Robot Tale by Majadroid 2020-05-06T09:43:00Z
Awesome game, I really loved the art. I did find myself wishing I would move with WASD
Foon → Ludum Dare Explorer → Users → vfqd
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| 🥈 | 2024 | 56 | Tiny Creatures | Maginot | compo | 4.54 | |
| 🥉 | 2018 | 41 | Combine 2 Incompatible Genres | Element Crush | compo | 4.33 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥇 | 2024 | 56 | Tiny Creatures | Maginot | compo | Fun | 4.56 | |
| 🥇 | 2019 | 45 | Start with nothing | Terra Nil - Reclaim the Wasteland | compo | Graphics | 4.63 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | Maginot | compo | 2 | 4.54 | 4.56 | 3.75 | 3.87 | 4.00 | 3.75 | |||
| 2023 | 54 | Limited Space | Tetradom | compo | 6 | 4.33 | 4.23 | 3.83 | 4.11 | 4.16 | 3.80 | 3.85 | ||
| 2021 | 48 | Deeper and deeper | The Forgotten Halls | compo | 77 | 4.02 | 3.54 | 3.42 | 3.55 | 4.42 | 3.83 | 4.47 | ||
| 2020 | 47 | Stuck in a loop | 👥 | Everything is Garbage | jam | 6 | 4.46 | 4.35 | 4.03 | 3.79 | 4.68 | 4.07 | 4.31 | |
| 2020 | 46 | Keep it alive | Pelican Play Ball | compo | 232 | 3.75 | 3.38 | 3.55 | 3.86 | 3.89 | 3.81 | 3.84 | 3.50 | |
| 2019 | 45 | Start with nothing | Terra Nil - Reclaim the Wasteland | compo | 4 | 4.43 | 4.06 | 3.69 | 4.03 | 4.63 | 4.13 | 4.33 | ||
| 2019 | 44 | Your life is currency | Fateful Dealings | compo | 169 | 3.50 | 3.20 | 3.47 | 3.58 | 3.93 | 3.75 | 2.25 | 4.26 | |
| 2018 | 41 | Combine 2 Incompatible Genres | Element Crush | compo | 3 | 4.33 | 4.33 | 4.29 | 4.39 | 4.35 | 3.31 | 2.25 | 3.54 |
Awesome game, I really loved the art. I did find myself wishing I would move with WASD
Nice game loop! I felt the hitbox on the bats was a bit difficult though
Would feed the chicken again 8/8 too much grain
Awesome work here, I loved the ambition in this game. Please extend it further and fill all of those blanks in the menu :D
10/10 would fire all my staff right at the end of development again
The rewind was very cool, congrats. I did notice some weird physics momentum stuff happening after rewinding
I enjoyed this a lot :) I would love to see you extend it with maybe the batteries powering turrets, and being able to create new little guys to grow your base
Neat take on the theme, and surprisingly difficult.
Nice entry, didn't entirely understand what each weather type did though :/
Really amazing mood, I'm blown away! The graphics, the VA, the theme interpretation, wow
Great work! I loved the mood you managed to evoke and the visuals are sublime. If you wanted to take this further and maybe "gamify" it a little more, you could make a plant have a finite of overall biomass, and pruning a particular branch would allow a different branch to grow further
Neat idea, it took me forever to work out the controls! Please write them somewhere next time
Wow this is really impressive and atmospheric, well done
Amazing. The most silly and fun game so far this jam. Also the sheep. was. amazing. Such a round boi. Plus, I love that the rocks were actually just sheep and that when I died I split into little versions of myself
Great job, loved the graphics and voice acting
Damn, well done on making such a full game in 48hrs. I just would have loved mouse controls for movement etc. The keyboard was hard to use
The parabolic arc of the missiles is awesome :)
Really nicely designed little experience, I loved that the game felt finished. I did wish the art was all the same pixel scale though :/
Enjoyed the game a lot (when not raging) I really appreciate the amount of polish. I think the colliders on the angled areas are sometimes a bit off, or maybe that's just the perspective because my shots were going weird.
@Persijn Thank you so much for your kind words.
As for your feedback, I think I agree with you on all the counts. In retrospect I would have made the walls and the water towers both stronger (shoot faster and more health respectively). Also the enemy scaling could have been done better, it's the kind of thing that would have come out with more playtesting, just ran out of time. I'll certainly think about working on it more, if there's enough interest I'll do a post-compo version with some simple bugfixes but I might come back to it more properly at a later stage.
Thanks again for taking the time to give such awesome feedback :star2:
Thanks everyone for your support and feedback :stars: and a big thank you to @madjackmcmad for the donation :grin: . I'm currently working on a post-compo version of the game using your guys awesome feedback. I'll definitely incorporate the bugfix into the new version @aaron9.
Hi all, I've just posted a post-compo build with some neat new features and some bugfixes, you can find the whole changelog here: https://vfqd.itch.io/elementcrush/devlog/33013/element-crush-post-compo The main page (https://vfqd.itch.io/elementcrush) will play this new build while the original build has been moved to https://vfqd.itch.io/element-crush-original-build. Give it a whirl! Tell me what you think :grin:
Thank you :smile: @t-mw @oneseedfruit come join our discord https://discord.gg/GpE5K3s
That was an awesome game :grin: it took me a while to figure out but the super wizard was awesome! I would really have enjoyed some visual feedback with sounds and animations and I think you should have been able to restore HP more than 3 times. Really fun though, thanks
Really awesome level of polish :smile: , I think the main thing missing from the game was some kind of winning condition, even a high score type thing would work.
Cool concept - I also noticed the missing characters (if it helps I'm running chrome on OSX).
@Persijn I couldn't figure out exactly when it happened, but I think some of my keypresses were not being detected
This was a very ambitious game and with some more polish could be interesting.
Like people before me have said, I think a penalty for false accusations would be nice. Otherwise, really enjoyed the music.
I was pretty impressed, the maps are procedurally generated, correct? One gripe I have is that you can move into walls to 'pass' a turn. Traditionally, in roguelikes, you don't allow this sort of thing so it forces players to plan moves carefully. Also, I bought the shuriken but I couldn't figure out how it worked. Cool game though, keep up the good work :smile:
This is the most amazing and unexpected thing I've seen so far. This game is the reason I love game jams. You have perfectly captured what the Scramble of Africa was. Basically :laughing:. I couldn't figure out what the conditions were for successfully conquering another country, it seemed a but random? Anyway, very nice to see a game with a history angle, great work :star:
The surfing in the green area was cool, a high-risk / high reward sort of mechanic. I don't know why, but I just lost at some point?
As someone mentioned before me, it's not obvious that you have to click first on the buttons and then on a car. Otherwise, nice game, I won total insanity mode by driving on the grass :grin:
I'm seriously impressed by how well this game all hangs together. My only gripe is it can be tricky to know who has the ball when you + the cpu have a player on the same square
@Chris Hall Neither me or my friend could load the page
Fun game, I loved the chef animation with the bouncy hat. Some sort of notification or sound when the ingredient changed would have been useful
Nice idea, echoing what some people have said before me, I think you really incorporated the card mechanics well into the platformer :smile:
Interesting game, I found myself just waiting at the start of a level until I'd got all the platforms and then just playing the platformer - that way it didn't matter that dying gave negative coins. I think, some other interaction between the genres, like jumping on new platforms giving coins or something would be cool. Neat game :smile:
I think you blended these together excellently, I would never have thought of this mashup :laughing: it was pretty difficult to aim the bullets but I enjoyed it nonetheless
I liked the concept a lot, the snarky humour of text-based adventures definitely shone through. Are you aware that you can jump while you're falling?
Cool game, it was a completely unexpected take on the theme but I think you did that really well :smile: I'd like to see changes to prevent enemies from spawning right on top of you when you enter a room because often it felt unavoidable to be hit by them
Quite a lot of fun, we played the multiplayer. I've got to say though, those cars were pretty damn hard to control :sweat_smile:
I really liked this, well done on finishing a card game. If I could offer one piece of criticism it would be that it really wasn't all that obvious when an enemy was attacking. Nice game :smiley:
@gear-steak I ran out of time to make content - I definitely agree that more encounters would be nice
Thanks for the feedback I'm glad you guys enjoyed it! @dinosire the timers were very deliberate, I wanted to simulate the passage of time. I do understand the anxiety it might have caused though :sweat_smile: I tried to make the times long enough that that didn't really matter but I would definitely think about adding a pause in future
@le-slo So it was supposed to be more of a narrative game and less of a game you could "win." I think it would be a cool idea to experiment with a goal. Originally, I wanted to have player goals like "wealth" or "knowledge" or "power" but I ran out of time. I'm very glad to hear you enjoyed figuring things out. That was one of my aims. Yeah the timers were a bit messy, I'd have liked to clean them up a bit. Thanks so much for the feedback
@drauthius The ending didn't work super well, it was just supposed to be a narrative device, but you can see some of my explanation above :)
@majadroid @recursor Thanks for the kind words and the feedback :)
Hey @sergi-montaner and @liauj I'm glad you both enjoyed it. Yeah I think adding the alignment was probably a mistake - it was never supposed to be a "score" more just sort of a reflection on the way you played. But I don't know if it really works for a game like this. The scoring wasn't actually random, doing good things, like giving the beggar your lucky charm increased your alignment, doing bad things, like stealing from the carriage decreased it. But I can understand how it felt bad to not know exactly what was happening
@peachtreeoath That's one of the nicest comments I've ever received on a game, thank you so much! :blush:
I thought this was a really great idea. I think that figuring things out was satisfying and fun.
Some suggestions: - I think that perhaps restricting the player cursor to the top window might help a little with the confusion, but maybe you don't want to do this as it would go against the design of the game - The transitions between levels were really jarring, I was watching the meter in the bottom right but it still felt like a rude shaking. - I wasn't sure if I needed to route through all the modules to win the game or if I could just take the fastest route.
I think there's potential here, nice job!
I thought the best part about the game was the character filling up with light. I would love to see this expanded on, like if you could use your body to illuminate dark areas like a torch. Or if you could deliberately get rid of some light to hide from monsters
Really cool little game! Yeah I echo the sentiment about the palm tree, other than that, I thought the progression design was stellar!
neat! I thought that maybe introducing the bugs earlier would make it easier to understand the you need to destroy some of the moles
I couldn't figure out how to get wood and the woodcutter seemed to require wood?
Ah so that's what was happening!
That was great, really difficult though haha. If I was on the wrong side and trash fell on the other side it felt like there was no chance of me getting there in time. Maybe some sort of acceleration adjustment to the movement?
@foolishfire Thank you so much for the kind words!
@kruemelkeksfan You too :) I'm very pleased you enjoyed it. So the excavators are really handy for connecting dry riverbeds together so you don't have to build more pumps
@remco Wow, thank you so much for such detailed feedback. Those all sound like bugs that are worth squashing, the funds warning is a good idea too. As for the bulldoze, I'm really in two minds about it, I kind of wanted you to need to play with the ramifications of what you build, like building an excavator causing some destruction and taking up a lot of space, but maybe an undo button for mistakes would solve this issue in a better way.
I mainly tested the default settings, and the excavators seemed pretty useful there. Maybe their length could be extended based on map size though
@falu Good point about the leaf!
@squimmy Wow thank you so much for taking the time to write such a thoughtful and detailed response :)
It really means a lot to hear that the art worked so well and that the gameplay held up
The font is not mine, it's called rainyhearts https://www.dafont.com/rainyhearts.font As I understand it, the one outside thing that is permitted in the compo is fonts.
I think your suggestions about controls are a good idea and yeah it would be nice to have a replay on same map button.
I think that maybe a better UI that fits the game better would be nice as well, I ended up doing UI really close to the deadline so I didn't give it much love, but yeah I think that a pixel ui would work.
Thanks again for the support :smile:
@deepnight Wow thanks for checking out the game. Always been a big fan of your work so it's really cool to hear you like it
@xarras @deathstorm @oneki Thank you all for the support, I'm glad you enjoyed it
Good stuff! I noticed that the lava seemed to reach out and kill the sheep when it fell!
This is a nice idea, the tradeoff between using your gun and spending bullets or using your knife and gaining them is a interesting design space, well done! Some ideas for the future if you continue with it: How about a shield instead of a knife that you can knock enemies away with? Also, being able to see where they come from with an upgrade? And being able to move around
Enjoyed the gameplay a lot - found it really challenging but pretty engaging. I feel like this could be turned into a wonderful arcadey score attack with more juice and effects.
I loved the homage to the old games of this style with the character moving across the screen at the end of a round before each village.
If I had one area I'd love to see improvement, it would be to have more mercenaries to hire (who by the way, have great names). It just feels really bad to leave a town with a bunch of cash and nothing to spend it on.
Another idea is perhaps to be able to strategically design the formation of you team of peeps - there's a lot of potential here. I like the idea a lot of a kind of shmup tower defense.
Anyway, this is a great entry with lots of enemy variety and flavour. Wonderful job!
@apandso Thank you! You can pan with the MMB @twilight-world Thank you as well :D
Really promising! I feel like with a little bit of work on the controls, this could be something amazing!
Pretty cool! Taking the mines or rockets upgrade didn't seem to do anything :/
Cool! I found the lighting rules a little unintuitive at first but I got the hang of it!
Really impressive entry, great polish!
Really fun, but pretty punishing!
This was a really interesting one! I also played with my eyes closed. I would have like a sound when a new level starts :)
Omg I found the Age corner of LD - I love it
This is a neat idea! I think some way for removing letters would be cool to help survive longer
The physics puzzle was interesting! And the way you need to account for multiple movements makes building more of a challenge than is usual in city building games.
The "faster" was amazing. And I loved the sprinkling of humor, awesome
The organ system art is phenomenal!
This is so much better than being an air traffic controller for human planes :P
Really cool! I love the sense of scale the game gives you, being able to zoom out so far really makes the units feel tiny
The visuals of this game are seriously impressive for a jam! Congrats
This is great, really nice camera work
I had fun figuring out the relationships between the microbes :) as others have said, it would have been cool to introduce the new microbes a little more slowly. The little animations of the scientist were also full of personality! Great entry
Really great incremental game, you nailed the structure :D
Super cool entry! I adored the sound effects, especially when flinging lots of people at once. And when I discovered bombing the colony could finish the level ... that was a great feeling of "aha". I couldn't figure out what the other buildings were for, and I guess they were cosmetic? Anyway, really really good, congrats!
Reminds me of the old game Impossible Creatures. Nice idea!~
Jeez the scope of this is incredible! A whole complex environment in the span of 48hrs! Congrats!! And it really makes you feel very tiny :D
This is great! I really liked how small the people felt
Interesting concept! And really impressive that you managed to make a computer controlled player in a jam
Congrats on finishing your first game jam! The only horizontal shooting is an interesting gameplay constraint
@refrax295 Thank you so much!
@rickylee Holy crap, you must have needed so many armories :open_mouth:
@douwe-ravers Thank you! Hah, yes, I wanted to do it precisely because of the futility
@quasilyte Thank you for the detailed feedback! Yeah the digger AI was a little bit of a mess, and I couldn't figure out how to fix it without making them tunnel underneath and have blocks they couldn't reach. Definitely something to improve if I take this further.
Also, amazing, the fabled vertifactory
@fenderbate Thank you! And I've fixed that link, thanks for letting me know. The factories just kinda do their thing when you build them. I ran out of time for making womps actually work in them.
@dekajoo Thank you! And I'm sorry about your base :see_no_evil: I realised after the jam that there's a big problem with ladders costing so much and no way to get resources if you have no runners
@pirate-rob Thanks! Yeah the sea part was the weakest part of the game. It wasn't that important to the progression though so I focused elsewhere. Anyways, shooting at the sea is inherently dumb xD
@rohun Thank you so much! <3
This is crazy ambitious, I feel like with some more polish, I think this could be really cool! I struggled a bunch with getting things precise, but it's super promising, and building a (living) machine is very satisfying, congrats!
This is great! I will vow vengeance on every foot that stood on me!
The game feel is wonderful! The little jelly guys just *ooze* personality. Congrats!
The visual style is super strong! I love the gradient effect on the edge of the light radius. And the little guys are very cute!