Hive Alive! by Remco 2020-04-23T19:01:16Z
Graphics and sound reminded me of "dungeon keeper"
The game is very challenging and i applaud the complexity of the rules.
Some sort of video tutorial would be nice if you continue developing it further
Foon → Ludum Dare Explorer → Users → Voidsay
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | Bobblevision | compo | 352 | 2.38 | 2.22 | 3.05 | 2.13 | 3.38 | 2.58 | 2.94 | 2.83 | |
| 2023 | 54 | Limited Space | Trash Compactor | compo | 221 | 3.44 | 3.55 | 2.50 | 3.94 | 3.39 | 2.83 | 2.97 | ||
| 2022 | 51 | Every 10 seconds | Clocktower | compo | 214 | 3.47 | 3.09 | 3.56 | 4.09 | 3.84 | 2.64 | 3.69 | ||
| 2022 | 50 | Delay the inevitable | The Heat is On | compo | 584 | 2.75 | 2.52 | 2.70 | 3.50 | 3.00 | 3.39 | 3.18 | 3.00 | |
| 2021 | 49 | Unstable | Headspace | compo | 252 | 3.50 | 3.00 | 3.54 | 4.14 | 3.47 | 2.75 | 3.05 | 3.95 | |
| 2021 | 48 | Deeper and deeper | Duskwood | compo | 566 | 3.28 | 2.63 | 2.75 | 3.56 | 3.79 | 3.02 | 1.82 | 4.29 | |
| 2020 | 47 | Stuck in a loop | Extended Loop Green | compo | 566 | 2.80 | 2.28 | 2.58 | 3.32 | 3.28 | 2.64 | 1.90 | 3.37 | |
| 2020 | 46 | Keep it alive | Dr. Statnil's Dodo Egg | compo | 846 | 3.03 | 3.15 | 2.93 | 3.00 | 2.86 | 2.56 | 3.56 | 2.66 |
Graphics and sound reminded me of "dungeon keeper"
The game is very challenging and i applaud the complexity of the rules.
Some sort of video tutorial would be nice if you continue developing it further
Some 8 bit music and you are golden
Your instructions work.
Didn't understand the game rules at first. And as you said it is too fast on the emulator.
I liked your approach with obscurity.
Note to self: if(world.state==ending && availablecomputer.model=="Amstrad CPC") { find("ObscenelyTure"); } else { source.Play("cry"); }
This game gives off the "I needs a hug" energy. Who needs a virtual hug? :hugging: Free virtual hugs !!!
I liked the dynamic music.
TIL: crippling depression is crippling
Your system was surprisingly complex for a planting game.
Have planted two blossom trees that died in one second (still don't know why) :frowning2: There where a few issues with the UI: - when you go near the top boarder it goes offscreen - you can hold more objects than you have slots (tho i didn't mind that much) - The radial graphics decided to go crazy. bug.png
Suggestions: - add a sell all button
The twist to use a glitch to solve the last puzzle was genius!
Tho I had a problem starting the game at first. Turns out the bottom two blocks needed to be on the left.
Found it a little to easy (but hey that means I could play thru it all unlike some other entries)
Puzzles where good and there where two things surprised me. (fast enemies and crisscross door opening) The music is going in the right direction, but it loops too often (guess you where short on time like I was) Really liked the heavy gunfire sound.
The controls had me confused at the beginning (I think that if you would rotate a turret on the spaceship instead of the whole ship it would be more intuitive)
Other than that great game!
haven't used java since highschool. Could someone remind me witch file you need to run java on to launch?
Nevermind apparently my java version is just borked
If someone else has the same problem on linux here is the command: - first open directory in terminal - enter: java -jar IntoTheAbyss0.1.jar
But now to the evaluation!
Very nice sound design! Great atmosphere! Got lost in the caves and didn't find the second station. The leeches disappearing could use a better animation, but everything else is top notch!
Seems that you haven't rated games yourself! There is still enough time to boost yourself in the ratings!
Had to pull out my windows laptop for this. Oh boy my laptop didn't like it one bit! :fire: :computer: :fire: Buttery smooth 10 fps. ne me gusta.
Art style is relay nice and the shadows give it a creepy atmosphere! Game play needs some work tho.
@avitt Intel i5-8250 and no GPU. If you plan on developing this more seriously you should definitely have an adjustable zombie number. They are usually the ones eating (I won't stop with puns) all the performance.
@avitt congrats looks like your game is safe now!
A little too slow for my liking. Text is way to long and the kamikaze monkey density too little.
Graphics are charming and great sound design. :thumbsup: enjoyed shooting the parachutes and spinning them around :laughing:
Usually people include too many levels and i can't play them all. Kudos to you for allowing me to have the full experience :grin: There where some artifacts when playing. Not sure why they're there, I don't have any 2d Unity experience. Your idea has a lot of potential for great puzzles. I would be happy to see you develop it further.
Your art is good, there just needs to be more game
A solid strategy game! Bravo!
Haven't figured out the build to win yet.
Issues and suggestions: - ants can get stuck in a perpetual circling move where they can't attack - ants ignore freshly spawned ants - middle mouse button to move the camera is an odd choice. The camera should move, when you get near the edge - minimap (for better overview and camera controls) would be nice - a proper way to exit the game (as far as I can tell only alt f4 works)
Had a look at your code. Was presently surprised that you actually generate the plants. I would have just scaled an image and called it a day.
Too bad you didn't manage to get enough ratings :sob:
Lovely farming game.
Collisions sometimes launch the robot into the air. It is often difficult to understand what the plant needs. The ground appears to be wet but skulls still appear and disappear when the plant gets watered.
Eating a pickle... funniest shit i have ever done!
Someone here is well read on the memes.
Standard gameplay (I forgot what genre this is, it's like a clicker but without clicking that much), not how I like spending my time, but ok. UI is a little borked and the upgrades are free.
On the topic of accusations: - I don't agree to @m2tias it is just transformative enough to pass. - theme technically fits, keep the economy allive (@hagge)
Good game idea!
It's quite challenging, but I'm sure with some practice one could play for a long time.
Would be cool if you added some sort of score and limited the area the player can move so it dosn't go off-screen.
Ah yes the fabled fire that doesn't illuminate anything. Truly a red torch at heart! :smile:
I really enjoyed the narration.
Would love it if the light didn't go thru walls and trigger enemies prematurely.
Awsome!
Very nice arcade game!
The drone was a little slow coming to a stop after you release the button, but other than that very good!
Solid game with nice graphics. Would love it if the trees condition was better displayed. The tree appears to be in mint condition even tho I just failed. When things got more hectic the music was still calm. I am not sure if some dynamic soundtrack would be an improvement, but I feel like it's worth exploring.
Interesting idea. But I think the time limit is a little too tight to write anything coherent.
Maybe give more time and instead forbid repetition?
Adding spellcheck/auto-correct would have been nice features.
Thank you for thinking about us linux users.
Nice little game. Baby sound were adorable :sweat_smile:
Interesting twist on the theme
Recompiled with your source code for Linux :penguin:
FYI only the following folders are needed for the source code: - Assets - Packages - ProjectSettings
This reduces the upload amount significantly!
Solid game. Simple shooter where greed can mark your downfall.
Nice game.
My first victory was when the chicken managed to cross the last road with the farmer already dead. That was funny.
I like the little character. Animations are spot on.
Some auido would be grate, but a solid entry nevertheless.
Fun collection of minigames! Three games for the price of one! And that one costs nothing!
It took me a moment to understand what I'm supposed to do. My best time was achieved by literally doing nothing. My skill is negative!
The mouse controls break sometimes after restart for some reason.
works fine on Linux Mint 18.1 Cinnamon 64 Bit.
Didn't get that plants can be burned by the sun at first. It was a shame when I had all three plants and they all died, when the sun set for the night. Maybe shorten the night a bit?
Oh boy. That was tough to play! I felt like a games journalist failing in the tutorial.
When I finally got over it I was extremely confused over what was happening. Lots of furious space mashing and direction hitting later I was done.
I am not sensitive to flashing lights, but diam one hour of this and my stomach will reevaluate dinner. Artstyle is cool on paper but in game it irritated me.
I liked the idea to store the cells and move strategically.
As you said yourself a different spawn rate could remedy the balancing issue.
I never had a tamagochi and didn't get the "gameplay". Now that I now what a hassle they are...
:alien: :gun: cmon Dave i think it's best if you just die. :alien: :gun: Dave we are being attacked... :alien: :gun: get the hamburger yourself... :alien: :gun: yeah it is somewhere up there... :point_up: I don't know I just press buttons... :poop: c'omon Dave look what a mess you... nevermind...
:alien: :gun: Dave... Dave... DAVE... :sob: NO DAVE... WHY WOULD YOU DO THIS TO ME! DAAAAAVEEEEEE... :sob:
I'm ok :cry: . Good game.
dosn't load cant rate you. I'm not on windows currently
Some feedback for when you get hit or your melee attacks hit would be very nice. Other than that it's a very fun game!
There is a bug! (lol)
There are no posts spawning after the initial one! After a restart even this one disaPEARs (whats with the puns today?)
Also, how do I exit?
Used your sources to compile on linux.
Great game!
Your Linux build works great! Unity dose a really good job at making builds for all major platforms.
Hope to see you in many more competitions!
I learned a few things from your entry (especially how to upload a usable source file for unity) will be making you competition soon :wink:
Neat first aid simulator! I liked the inclusion of context menus.
Definitely needs some work on the ease of use and the collision detection. Are you using continuous detection on rigid body? Otherwise you might want to make the physics ticks samler. I would suggest making the body part hitboxes larger.
Quick question. Dose someone know how to turn on the options menu on startup in unity? It's useful for such small projects and I can't find the option for the life of me!
Someone has a massive boner for the unity particle system.
Great art style (I like colorful particles as well). It was a little difficult to attack. I wasn't sure if I hit the zombies at all. Some score display would be nice.
Hope you guys improve the synchronization of the physics across the clients (tho it might have to do with your server being in Krakozhia :wink: )
I like destruction. Add more fire and I'm in!
very chill
There appears to be no way to exit properly (only alt f4). Did I miss it?
(fyi linux executable works)
Game is fun!
Some enemies are difficult to see (the small purple ones)
Congratulations on your first jam!
Great idea for a platformer. The jumping sound was on point and the graphics are very nice (tho your interpretations of the dangerous evil free market capitalism are rather abstract).
I was very impressed by your smoothly following camera, but as many pointed it out it didn't help that the characters jumped way too high.
Fun game with good stealth mechanics.
I like the animal names, very creative.
Couldn't finish the second level. Some cayote frames would make things easier.
Hope you get to 20 ratings. good luck!
Recompiled for Linux from your source code :penguin:
Reminder to self read the control instructions carefully!
Very atmospheric game! Would be nice if the floating parts were similar to Sallys art style.
realy cool fog effects nice animation
didn't have enough time to play throu :sob:
hob you can get 20 rating would be a shame if you don't
Don't worry about missing the deadline. A jam is about learning and improving yourself!
It is hard to make an interesting and bugfree game in 72 Hours. Keep it simple, keep it short, don't merry your initial idea (if something doesn't work out throw it out).
Publish something that runs. (even when it dose so poorly) Don't strive for perfection or you'll end up like my bro, not participating at all.
What engine did you use? Can I have a look at your code?
Reminded me of "visceral cleanup detail"
But your game isn't annoying. So good job for making cleanup fun :thumbsup: It's great that you managed to make the dungeon procedurally generated. That is really hard to do.
That said the junk was hard to spot and I managed to glitch Grue-in-a-Box thru a wall and one time a junk got eaten but didn't count.
All good in your art department, but I must have a few words with the programmer:
- pressing "R" twice in the text intro screen duplicates the character - standing on the right side of the screen and rapidly pressing the up and down arrows makes you fly
That's how much I managed to break it: deadlyafterquestbugs.png
Things that annoyed me a little:
- The text pops up every time and it makes it needlessly longer to restart. - Character moves too sluggish. It really takes away from the enjoyment. I guess you wanted to make him heavy like a moving fortress, but it feels more like a mountain of gello. More responsive controls and maybe some dust on every step would help. I myself haven't figured out how to make platformer controls that feel good. I'll invite you to the “platformer controls taskforce” :tm: , whenever I come around to actually makeing it.
Edit: Looks like the character in the tutorial you used is the source of these weighty controls, sorry if I was too harsh with my words.
@cybernetic I have been thinking about controls yesterday and decided to create that taskforce I threatened. If you guis are interested you might want to check it out. https://github.com/Voidsay/Platformer-Controls-Taskforce I couldn't figure out the basics of 2d, so I would appreciate it if you guis could spare some time to create a basic example.
Surprisingly satisfying. Great glow shader!
There is no real game over. A restart button would be welcome.
Controls could use some work. Good effort with the music, but thank god I don't have to listen to it for an hour.
Hope you reach 20 ratings
Me when I have no spellcheck. aNeMalE :grin:
The dissonant loopy music, poorly formatted UI and spelling so bad even I can tell it's wrong. Perfect trash :thumbsup: Was laughing my ass off.
Very challenging and very fun!
But Dr. Archeologyguy is too fast. In some levels you have a one second window to pull everything off. And the fast controls don't exactly help with that.
Known Bugs: - Camera doesn't play animation, when reloading main menu - When reloading level it starts in paused state, but doesn't display it (appears frozen). Workaround is to press Esc and Resume. - jump locks up in certain cases (probably because the ground impact isn't detected that unlocks it, in any case it's my fault) only back to menu and reload works here. - in certain screen resolutions parts of the UI are partially off screen. - AI may get stuck on net and keep the egg to itself (bad AI)
Tested Systems: - Linux Mint 18.1 Cinnamon 64 bit - Linux Mint 19.2 Cinnamon 64 bit - Windows 10 Pro 64 bit
All executables where moved to my itch.io site. Mac should now work.
If someone owns a mac I would love some feedback!
@spaceguy99 Thank you for playing!
I would have made an HDRI, but I completely ran out of time.
Quick Question, is using a HDRI from the web compliant with the rules?
@arcus
I recompiled the project and moved it to itch.io. Hopefully the mac version runs now!
@attala It's actually very easy to beat.
The AI has precision over the human player, so I balanced it by reducing its horizontal speed. The AI doesn't go to a strategically advantageous position and sticks to the net. This is why a long distance shot will overwhelm it.
Since the AI is rudimentary and let's you have the first move, you can in fact beat it with your first jump, if you hit the egg just right. (I like to pretend the first move thing is for game balance but it's actually me being too sleep deprived to figure out a working function)
@akenoq You can check out the code here: https://github.com/Voidsay/LD46 it's in Assets/Scripts/AI
it is very messy and poorly documented, so here's the general idea:
- every frame it compares its own position + an offset to the position of the egg along the x-axis - if it is to the left it checks if it is legal to move left - if it is to the right it checks if it is legal to move right - when the invisible bumper-sphere collides with an egg the AI jumps
the other parts of the code where copied from the player and are just there to make sure the game object stays in the boundaries.
@remco Thank you for your kind words!
I am pretty sure that the UI debacle is either caused by unity when it adjusts the position of the text to the screen resolution or by me putting everything to close to the edge. A more rectangular resolution "fixes" this issue.
Unfortunately my music writing skills are too poor to pull off decent music. Still need to learn how to use fruityloops.
@stolen-biscuit I had much better ideas for the AI script, but I realized that it was not realistic for me to implement it in such a small time frame.
If I would make a proper game I expect people to pay for I definitely would implement my initial idea:
easy: - Predicts location the egg is going to land on and offset it by a random amount. - use my cleaned up script that dose the moving and jumping
medium: - Predicts location the egg is going to land on - use my cleaned up script that dose the moving and jumping - sometimes try to defend flat balls
hard: - Predicts location the egg is going to land on and chose a good attack angle (take the player position into consideration) - use my cleaned up script that dose the moving and jumping - allways try to defend flat balls
I am positive that this would make the AI feel more organic and user friendly.
@javasaurus From your description I suspect that you came across "bug 3". I would like to verify, that your problem was the inability to jump, but you could still move left to right. (The AI stands there inactive, but that's normal)
By the way what system are you using?
If it's not that there are other issues I cannot help you with.
Usually I recommend the classic IT fix 1 "turn it off and on again", but that will delete your score, so:
I uploaded a quick new build 1.1 that adds a reset objects button in the menu. This can total be used to cheat, but it's fine for Ludumdare debugging.
@goutye hey! those dodos have multi personality disorder they prefer the pronouns "they/them"! :laughing:
But you're right the AI isn't actually to good at getting the egg across the net. It dose it slowly and gets stuck regularly. I will work on improving my AI skills for the next ludumdare.
@overmolo Oh :grimacing: Totaly forgot this was a thing in volleyball...
@nico-thomas yeah... to be fair this game is basically five Brackeys tutorials in a trench coat made from a reskin of a game I made on the blender game engine a few years ago when i had no internet and was bored out of my mind.
But in my defense this game is a step up from the things I usually make. Before the Jam I had no game that I could show people and now here I am. Made a game from scratch in 48 hours and the assets I created are even better then most of my private stuff!
This is incredible motivation to refine my skills and i promise come October I will be back in full force!
Look 27 people and a cat rated the game. I see this as an absolute win
@azathothep I was thinking of making a forum post to gather a "platformer controls taskforce" :tm: to create a nice control script that feels right and can be used for many projects, but I fear it will just get berried in the "try my game" and "postmortems" posts.
The conclusion from my attempts:
rigid body is too sluggish
straight up transform (what i used for sideways motion) is too stiff
Send help or something :shrug:
@f1krazy Well it's less of "I haven't programed before" and more of "I lack the experience to create good code in a timely manner". My time management and engine knowledge needs to be improved by the next jam.
I am currently having a lot of fun studding other peoples entries and researching platformer controls. Will probably revisit this project and implement all the things I had to cut.
@abdulla-shuhair originally I planed that after the egg falls and cracks different contents appear depending on the number of passes. Yoke and eggwhite as well as a baby dodo. Sort of ran out of time, so scrapped it. Currently planning on revisiting the game and overhauling everything as well as adding the cut features
@ava-skoog I did make everything except the fonts. What I meant to express is that the game looks like an asset flip you can find on steam. Clearly I wasn't thinking too highly of it when I submitted it. I can't wait to see how it did in the competition!
Couldn't figure out a way to attack the nightmares without taking damage.
You will need to find some interesting gameplay to continue. Otherwise it will get dull rather quickly.
Noticed it is only windows (I am a filthy linux freeloader). If you can compile it for linux you can @ me and I will rate it.
Apparently you don't fail if you press the wrong button or many buttons for that matter.
To get the high-score you must violently mash on all the keys of your keyboard! Making angry noises is mandatory.
Managed to leave bounds. (I suspect you intended this because I found a canister on the tower)
Bots where a little too dumb. The collision with the stasis capsule somehow managed to propel me higher up
Used your source code to recompile for Linux. :penguin:
FYI: When you upload unity source code you only need the following folders: - Assets - Packages - ProjectSettings
This saves you some cloud space, uploads faster and loads faster on foreign machines
It seems like you're new to gamedev. I can tell that things didn't pan out and a lot of features had to be abandoned. That's OK. I noticed your effort in your code. Keep up your work and hopefully you will improve by next time.
Initially I was confused by the controls. They appeared to be tank controls, but then I realized that they are directional controls and you need to wit until the character has turned into the right direction, witch was cool, but I had to get used to it.
The mechanics seem a little broken. There wasn't much to do and the things you could do didn't seem to affect anything.
The models where complex :thumbsup: , but rough. Did you use the build in 3d editor of Unity? If so you should definitely switch to a better 3d editor (like Blender). If these aren't your models (I have a hard time figuring this out in Jam entries) you can ignore this critique.
- You add one water to the plant when the player hits it. You should change the "CollisionOnEnter" methode/function to a "CollisionOnStay", so water is added while you have contact to the plant. Also increase the amount by witch it is increased. - collecting water dosen't do anything :shrug: . Add a storage value to the player that is increased when colliding with a bottle. - plant health only goes down. there is no function to increase it. Was it meant to be a timer to bring all the water? If not replace it with a water counter. Also the pot is partially obstructing the plant hitbox. - you probably had a good intention with the GameManager script (did papa Brackey had something to do with that?) it should contain the gamover and victory functions as well as the level loader - you had great aspirations with the enemies using a nav mesh (I haven't worked with it yet) I assume it didn't go so well. Good save with the move towards tho :thumbsup: (didn't know it existed) - you removed the enemy damage to the player. Probably because of some access rights issues (object oriented programming is confusing when you just start :sob: ). I would suggest to make a function in the player script to reduce life that is called when hitting an object with the enemy tag. There you could also parse the enemy damage value that you can get from the collision info.
You should lock rigid body rotation and in this case the y axis location, this would reduce the falling thru the floor (if you're going for a more goofy, everything is a mess approach, then you shouldn't of course :wink: ) either way the character should have a continuous collision detection, so he dosen't glitch thru objects. Add a few boxes with colliders set to trigger to detect when the player leaves the game area and ether respawn or game over.
Hope this wall of text didn't come of rude. I had good intentions, but I suck at expressing them tactfully.
original.jpg
Took me a while but I did it! Lööp cat is free once more! I really don't know how you're supposed to collect all the loops, but I wasn't going for them. I constantly keep missing the buttons.
Honestly I can't say much more. Nice graphics and proven gameplay.
Didn't expect to land in tom's haunted basement when I fired up this one. Your winter wind sound effects are very creepy.
Gameplay is fun, although the engine detachment bug pretty much meant restarting.
You rang? Haha... I will be back by dawn and write another silly story.
"Did I say by dawn?" The void looked at the clock. "Oh well, it's dawn somewhere"
"Let me have a quick look" fakescreen.gif "Ah yes the engine room here is made out of engine"
The void looked around "Oh hi there officer 418, didn't see you come in! Did you witness how this fine upstanding and well spoken gentleman was brutally shot, murdered even, in a hit and run assault? What callus creature would do such a thing? You must spring into action! The never ending train and hostages can wait. By the way did you see any hostages on your way here? Cause I haven't! Only those adorable bots that keep ignoring the laws of closed doors! They must be very ambitious copying higher dimensional beings just like me! I will let it slide this time. Dorky bunch."
"I'd help you officer, but unfortunately my shooting is kind of rusty. It's hard playing games when you're a disembodied face at best and a figment of imagination at worst."
The void went on a tangent once more. It had spent way too much time on this and the joke of writing in third person started to lose its appeal by the minute.
"Screw this" the dude behind the keyboard said, standing up and taking a quick stroll thru his room "from now on I write ooc"
Honestly I have three main issues - The bullets are too slow. I presume that you used a physical bullet and the hit detection started failing at high speeds. One of the programmers might chip in to clarify my assumption. It has been a while since I played an arena shooter, but I am positive that they often use hitscan. Personally implementing hit scan might have been the better option here, since you're not doing anything special like bulletdrop or wind. - Collision is weird on the geometry in each room. I had a chance to peek thru the veil when squishing myself in between boxes and falling out. Is the players collider set to discrete by any chance? I don't remember Unity doing such a poor job with collision. - The difficulty isn't right. The only way to win a firefight is to strafe the robots at a certain distance having their bullets narrowly miss you while trying to compensate for the bullet traveling. Or you can, like me, angle geometry in such a way that you're covered from fire, but you can shoot back. The only way for me to get to the engine room was to do a pacifist speed run, ignoring all bots and bunny hopping dodging bullets left and right. Also the "boss" spawned in the floor and didn't fight me.
The exit in the lava room was difficult to use. If I didn't know where to look for it I wouldn't have seen it.
Also when I fell thru the world I noticed that the bots that I didn't kill where still at their positions in the now deleted rooms. It might get taxing on the processor having so many AI entities running scripts.
For some reason the exit from the engine room lead directly into the void... Oh no...
"Sorry, I blacked out for a moment" the void reappeared suddenly, almost as if the person writing it changed their mind, or perhaps by a slim chance the void is truly alive? "If you heard some hooman speaking please disregard!" the void pleaded "It is not real and it cannot hurt you"
The void continued speaking unphased by the occurrence moments ago. "Wonderful acoustics you have in here! The starry sky reminds me of home" reminiscent of times long gone the void paused
"Now excuse me" the void snapped back "I have important business to attend"
Just like it appeared the void was gone suddenly. Left in its place was the string as dictated by custom, reminding the supporting role that they are still one.
@eldelhas pretty sure I dropped my pronoun in between lines... oh well, guess I will have to fully embrace the neutral void now. Nice to know you empathize with my viewpoints.
Truly a fever dream incarnated!
Brought me back to my childhood playing simple point and click adventures. - questionable graphics :heavy_check_mark: - ear raping sounds :heavy_check_mark: - logic that a tinfoil hat wearing crackhead might find questionable :heavy_check_mark: - waiting for something to happen while aimlessly clicking :heavy_check_mark:
sorry again for the smart balance, feel free to not like this comment ;)
No Linux build? Hm and the sources only include the code. I need a little more to rebuild the game myself!
Скажи землякам что есть русская версия. Они заценать.
The graphics and simple humor are charming, but I feel like the game could use some sound. I need noise to distract myself from the futility of life.
Like many here my first experience was: what happened? Then I looked at the UI and the picture, wait I died? Ok restart. five attempts later I won. The thing is that you need to understand the rather complex rules, nothing that you can just pick up and play. It took me some concentrated reading and a couple tests to fully understand what you meant with the rules.
For anyone struggling I suggest this easy guide: - find your movement range - search for good events and avoid bad events (the horse is extremely op in my opinion) - if you see good events chose the ones with items or the ones where the bottom two squares have the biggest difference - if you only see bad events chose the ones with the least difference (or the gold thief, he didn't screw me over once), ideally the two numbers below should be the same. The items will mitigate some damage - do not try to move very fast just move in the direction of your destination
Critique: - while the music was nice I felt that it didn't really fit, too lighthearted - gameplay was actually engaging as soon as you got over the rules hurdle - graphics where passable, but why are all demons looking like micky mouse?
Some suggestions for improvement: - You should highlighting the movement range. While I like to pretend that I am a computer I am not and its just annoying to slide over the fields until you reach the range or counting them yourself - I guess you wanted to make an old school game, and that's why you chose numbers instead of tiles. Nevertheless I would recommend to switch to tiles with pictures. They contain more information and are human friendly. You can even use alpha overlays to place the events on top of the location. - give your squares names. It is much easier to refer to the location field then to the top-right field. Tell us once where they are. After that we are more interested in the context i.e. the meaning rather then the location. (I would suggest you call them location, event and event points) - an outcome calculator would be nice at the very least for an easy mode, again I am not a computer if I play a game casually the pc might as well tell me the outcome of my decision. - also make it clearer that the bottom fields are subtracted from one another and then the absolute is calculated (I only learned that after a few rounds, beacuse I was assuming that one means damage and the other means defense)
I encountered the bug menitoned by @flying-dog-fish and @nisanick. The are the details from the web console.
**Browser: Firefox Quantum 67.0 64-bit Linux mint**
https://gist.github.com/Voidsay/a3f1eaf3a403e63e63c6a4098cea3b72 (all your secrets are mine now)
Classic array out of bounds. You will have to check your sourcecode.
But enough about bugs lets get to the game!
I was asked to press something, so I pressed the power button and my computer turned off *wink wink* thank you I will be here all night!
A few things about the city: - I managed to drive off into the void (yes I constantly joke about my name) on Osta Avenue and Amonstraße when I missed my exit turn. It would be nice if there was a city sign that says that you are leaving/entering the city. - street numbers are usually odd on one side and even on the other. In this small city it probably isn't very meaningful, but on a long road it could definitely help out. - the skyscrapers on amonstraße obscured the traffic and caused me a couple crashes - I am not a city planner myself, but to me it appears that a couple rather significant crossing points are missing (I guess you're supposed to learn them and avoid these routes)
I constantly pressed space to break, but only opened the map. You should consider the paths laid by racing games before. I found it difficult to stay in the lane and avoid the dirt, then again I am a f***ing casual. Whomstever wrote the earth radio music must have a large Rick and Morty brain. Radio selection was nice.
Didn't manage to get to the end. Silly molerats and their concern for comfort and safety. It's my taxi and I will scratch it all I want! Now buckle up Jimbo we'll get you to Schützenstraße 4 in record time!
I thought I was doing something smart when I discovered that you can crash into walls with no penalty. Turns out the puzzles are build around this mechanic.
The first level that I actually had to think was 9, but then I was surprised how dumb my solution was. I couldn't beat the second bonus level. I probably didn't learn something that I should have, since I mostly bruteforced.
Not a puzzle expert, but I am pretty sure that you just about exhausted all possibilities in this game. This is a plus, since a lot of games overstay their welcome. It ended by the time I learned how to effectively bruteforce the level. New levels would require new mechanics, but I am personally unsure how deep you could make them, since your loop doesn't allow for conditional logic.
I didn't mention on the other aspects of the game, since they are solid and I have nothing to add.
made me just as tiered as I am in real life
I tried using the new input system in a jam, but now I usually don't bother with it. It just takes too long to set up and doesn't give enough features to justify using it. What really grinds my gears is that Unity removed that startup window where you could do all graphics and controls settings. That shit was perfect for jam games!
Duno if the same thing would happen if I had friends to play with, but I felt like a goat perpetually head locked with my opponent. Adding a bunch of cars alleviated it, but still there should be some incentive for the bots to retreat. Also the reverse turning felt weird. Then I understood what happened. You just turn the car in the same direction! Unity has some pretty good wheel colliders, that don't need a lot of code, you should look into using them whenever you're not busy figuring out the control system.
``` public string voidsaysGameEvaluationAlgorith(string gametext) var words=gametext.split(" "); foreach(var word in words) { if(word == "void") { return "Good game it has my name in it"; } } return "Bad game it didn't even mention me once" ```
It has a pleasant style. Good that you didn't drag it out too much.
A game to remind me why I shouldn't operate any motor vehicle. At least the passengers where polite to me.
A wacky score for a wacky game!
regarding the it never works for macos: there is a workaround and detailed explination by @shaolin-dave in https://ldjam.com/events/ludum-dare/47/the-looper-encounter/important-note-for-mac-builds
The dialog boxes in the webgl build completely broke. Only squares of various shapes and sizes. The console didn't revile any errors. Hard to judge it/figure out what to do. I got so far as the security game (I won it). Massage me if you find out what's up/have a linux build
@ygrichman thank you for the build. With the text everything makes sense.
Here is a picture of the bug: ERROR.png
Clearly the text just isn't loading, but it also doesn't give me any errors, so it's a mystery.
I sometimes wonder when the plotting emotionless AI and its wacky counterpart will fall out of favour. Not that I don't like it, it just seems to be so common nowadays. In any case I start to be negative once again (probably my worst character trait) I really liked the way you guys made the character movement. Smooth and responsive, very good! (Homebrew or storebought?) There was a contrast between your two games, but if you were to introduce more "minigames" it almost definitely could be seen as consistent.
Just a dev question. Did you use textmesh pro for the texts in the rooms? Because I used textmesh for the first time this jam and mine looks kind of shit...
If this isn't my boy @arcus ! The first commenter under my first game from the last ludum dare! How 'ya doing friend?
Staying true to your style. I think I could instantly spot a game that you made. Music is lovely graphics, are presentable. Your balancing has passed my auto clicker stress test.
I found it a little confusing in the beginning. I didn't understand that I am in a "menu" and that I need to step on the time machine text. I thought this was some sort of tutorial screen and the time machine was an UI element.
I haven't taken spanish classes when I was in school, but I took some french (not that I am any good at it ether)
From my limited knowledge of Romance languages I could conclude that this game is about participating in a ludum dare. You get some choices of how to go about it, but you always run out of time/have nothing to show for your work and then you wake up having the chance to do it all over again.
I can't judge whether or not the text is any humorous, so no rating in that category from me. Everything else is mostly ok, nothing special, but I have seen worse.
Your score has been adjusted. The text had a little haha, so there you go!
Movement felt a little weird. Almost as if I was playing on 2x speed. I am not too familiar with Godot, so I might say something ignorant, but it feels like your movement and physics are bound by framerate.
Thank god you had checkpoints! If I had to repeat the full loop every time I die, I swear I would have taken the penguins gun and shot myself.
Spikes were hard to spot and the deaths came a little sudden for my taste. I like to have a moment to process what has happened (in the level) before the death screen.
Could you make a gif or video, so we the windowsless peasants may marvel at your effects?
Walking was a little slow for my taste. Did I miss something? In any case a nice dash would be good to have. The time allotted is extremely generous and tbh I got a little bored. You can only punch dummies for so long.
Firs time playing a board game entry. Actually it must be the first time in years that I played a board game! And now I realize that I don't even own any cards. Guess I will program a digital version of your game to try it out. Rules seem confusing to me for now, but lets see if that changes when I actually play a round.
@marcmagus hi I am back! My digital version is almost done (took longer then expected, who knew that cardgames are different from characterbased games) and I expect to fully finish in a day or two.
I would like to ask you if I can publish the sourcecode on gihub and upload a digital version on my itch.io page. Obviously you will be credited and there will be a link to your original game. If you would like to impose some limits (copyright, max playtime, require the rules to be downloaded from your page or some other terms and conditions) you can tell me ether here or write me an e-mail (voidsay AT hotmail DOT com)
In any case I will not move forward unless I have your express permission
P.S. I will have to agree with your evaluation that the game is totally different when playing against other people, since you can play mindgames with them.
@marcmagus done! (OK there are a couple issues, but lets stay blissfully unaware of them :wink: )
LoopnGlueTumbnail.png
You can now play the digital version in your browser or download it directly to your computer.
https://voidsay.itch.io/loopin-gluey-digital
I hope that everything is to your liking (I made it free, since that's how much I would pay myself for the work :smile: ) If I missed something don't hesitate to notify me! If you would like to add your own splash image to the next version of the game send it to me by e-mail.
@marcmagus oh, ok. Just one clarification. You still move after each round you win, just that the victory can only be declared at the end of a trick.
Tbh that might actually simplify a few thing in the code. I'll add that to the bucket list.
Oh and one thing that I noticed when playing. When you only get dealt low value cards it is sort of a dead hand. Against my bots I only manage to get one or two steps at most while they run away. I am not sure if that would happen if they would battle one another.
I also had a few ideas regarding an improved AI. Whats your opinion on the following play algorithm: - if you have an ace or king in your hand play them as soon as you can (since you'll get a lot of points over the length of the hand) - do not play a jack unless you have to (they only give points to an enemy) or someone wins the round with a number card repeatedly - play a queen with the same rules as the jack, but also play a queen if someone wins a round with a jack - if you lose a round with a face card then play the lowest card you have in such a way that it changes the position position (that is directly adjacent to the card in question) - if you don't have anything else to do make sure your highest value card ends up ether at the beginning or end of the trick (since I think that the the face cards and aces will migrate towards the middle as a direct response of the battle leaving low value cards) use your low value cards to achieve this
While I am at it I might as well learn how to make lan and direct ip multiplayer. I don't like the black covers that I made for local multiplayer.
Some text is weird. Но этого и следовало ожидать, если вы привыкли к русскому языку. У меня были открыты обе версии одновременно, и, честно говоря, шутки затерялись в переводе. You should get a native speaker to help with the figures of speech. Localization isn't translation after all.
Но давайте перейдем к обзору! Я сделаю это на английском языке, чтобы каждый мог прочитать его. (and it's easier for me to write)
- I really like the art style. Very unique. Especially the graphics for the encounter where very well made and gave an aura of mysticism. - Personally not a fan of the music, it just didn't work for me. - Whatever translator you used it did a poor job. A lot of nuance was lost and the resulting text is difficult to read. You used some very russian language patterns. I see that there was some attempt, but unfortunately it was not enough. - The last button in the english version didn't work (any last words), I didn't win in my russian playthrou, so I can't tell if it's supposed to be a dead button. - more events are needed (I understand that there is little time to make them for the jam, take it more as a suggestion for a later game), they repeat way too often. Maybe you wanted to make the encounters feel more loopy, but it only got repetitive for me when I entered the yellow room for the fourth time in a row to fill up on health and moral that I didn't need. - I feel like there is little choice gameplay wise. Sure you get to chose who goes first, but it only boils down to who is most likely to die. All my encounters ended in one of two ways. The undead all die or they tear apart one crewmate. You should give more incentive to keep some of them alive. Basically events that have a better outcome if you have the correct team. Special equipment that you can collect and use at your discretion. Basically something that isn't praying to RNGesus. Randomness is fine in games as long as you give the player a feeling of control. I didn't have that feeling (I don't blame you, as you had your hands full painting). Honestly it is a difficult challenge and I hope that you'll find a good solution for your future projects.
@lesinvisible don't be too harsh on yourself! I could clearly tell where your focus went, so the flaws in the other areas are acceptable. If I was tasked to translate the text I would be spending hours deliberating my word choice (super unviable for a jam). Different languages require different thinking patterns, which in turn means basically writing two different texts. If it makes you feel any better my russian writing is atrocious, because I barely use it (and my keyboard isn't set up for it). Also I suck at naming things, so you got one over me on that.
I watched too many game design videos regarding rng. Games need rng, but it needs to be used with care! Press a button to flip the coin is a good premise, but if it's all the gameplay it's going to suck. My coding abilities are slow and my gameplay barren, but I try to improve with every jam.
I would like to wish you success in your gamemaking endeavor. Perhaps we will meat again.
(Btw you got my average review length, @tolmera got the deluxe package in https://ldjam.com/events/ludum-dare/47/ouroboros-paradox as well as a complementary mindgame. The void must compensate for its starless skies with the warmth of human conversation)
Hey I wanted to rebuild your game from the provided source code to run on my Linux machine. Are there some scripts missing or are you using some special addons?
@lombax I looked at a few other source codes. I think I now know why this happens. Are you using unity 2020 by any chance? (because I still use the 2019 one)
@lombax thank you. I should look into updating it myself. I was hesitant, since there is an issues when compiling for WebGl didn't want to risk anything. I'll ether update and recompile or just switch to my windows laptop, whichever comes first.
I finally got around playing, but boy did the controls do everything they could to make me regret it. Had my brother try it, but he only got as far as I did.
If the gmtk2020 gamejam thought me anything then it would be "don't mess up the controls". I read above that you made the jump height frame rate dependant, obviously a big blunder and I am sure that you already know how to fix it.
Another thing. I often mention that resets are too sudden. In your case it takes too long (and didn't help with te jump frustration). One or two seconds should be the ceiling for a game with rapid resets. Only games where you rarely die can have an elaborate death sequence.
At least I got to see the full picture in the engine.
Out of curiosity. Do you think that your disliking of the theme affect your games quality?
The web build has some really peculiar shader errors. Everything has a thin red outlines for some reason. The error tells me that my graphics card is not supported. What kind of setup do you use on your end? Any special render pipelines or shaders?
Anyway the bug wasn't too bad for me, so let's get back to the actual game!
Fences seam extremely OP. Just build a couple fishing huts and create the grate palisade! They are stronger and smaller then the other towers, plus they are very cheap.
I wish there where hotkeys. Buttons to quickly select a building and pressing shift to queue up multiple of the same type.
It was a relaxing experience more or less, good job!
Ah a fellow Linuxmancer!
For some reason it just gives up on me when I try to run it. Not sure what it is looking for since the file is there
``` orboros.AppImage: resources/click.ogg: openBinaryFile: does not exist (No such file or directory) ```
I feel a strong asset store energy with this one. Nevertheless, very fun to play!
@adiwan That's the reason we use premade assets. Sometimes spending your time making models just costs you more in the end.
Also don't be so harsh on yourself. There is a difference between someone who spent 100 hours and someone spending 10.000 learning 3d modeling. Just because you haven't done something for very long doesn't mean you're bad at it. I might claim that I draw poorly, but if you ask me when I actually drew the last time the truth becomes apparent. You can't be good in something you don't do. That's just how it is.
@fussenkuh thank you! I could have "finished" the game, but alas the struggle with quaternions is still very much real for me. The only way to speed up is to use them more regularly. Give me a few more jams and I will produce more presentable games.
@joonamo should have stayed on the tracks and waited for the train to return. It would have hoovered you right up!
@linus-lindberg @blobo @neowedge I always forget to make a sensitivity slider! I vow to remember in my next game! Probably something I should make a quick patch for.
@arcus sound is still an afterthought for me. But you know what's real spooky? There is no jump sound effect :eyes: ! For having spent so much time on the train there's still two things I would have needed to implement. Firstly to fix the rotation bug that occurs when parenting. (Now that I think about it parenting to an unrotated empty would have been an easy solution) Secondly upon exiting the character should have inherited the trains velocity. This way you would have had the chance to be rolled over by it. (Thou you can't actually die, it just sucks you up)
@judgezedd happy you liked it! If I am ever to do a feature complete horror game I promise you to not include any jump scares (I am not a big fan of them myself) I believe that your head is the only thing that can actually create something scary it just takes a nudge.
@oddmes yeah, sensitivity sliders. I always forget them...
@m8rix I hate jumpscares, they are cheap and I will never implement one in my games. One might argue that the ghosts are jumpscares, but they don't scream at you and don't get in your face (you might even play without noticing them at all), so they're fine in my books.
@rongo-matane the joys of making pc software with players mice ranging from office ball mice to high dpi flickshooter monsters (with nice leds to be fair). As I said somewhere above I always forget to make the slider. I should make a checklist or something. Regarding the setting sort of what I was going for. I watched an interesting video about British railways and their odd governmental obligations to cover certain routes. Some of these routes go from dead station to dead station once a week one way, just so they can say that they fulfill the requirement. Perhaps I could expand this prototype and include that lore. I should also think about making the walking bit more fun (and not in the definition off Death Stranding). In any case that's all going to wait until I learned enough about making games and find the patience to complete a large project.
@tygrak that's definitely a bug. I wouldn't be able to do such a trick even if I tied. Did you get any error codes? The only thing that could have gone wrong are the lights. Haven't done much with them before and I have no idea about their stability (The light flickering at the station is a bug aswell)
@jk5000 more like struggling to get the quaternions to behave
@schwede Thank you for getting back to me! I already watched the video that you posted in the morning (The video you have in your comment is broken, but I can find my way to it)
The mood part is mostly motivation. When I download professional code it is easy to read and intuitive to use. I can instantly start work with it (the big happy). In contrast I write code that ends up with a ton of functions (if I don't split them into different classes) and variables in a random order and big chunks of old code that I commented out (because I discovered something useful/cool that I might need later). To me this feels like a hoarders apartment (the big sad) Everything is there it all works, but when I return to such code a week later I just sigh. It's not ideal to quickly continue working and I sometimes second guess if I should even bother continuing. I do clean up, but I still have the feeling that it could look nicer (I sort of have a connection between my code being pretty and it being efficient, don't know if its a good rule of thumb, but I tend to find potential for extra functions and loops, so there is that)
Honestly the biggest thing might be my inexperience. I played with c and c++ before (kiddies first code), but I am new to c# and object oriented programming (little over 1 year although making games helped immensely), so the struggle with the basics is still real. Anytime I say "now I figured it all out" something new catches me off guard.
You're probably the first person that ever looked at my code and gave suggestions (my uni profs probably put in less effort grading my code), so I would like to express my gratitude! I'll make sure to check out your channel, but I'll give you my follow in the meantime
@eidanthomas1234 is correct! That's a common bug and disabling compression should help
The web console revealed a number of errors. That might sound bad, but the fact that it didn't break is remarkable! You didn't instantiate a gameobject properly in the beginning. There is a reference missing that is required for it to work, but I can't tell you more since I didn't see the sourcecode. Are you trying to load something that you didn't include in the final build (like some scene), because I also see an error when bossman comes (something about second screen?).
There are a few issues when scaling (pun not intended). The minigame isn't displayed correctly when in fullscreen, but is workable when not. Not sure if mixing game and UI like that is a good idea. It would be better to actually implement the UI elements as in game objects. Would make scaling consistent. Perhaps I could even convince you to fully embrace the UI only game? I mean you're only using a little bit of physics in one minigame...
Also whats with the performance? my laptop sounded like it was about to die, not something I would expect from a visual novel.
God I have written too much about technicalities one again... Let me talk about the game itself.
Graphics are sufficiently creepy. Minigames are sufficiently repetitive (I will disregard the bug). Clicking sound was nice, but I felt that the game generally lacked in the audio department. The puzzle to escape the loop was nice and I didn't have to see the cycle too often. The e-mail texts made me go haha, but only a little ;)
The thumbnail looks a little boring. Perhaps you could spice it up/keep it in mind for next time?
You got a big team going :spy: . How did you split the work? Sort of curious about your experience seeing that you're all new here.
PS quick question I had an issue running this on firefox. I have encountered this issue with a couple games and they all seem to use Unity 2020. I found an article on the forums about that and was wondering if it's the same issue. When building the webgl version did you use some compression or another special publishing setting?
I really don't know how I managed to solve the clock puzzle. Everything else was straight forward (for me at least), but on that I spend over 10 cycles trying everything until I just began clicking randomly and pressing r at the same time. I must be missing something.
You guys should make some thumbnails for both the ludum dare page as well as the itch.io page. Games without one just tend to get ignored.
The art style is lovely, I would have liked it more if the actual game part had some sound.
looks like you didn't change the settings from draft to published. It is the last option in the edit game menu!
Ooof the framerate... oof the optimization.
Making a katamari game for a first jam is definitely ambitious!
Some suggestions for preformance: - constrain the "Loop" to a small area at first. One that has all the small objects. This would allow you to make more detailed and unique zones. - after reaching a certain size release the player into a different area with bigger objects. Repeat this process. - don't load all areas at once - merge objects if you can! I am pretty sure that most of your performance issues stem from having so many separate objects. Surprisingly a computer can handles few high poly object better than many low poly ones. - delete small objects after you reached a certain size. When you swallow buildings you don't care about the bushes anymore. - also delete the small objects in the ball after some time. You won't see them anyway. - object culling and far clipping obviously apply, but I am pretty sure that unity dose that for you already.
Now to the actual game: - music loops too fast. Common problem, especially if you do the music a few minutes before the deadline (I am guilty of the myself) - controls (in between the lag) where good, rampaging thru the city was fun - some colliders for the objects that are too big to absorb would be nice (I guess you didn't do it because of the lag)
Hm the file looks very small. I am not on windows right now, so I can't check if it actually works. Did you use Unity? If this is the case it almost certainly won't run.
Also I wanted to check out your source code, but it looks like your google drive is private and requires a login.
@dkdwrek I know what's wrong! @lichead-studio needs to make a zip with the exe unityplayer.dll MonoBleedingEdge folder and the data folder. Currently there is only a file (the exe) that is supposed to load all game files and execute them. But all the game files are missing! Check out my game files to see how the download is supposed to look like!
Oh I noticed that I can access the source code now! I will try to rebuild it on my end.
OK I managed to rebuild and play!
The sprites and the little step animation was nice.
The thing that confused me most where the hour glasses. I always wanted to collect the big ones to get all the time only to die inexplicably. Then I realized that they are the ones spawning the angry red bullets. You should have used different sprites to make a distinction. If you need them to be hour glasses for "story reasons" you should at least make them look evil.
The music needs some work. It loops too quickly.
It's incredibly hard to play on my laptop! I will try again when I am on my desktop where I have an actual mouse.
Chaos and explosions exactly what I need in life! You should invest a little in music something to fill the void ;)
Edit: Tried it on desktop. Sometimes it is still very much unfair. Especially if obstacles spawn one tile next to you. Other times I just narrowly miss placing the saving modifier and die. I would suggest to implement "ghostly" enemies and obstacles one second befor they actually appear. This would give me a chance to form a plan and prepare.
I didn't realize that the game auto started in the browser, I thought it was a screenshot and I was sitting there scratching my head where to find the download!
Would be nice to have some sort of challenge tho, else it gets pretty dull to walk. Luckily the exit was not too hard to reach.
Linux build dies :(
I am not so sure about the balancing. Is there any reason why I shouldn't only build apartments and statues?
I never felt like I was going into dept or in any financial danger. Plenty of money and time no pressure was felt.
No drugs were involved? Imma press x to doubt that.
Solar powered dynamite? You might be onto something!
Clickers are not my genre, so as a layman I'd say it has all the elements and works.
CUBES! CUBES EVERYWHERE! DOWN BELOW MORE CUBES! I looked inside myself and all I saw was CUBES!
This displeased me so I took the CUBE shaped paperweight off of my table and threw it ac cross the CUBE shaped room at my picture depicting a man thinking of nothing other than CUBES. I then smashed my Cuboid shaped PC-tower. No quarter for the CUBE kin! I then started burning my book collection, because they where made to fit into boxes, CUBE shaped boxes! Then I spotted a rhomboid shaped piece of scrap paper, I left it alone, because I respect rhomboids unlike the CUBES that I so loathe!
Currently I am acquiring high explosives to demolish my cube shaped house. To anyone who is on the fence about playing this game, please do. There are no lasting effects from clicking cubes for 2 hours straight and anyone who claims otherwise is bought by the cubinaties.
Voidsay has come to haunt you adrien. The exploit gains will be legendary.
@adrien-dittrick God giveth, god taketh and you have no chance against the likes of @peace-of-cake-games . They intrinsically resist the EXPLOIT :tm: . Your demise will be swift (or something in that nature)
That was a little too esoteric for me. If I didn't that I was supposed to push stuff I would not not finish a single level. May the psychiatrist help the poor soul that has figured it out on their own.
I feel like there should be more communication of the games mechanics. A level that just teaches you to push stuff and shows how blocks change. Or just hand out a complimentary dose of acid. I'd take that as well.
Just had a look at the map, wow I wouldn't have the patience to dig to the end.
Abusing the grappling hook was fun. Especially when rising straight up from the ground while that thing unleashes its demonic sounds.
I found it a bit annoying that you had to use the mouse to dig. It seemed kind of pointless to click, since you only ever could dig around the character. Why not just put that action on space?
Technically pretty solid game, with a nice soundscape.
Oh no my good friend @robonaut121 has not reached the ratings? Time to fix it!
At first I was unsure how to even build a tower that was sufficiently high to reach the spaceship, while also protecting the structural integrity. Then I decided to turn to the spam approach and accidently turned builder bot into a surface to air missile. I found that funny.
@omid-ghavami The tree dudes are proximity activated (so they don't show up for no reason), did you just walk into the hills or did you follow the path?
@alexjdg what was wrong with the mouse controls? I made a promise last Jam to have control settings did I miss an option that you like?
I see a tendency here that I messed up on the empty path length and the footstep volume. I will rebuild the web version (with a disclaimer) to start you of on the crossroads and add a footsteps volume slider. I value your time and ears that can be spent on other games.
@kristinamay do not fear the spoopy noise, you need to fear the sound of twigs breaking, because that is when they start moving. Personal tip for scary games: If you are too scared to play try dieing on purpose. When you know what is coming it lowers the tension drastically. I used to be scared all the time as well, but it is better now. On a side note, I made these bastards, but they still manage to startle me.
@venezia oh, it didn't occur to me that people would only look in controls not options. I will make a mental not for next time.
@bastienre4 please don't tell him that I have been watching a streamer play his demo before making this :^) My legal team (that I keep in the cage for a reason) would like to point out that this is a legally distinct game of the "low rez foggy forest weeping angel tree monster" genre (extremely common I know) both in artistic nature, gameplay and story.
But in all seriousness when I saw Salt Order I wondered if I could pull off something similar in a jam. It'd take me another day to make the salt, but that wasn't the goal anyway. I think I'm getting the hang on imitation next we'll be doing some innovation.
@landerack I had to make the "not visible by camera" detection imperfect, because these buggers wouldn't come close enough and killing you at that distance would feel wrong. I agree with your critique regarding visual guides. It's just that I couldn't come up with one.
@zfert TIL that users would rather suffer than go to the options and change the default setting. I'm starting to think about rebuilding the entire thing again just so you guys stop being menaces to yourself.
Could have been something nice, but I just feel the struggle of putting it all together in the last few hours of the jam.
The key part locations where well thought out and it would have been much more pleasant if the collisions worked properly.
For some reason I liked the glitchy block outline of the surface rocks. Your music has potential to win the next GBTK :)
It was mentioned by someone above me, but I'd also like the ability to keep the last command chain.
I first played your original entry and sick from the motion. When you move everything moves. You, the bullets, the background. Big disorientation for me. So I found out that you can beat the game without moving. I then played the fixed version where this wasn't possible anymore, so good job on that.
After I was instructed to wake up I woke up again! Inception intensifies. Had to do it again, but whatever.
I enjoyed it very much and especially liked how you turned the menu elements next level restart and exit into in game lore. I would also like to praise you for the game length. You were spot on the place where I am not tired of the game and still craving for more.
How did you get over 100 ratings in less than 7 hours?
@william-corrin I know that, I am just deeply disturbed that @lakshyaisagod has played games for more than a workday at 5 minutes (or less) a pop, while also fixing his upload blunder, commenting and presumably working on his game up until the last moments of the jam. His veins must hold pure caffeine or something.
@lakshyaisagod you are doing something wrong. LD is a chilled jam (after the game making of course) and you seem to be rushing so hard you hardly even see the games that you rate. I am unsure about the comments you write below those games, but I am positive that they are not very insightful.
I didn't want to call out your bullshit earlier, but now I have evidence that makes it very clear to me that you cheat.
Please explain yourself:
https://ldjam.com/events/ludum-dare/48/hole-explorer 1.png https://ldjam.com/events/ludum-dare/48/deirdre-pedro 2.png https://ldjam.com/events/ludum-dare/48/madman-the-crazy-scientist 3.png https://ldjam.com/events/ludum-dare/48/mind-hunter 4.png
You have been rating over 140 games at 2.4 per minute for the last 5 hours (that is the time that I determined from metadata) and robbing the jammers blind with fake comments. Even if I was to give you the benefit of the doubt, you'd still be rating a game in 2 minutes and 30 seconds on average. That is not normal and your ratings skew the results unfairly.
This is unsportsmanlike behavior and I am asking you to stop at once!
Good, now you have 30 days to fix this messup.
Go to https://ldjam.com/events/ludum-dare/48/my/grades and work down the list. Either play the game and leave a legit comment and rating or apologize and retract the rating.
I will check up on you. And I check **very** thoroughly, just ask @tolmera.
The premise was a bit of a mouth full, but the game play stood strong. A nice reflex testing time waster.
Sure the graphics and audio screams programmer art, but I found the many mechanics that you implemented quite solid.
I got stuck in the level where you have to use keys to open doors, for some reason I cannot pick up any of the keys to open the last door.
@vivoubos in this case Meow ;)
Very stylish tech demo. Unfortunately I am unreal and therefore cannot prove the reverse (aka I am too dumb to verify my 10 minute mail).
Instead my hacker brain tried to open the website in an iframe. This outcome made it very happy. If only I knew what exploit one can do with such power (other than a key logger)
I can make a fake website with a key logger and insert your genuine website into the iframe. At first glance the website will look and behave identical. By doing some listing manipulation I could make it so that my site always appears before yours thus all your users interact with you thru me as the middle man. I get to steal personal details and passwords until I decide to pull the trigger on you or your users.
I appreciated the levels that doubled as tutorial levels for new mechanics.
Level loading seemed a bit unorthodox, but I can't judge how much of it is engine related.
Joke's on you, I have been practicing in KSP. No one crashes rockets quite like me!
My record stands at 84. !> I think 85 is possible with a lucky seed, as I don't see a better way to come to a full stop other than do a full suicide burn starting at 450m
I have come with my caravan! Why is it just me? Well the wagons got lost on the way... but I got to eat at last!
Lovely game as always. Had me procrastinating for half an hour. I found a spells description a bit confusing (switch flat ground, didn't understand what it meant until I tried it) I was barely using the spells, because I couldn't build up familiarity with them. They are pretty endgame and misuse sort of resulted in my doom. Which brings me to the last point. Sometimes I knew that I was screwed and had to do the 'ol suicide. A button would for that would be greatly appreciated!
The interface hit me like a sledge hammer, but I got to say, once I peeled back the layers of complexity and finally understood how it works it became an excellent game!
You guys need to come up with a better way to convey the games rules. If I wasn't such a fan of racing, dice games and long texts, I wouldn't have bothered to invest the time necessary to understand. A couple of pictures between the rule texts would have been greatly appreciated.
I was winning so hard that the game had to pull a null reference exception. I count this as an absolute win.
The graphics are competent and the idea with different forms that get switched at random is good. However it would be impossible to play if you were not immortal. The biggest issue that I see is the level design. There is little thought put into mobility. I was often stuck waiting for a particular form, because there was no other way to get to the enemies. Dodging bullets in the vulnerable form was working ok as long as there were 2 enemies max. Unfortunately there were usually many more.
Good news everyone, my insides are still inside me! Navigating was surprisingly ok.
First I was confused how you move, then I remembered a bit of the cut scene where you zoom into a ball, so we must be rolling, right? Perhaps bringing a bit more attention to the fact that you play as a sphere could help.
I liked the wall shattering box in a box idea, I am going to "borrow" it some time :^)
Very good! I noticed that you took measures so red doesn't get stuck in corners, however I found that it was rather hard getting em out of some corners.
The name is funny indeed.
Unfortunately the game feels the wrathful hand of rngesus. The prices of extortion are rather extortionate. A bit of scaling and a bit less of the insta death would be nice.
Basically more agency for the player. Rolling dice and looking at funny products can only get you so far.
God only knows why they want to build 3 stadiums and just as many airports on a tiny off kilter island, but I gosh darn did it... before it all collapsed of course.
Seems that your web build is a bit weird. Starting with the development build and ending with the odd screen cropping. Now since you provide a source code anyway the fact that it is a dev build is not too big of an issue, but keep in mind that people can read your code if it is a dev build. I assume you did that because the normal web build didn't work. If this is the case you should simply deactivate the compression then it will work just fine. Regarding the resolution, itch has a special option that auto adjusts the frame size to whatever unity wants (it is a small drop down)
@caerind @bklolo you have the classic compression bug in your web build. You need to set the compression method to disabled and rebuild (sometimes gzip works, but not for everyone) https://docs.unity3d.com/Manual/webgl-deploying.html anon also gave a tip two comments up
Gosh darn it! The one time I choose to be authoritarian I don't even get to kill a single person!
Didn't feel like there was any incentive for dispersing crowds. At one point I walked away from the computer for a few minutes and came back with the situation about as stable as before. A broken bones counter and a pressing need for action should be added. Standing in a line and catching debris all day is simply boring.
Making it time limited was a good move, else I would have sat there waiting for the perfect modifier. Simple game and my hand has almost recovered from the intensive gaming cramp. I would suggest that you make a restart key. I found it a little awkward having to use the mouse.
You have created a fitting art style. The hugging stick men are cute. The music came close to very good. The speed change when the darkness approaches was a nice touch.
There were a few issues that I have encountered: - The jump height felt inconsistent. This made level 3 rather difficult. It seems that you get a boost if you jump off of an angled platform that is mandatory for progression. - Sometimes when you jump there was nothing in the field of view, which made judging distance travelled difficult. - Double rotating spike platforms felt cheap the first time round.
I got stuck on level 5 after I couldn't figure out how to get thru the breaking platforms in time. The skill test leading up to the puzzle discouraged experimentation.
level3.png
The AI appears jittery and changes speed suddenly. Is this rubberbanding that has gone rouge?
Music was nice. Good tunes to listen while driving away from responsibilities.
I enjoyed this a lot. Especial the last phase where you can fully focus on the evacuation was nail biting.
I almost gave it a pass, cause I only saw a windows link. Glad that I still clicked.
I think that the key to winning is to understand the production ratios and the fact that you can remove and add Bearers. 2 farms 1 house, 1 mine 2 barracks (I read the logs, I know these are barracks and not forts, you can't fool me ;^] )
- Didn't feel like the watchtowers did anything. Oriors just ran wherever they wanted anyway - I sometimes wished that they would attack the enemies that was closest to the buildings and posed the most risk, but they ususally went off into the thicket - After I got about 100 Orbals I removed most of the houses to combat the lag. I noticed that you put a limit of 80 Oriors, is there a limit on Orbals? - After establishing 6'ish forts, I felt pretty safe. I wish there was some sort of mechanic that made it harder near the end. Even the speedup when collection the gold didn't have me worried.
- Oriors (not sure if I should hug or slap whoever came up with this one) sometimes get stuck hitting thin air. You can see two of them in the picture near the bottom mine. The killed the enemy, but didn't update their state for some reason.
- There seems to be a stutter either when building roads or right before the enemies move (it's inconsistent, so I'm not sure)
- Had a glitch that killed the game, not sure if you can make anything of it. It occurred right as the enemies made their step and I think I was collecting the second golden orbal. Here's an image and a link to the log. Screenshot from 2022-04-09 13-02-18.png https://gist.github.com/Voidsay/f03d19904d3456e126dfbf3fbdcd689c
This is too difficult for just one man! Pee gang where you at? We might actually get somewhere if we cross out beams!
I choose option 3, because medicine is expensive and my passion has always been taxidermy :stuck_out_tongue_winking_eye:
My only complaint would be with the letters. Some fonts are hard to read and they pile up very fast. My psycho heart would have liked a trash can to throw them out to clear the table a bit.
Chef's kiss :kissing_heart: . The story telling was on point. I had a chuckle at the bird that suggested not listening to other birds. Game play was fun, despite it being chess, the concept of using three parties instead of three hearts was very innovative.
My only concern is performance. My (admittedly not so powerful) laptop made quite a bit of noise even when there were only images and text displayed. It's probably something with the filter, because such simplistic 3d graphics with low res textures usually run fine. Also 125 MB seems like a lot for this game. I didn't manage to win it, so perhaps there's something that I missed that totally justifies.
In any case, great entry congrats!
If that ain't my favourite tabletop aficionado! 20 dice? Are you mad? I don't even have 3.
Oh well nothing that an excel spreadsheet (I should really make an excel spreadsheet game) and a few online number generators can't solve. Only got 200 points, cause I didn't notice the dice saving mechanic.
You are very space efficient with your instructions. Maybe a bit too dense for my tabletop noob brain.
Disclaimer for after hours adjustments: - Had to convert audio for smaller file size (github was angy) - Added one line of code to re enable mouse at the end - Thumbnail made after submission ended
Who would have thought that you can actually catch the sun? All you need to is be a dragon.
The decision to make the player press d constantly strikes me as odd.
Very atmospheric. I really liked the presentation, the visuals and the music shift. Sadly I died before I could get the last crystal :( Having to walk this slowly in combination of being mostly aimless when it comes to locating the crystals was ok for one playthru, but didn't exactly encourage me to try again.
Playing with me and myself was still fun. Being able to pick player colours is a neat feature.
I'd probably take it as a single player game if you just added increasingly difficult points requirnments.
I played it on the web version. I found it very easy it win. Not sure how it would play on an actual watch, so out of fairness I will refrain from rating you on this category.
The implementation of the theme exists, but I had to read your jam page to even notice. The slimes are slower than the player, so they're only ever dangerous if they approach from a rather smal cone in front of the player. I never felt the need to use the chests, since manoeuvring to them also resulted in me evading the slimes.
Somehow my first attempt ended up being my best 20.000 points.
Steering felt strange, cause the truck got rotated in the middle and wouldn't always drive how you'd expect. Some spots at the map edges ended up being death traps that you can't maneuver out if you have rockets on your tail.
Took me way too long to realize that I can move and attack. Some hotkeys would have been nice.
For a moment I was worried that the orders will keep coming every ten seconds. I was relieved that there is an end of the day and that the customers were patient enough to wait. Graphics are nice and no complaints regarding the sound. There are quite a few mini games, which is a pretty nice achievement for the short jam time.
- Knife and spell mini games felt too long. - Boiling mini game was usually fine, but if the target jump was about half range you ended up loosing progress. - Grinding minigame was good, tho a bit strange that it was the only place I needed to use my mouse.
- some of the recipes are very long and require the a bunch of the longer mini games, which felt like a big investment compared to the rather small return - my smooth brain was struggling to remember the more involved ones and I had to abort and double check multiple times, since I didn't want to screw up and loos my hard earned components - Finding the right ingredients from the list was hard since I sometimes had leftovers from previous potions. I ended up clearing the entire stock with a botched "jungle juice potion" and only making exactly what I needed for the recipe
For some reason I sometimes get multiple products for one operation, which would have been nice if not for the point I made earlier. I looked at the debugging logs that you do and noticed that they seem to be on purpose. I would love to know what is going on there?
The game idea is good, but for some reason the "each action takes 10 secods" didn't really work. Maybe it's a bug or something, but most things were basically instant, which lead me to just assume the role of one of the staff members, click a bunch and go to the next staff.
Experience overall was chill enough. Didn't have to go ape to win, which is definitely a plus.
Only thing that really annoyed me is that the thinking bubbles covered the server almost completely.
@lancival grammar is my passion
Surprisingly there was enough time for me to write the headline and be (mostly) correct.
I didn't recognize some of the characters, so I didn't really know what keywords to use. Perhaps more generic prompts would work better for people like me that reside under rocks.
It's impossible to fix the electrical panel with my touchpad. Maybe if I used a mouse I'd be able to pull it off, but I'm not sure if I could do it consistently enough to win. You probably should have made a simpler minigame.
Other than that it is a decent game.
No response from LD and 404 from itch :(
Not sure why trump tower, but I got to the top floor and it was pretty fun to get there. I now know for a fact that I can't type competition without auto correct.
ALittleTrolling.png
@wouter52 There is no game. You have encountered a bad faith actor. Keep in mind that this happens from time to time and don't award hearts to low effort comments.
@tolmera Always, but delays must be expected. The subspace weather is terrible this time of year! Horrible traffic on the fourth dimensional highway.
On top of that meatpuppet decided to act up and insisted on using their hands to write a thesis instead of focusing on the important task of making games! Seriously what are you going to use this engineering degree for, when you can have a cushy job in Activision's department for lootboxes and surprise mechanics, programming monetization systems for the new War Craft 4 mobile port? Humans are weird.
But enough about me! I see you've returned from your hiatus and with a playable game to boot!
Bringing me back to the times I monkeyed over a piano. Took me a bit to remember how you people call the notes (it's slightly different to how I learned them) and some trial and error to understand how it maps to the keyboard. See mom and paps $30 well spent on 45 minute piano lessons. The basic knowledge I learned there truly came to fruition when playing this web based kids game- I'm sorry did the graphics just glitch? Ah well never mind. glitch.png You know the sound of the notes is also glitchy, but there is also an easy way to precash them, that I just so happened to forget :(
I kind of getting the hang of it. For some reason I think the first melodies were harder then the later ones, or is it my goopy brain recovering- Oh god no! eldiabolo.png
``` Pater noster qui es in cælis: sanctificétur nomen tuum; advéniat regnum tuum; fiat volúntas tua, sicut in cælo, et in terra. Panem nostrum cotidiánum da nobis hódie; et dimítte nobis débita nostra, sicut et nos dimíttimus debitóribus nostris; et ne nos indúcas in tentatiónem; sed líbera nos a malo diabolo. ``` It is too strong I must retreat! Here, take meatpuppet, I don't need it any more!
And thus Voidsay disappeared in his typical fashion. Leaving behind the human to round off the jokes with a more serious commentary. Cutesy games that hide a creepy core are always in a difficult spot. If you make them too high quality with a lengthy foreplay that is genuinely the game it claims to be, you bore the horror crowd that has no patience and disturb the casuals that didn't know what they signed up for. If you make it plenty clear and keep it short it spoils the effect of the surprise. Sadly there aren't enough friends that will encourage you to keep watching this show, because it gets really good after season 2 to make the genre a financial hit and game makers all around the world compromise with the (in my opinion) inferior model, like Pony Island and Doki Doki Literature Club.
Personally I would start burning copies on disks and leaving them behind. Half buried in the sand of the beach, jammed in between the planks of a park bench, prominently placed in the middle of a derelict home and carefully laid on the toilet paper roll holder of my local Burget King (the spookiest location). Idk how to monetize cursing the general populace like this, but any starving artist is welcome to copy my idea. I have a lot of nice ideas that can financially ruin you in the name of artistic vision.
Speaking of vision, looks like Voidsay is still panic hiding in the corner. I'll go console him. Everyone needs a friend. Everyone needs a passionate reviewer.
No issues on Linux. I'm a sucker for old school dice based combat systems. A bit disappointing that there weren't enough fights to pick with only one AI. One time it wandered off and I could take the castle with no contest.
My Neanderthal brain was incapable of memorizing the rules from the previous levels, which lead to a prolonged final battle with many a restart. When I finally put my thinking hat on, combined my brute force observations and did some grade level math, I managed to become the champion!
I am a bit iffy on the two phases. You certainly could have easily squashed that into a single one. Thematically it makes sense, but in practice you're just clicking next turn twice.
- rolls up in van > let's go - kicks down your door - spots vase - grabs vase and smashes it on a wall > oh shit - grabs shelf and breaks down the offending wall - grabs fridge and dings the washing machine - drops fridge in van > ding - looks up - that's enough points > woo hoo - drives into the sunset :sunglasses:
You'll get the invoice by Monday \*eyes glow ominously red\*
Certainly works on Linux with no issues. The penguins rejoice! :penguin:
Sadly I'm too late (and bad) to beat anyone on the leader board.
Who was that rascal that wanted to put the sneak and crouch mode on mouse buttons? Would you kindly provide them with some PC-gaming training? I couldn't play yesterday on my laptop, since the touch pad doesn't like to work simultaneously with key press. The updated scheme seems much more reasonable, tho I couldn't put that to the test, since I'm a Linux peasant and only have the inundated web version.
I really empathized with the protagonist. Being stuck in the middle of so many people, while only having 2 min to see all the paintings brought the worst out of me. Constantly getting stuck on random props and the sluggish tank controls didn't help.
I think that the performance in the desktop build should be much better than the web version, the frame rate suffered a lot due to the number of people. I don't know if you have tried implementing optimization measures on that front.
Way too slow and easy at the beginning. I skipped a bunch of trucks, because I didn't want to wait so much. Personally I think that around 3s between boxes was about right. I would have liked more interesting shapes as well (a tetris thing if you will). I found it a nice touch how the truck bumps with the beat.
@tolmera Woah there! Is this even legal? I'm the psychotic ghost thing, that writes borderline nonsense thinly veiled as commentary spiked with pseudo philosophical musings. This is a patented scheme! I'm calling the police! You will be hearing from my lawyers! In fact I'll be going to the library to do legal research right now!
Thank you for playing ;) sadly the piles only crazy at unreasonable scores.
I'm having this weird glitch where I can't build anything. When I hold down arrow it goes half way and then resets.
That part about being able to shoot the laser generators wasn't obvious. Had to play again after I read your comment. It was definitely a lot more pressure with the "infinite" lasers, but I still managed to reach the boss. With the new knowledge it almost feels too easy. Other than the boss with the insta fail pits. You have to really commit while dodging the push orb to get into the safe zone.
I don't think that it was your intention, but I cheered when the civil war started, cause I didn't have to drag the "customers" on board any longer. I got old man wrist and game play with lots of small distance clicking is no bueno for me.
Other bad lessons I've learned: I get paid no matter the outcome and sinking ships are business expenses.
I am not exactly sure why I lost. Either I clicked away the message too fast or there wasn't any, I just saw a game over. Did the EU finally get me? Was my 1/4 chance to die smuggling service not appealing any more? Can't tell, would have liked better feedback. I also don't think there was a way to get rid of the smaller boats in my fleet other than capsizing them on purpose.
Very enjoyable! Good audio, art style. My only criticism would be in regards of the turning. It got very confusing being spun around without my own input and gathering my bearing again was difficult due to a lack of landmarks. I made a game in this genre before and found that having a turning animation makes it easier to read, even if it didn't exist back in the early dungeon crawlers.
I feel like I've run into a bit of a display bug (or more than that), since the damage numbers are displayed totally different than the ones in your image. I tried in Firefox and Chrome, both relatively fresh versions, but no difference. For some reason when I get this set of 6 goblins the bottom right one in the battle bikini armor seems to be the most resilient one :sweat_smile:. bug.png Is it intended to get tripple spawned on a single square or is that one also going into the bug jar?
I feel like there is a bit of cursed design here. As I was sitting there looking at these forever battles with no indication how long they are going to be, I had some time to think. So you know how lights in videogames burn real electricity? Whenever I go into town to recruit a new generic or train my heros, I microtransact my lifetime 8 to 16 seconds at a time. All that for a 50% chance to increase their attack by 4% :expressionless:. Feels bad. Big numbers please. Doesn't actually matter if the "time to kill" balancing doesn't actually get reduced, but a 2x, 4x, 10x multiplier just feels much better than x1.04. I also feel like the math makes the x1.06 worthless, since it is double the time investment for a much reduced probability and not that much gain.
I guess the design idea was to make it frantic and get you really invested into quick action, but the game is currently lacking some high intensity button mashing to make my heros hit harder or something like that.
Dunno if it is possible to beat the game in 10 minutes. I was just severely lacking dps to get anywhere fast enough and investing such a large amount of time to grind a jam game didn't feel worth it. Maybe if it was a rougelike that gave you modifier when you restart, but as the game is now I wonder if it is even a good idea to have 10 minutes of intense action? I am a bit of a filthy casual, the thought of microing for such a long duration makes me a bit anxious. I know that similar time pressure games do this thing where the heros act on their own clock. Something like: "you have 10 days to reach the king" and everything you do costs like 1 hour to do. That would make the game less frantic and more strategic. A question for the designer.
Anyway making such a good looking engineless game deserves a bit of kudos!
I got a really strange audio bug as if a clip is being looped every millisecond or so.
``` Oh, mighty Voidsay, lurker of the code deep, With a whisper and a keystroke, awake from your sleep! Tap-tap-tap, on the keys so bright, Bring forth the Void, to code through the night! Echo, echo, in the digital abyss, Summon the Voidsay with a message like this! ```
Hubris! I cannot be contained that easily! In fact let me play my special Yu-Gi-Oh trap card taped to the back of an old UNO reverse that I keep in my wallet for such occasions.
tolmera_bobble.gif
Bam! You're now trapped in **\*my\*** shader. I'll be seeing how you get out of this particular pickle. :smiling_imp:
I find that the game fits the theme really well. Saying spells of obscure ludum dare denizens is certainly something you can't do anywhere else.
I am an awful typist (partially due to my setup, I live in a warehouse shelf), but I got decent scores despite that. The mispunctuation and miscapitalization didn't work for me. Idk if its just me or they're bugged in general.
Audio was inconsistent. Sometimes it was fine, only minimal delay after typing and saying several words in a row, other times sudden cutoffs or nothing at all.
Sorry, I got a bit rusty reviewing games. That's all you'll get for right now.
As I was thinking to myself how unfortunate it is that there isn't a sensitivity option I discovered that there is! It was great fun playing, especially after turning the sensitivity down a bit. It's a bit sad that the cooldown for the more advanced weapons is so long. Having to waiting such a long time only to miss, cause I can't aim :neutral_face:. Would be cool if the energy meter started full after you've been killed.
I'm a simple guy. I see a pile of dinging loot and I must have it all!
It was a bit difficult to judge how close you need to get to the enemies with the sword to make contact. I found myself getting a bit too close and getting damaged on more than one occasion.
I liked the dynamic camerawork for the cutscenes. I somehow managed to get the right combo first try.
Finally I can pull out all my piano skills and play all three child melodies!
The most hellish part of this game was having to lodge my right hand in between my left hand's thumb and index finger to spam shoot. Why not just put jump on W and shoot on space?
Took me a reset to understand that you need to pick up crystals by clicking on them. A hint for stupid people like me would have been appreciated.
What I found odd is that the first strike on a tower doesn't seem to be damaging it. The bar only goes down on the second one.
Winning wasn't that difficult, since loosing wasn't much of a thing, so I submit my lowest crystal run result lowestScore.png (acquire 16 crystals and spam out 8 Carnivines)