large hitboxes. The transitions were neat, though, and yes, very nice music.
Good use of the theme!
Don't see a lot of these on here! I liked the odd synergy (antergy?) between the researcher's efforts and the hunter's. Clever stuff.
I liked this a lot. You'd think the alien could just *ask* for the damn thing back, though, instead of just immediately going for the murderghost tactic. ;)
Could stand to be a tiny bit more lenient about getting just barely stuck in the ceiling or floor, but it worked well enough for me.
I really like the idea! Shame about the glitchy crossing detection, though. (It also tended to miss genuine crossings. Also, mathematical nitpick: you're talking about intersections, not unions!)
I did have fun "solving" the puzzles the proper way before glitching my way past to the next one, though.
I like the possession idea. Interesting places to go with this.
It is a bit obtuse, I concede. I personally think it's fun when a game is a *little* baffling, but I know a lot of people would disagree!
Stuff comes back up because it's still active on the other side! It can be frustrating, admittedly.
Originally the idea was to have the holes branch to different specific colour-coded fields, each ball having a particular destination you need to get it to (and then it'd stay there); but I ran out of time before I could get around to doing all the interesting (ish) obstacles and stuff I was hoping to put in. So instead it just makes one new barely-different field each time you've potted all the balls and followed them across.
There isn't a proper win state as of now, no. For now you can consider yourself to have "won"-ish once you've received and potted all eight coloured balls; I might continue messing with this and going in the kind of better-structured (but more time-consuming) direction I was thinking of before, we'll see.
Yeah, see above - I had more complicated plans, but ended up going with this very simple (and nevertheless sort of buggy) version because I was running out of time. Something to possibly get back to later.
It looks really cute, but the way it controls feels off! As it is, the player's best bet seems to be to just mash space as quickly as possible. Could do with audio, obviously, and it'd probably help if it were more lenient with the timing but punished completely spurious presses.
Really like the clean cartoony look of this! Controls felt a bit weird (with the sudden change in horizontal speed when jumping in the first half of the game) but it played fine nonetheless.
This is a really neat idea! I agree that the budget mechanic probably is what makes it work, it'd be too easy otherwise.
This is clever! I really like the letter-passing idea.