Tiny Warlock by bwalter 2017-07-31T17:54:53Z
The text moving around slightly was a great touch.
Foon → Ludum Dare Explorer → Users → Wesxdz
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Demden | compo | 574 | 3.27 | 3.16 | 3.59 | 3.76 | 3.97 | 3.40 | 3.36 | 3.65 | |
| 2020 | 46 | Keep it alive | Friend Limit | jam | 3.70 | 3.30 | 3.30 | 3.70 | 3.60 | 3.50 | 3.60 | 3.70 | ||
| 2019 | 44 | Your life is currency | 👥 | Star in a Jar | jam | 3.80 | 3.70 | 4.00 | 3.70 | 4.09 | 4.12 | 4.50 | ||
| 2018 | 42 | Running out of space | 👥 | Cloudfull | jam | 84 | 3.97 | 3.56 | 4.16 | 4.45 | 4.07 | 3.45 | 3.47 | 3.85 |
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Conquering Magic | jam | 612 | 3.42 | 3.17 | 3.10 | 3.00 | 4.07 | 3.55 | 3.25 | 3.44 |
| 2017 | 40 | The more you have, the worse it is | Wrath of the Crickets vs Brigham Young | compo | 288 | 3.46 | 3.28 | 3.42 | 3.37 | 3.96 | 3.22 | 3.11 | 3.50 | |
| 2017 | 39 | Running out of Power | Running out of Human | compo | 405 | 3.19 | 2.61 | 3.14 | 3.04 | 4.18 | 3.31 | 3.21 | 3.90 |
The text moving around slightly was a great touch.
I'm a huge fan of the pixel art and chiptunes audio. I think the beginning could be sped up a bit, I wasn't able to get more vehicles for quite a while. The game did an amazing job invoking a sense of fear, I was so paranoid when my entire commune depended on a single snowmobile venture to find food.
Hey, nice job! This is one of the better ideas I've seen. I think Pogo Stick Granny would be more fun if players had to combo space presses on landing to increase jump height (rather than a large leap all at once).
I wandered as far out into the wastelands as I could searching for hope, all I found was robots.
I really liked the flashlight mechanic. Simple but fun gameplay and actually replayable. I would have liked to see more types of enemies.
I liked the power generator mechanic, I thought it was a really great use of theme and made gameplay way more intense. Your graphics were really bad (and stolen from Minecraft?) and the player animation was clunky. I fell into the void a couple times and felt I was cheated by the odd animations.
The level design was very well thought out. The robot falling at the beginning of each restart was frustrating, as was making it to the objective when out of power and not moving to the next stage.
Awesome job with the mood, the first time I shined the light behind me and found a monster, I was super freaked out. I wish the WASD keys were used for movement instead of the arrow keys, this is kind of necessary if you expect players to use a mouse.
Hold on people, I will try to get a Release mode version working!
Sorry for the delay fam, the new link is updated with a Release mode build. Hopefully it works for people who weren't able to play the game before
I liked the idea, but it would have been much cooler with better graphics and sound effects!
I liked the difficulty, though perhaps the arrow keys should move relative to the grid rather than pure directions.
I'm a sucker for romance. I'm glad Jack and Helen ended up together in my story. I'm the type of person to hold back from revealing my feelings to people, so I could definitely empathize.
I had some issues with vsync and the controls were a bit too twitchy, besides that, it was fabulous. The word-candy at the end of each level added to the mood so much, I loved it! I'm glad that you added the coin mechanic to an otherwise bland platformer genre. The level design was spot on...
The movement felt a bit weird. By the time I had three items I was completely overwhelmed with debuffs, I think it would have been easier to play without items. One thing I really liked was how the doors locked you in after entering a room.
The music was really good, and so was the pixel art. I felt the first boss way way too easy. I was amused by the fans demanding signatures. I felt the knight moved a bit too slow and the acceleration was somewhat weird.
I have a fetish for the music
Haha I loved the laser pointer. I wish this was more like https://www.cryptokitties.co/
Haha. The balance is definitely unfair. I didn't have time to playtest. I'm going to do a balance update and fix an issue I found with multiplayer. That will probably be pushed out within a couple hours.
Really innovative and unique. I don't think I've ever seen a game that had such a direct correlation between mechanics and emotion. Amazing job. I think game developers must relate to this quite a bit.
I liked how the demons turned the pure souls into corrupted ones, that was pretty snazzy. I also thought the story at the beginning was decent. Nice job!
I'm not particularly a fan of puzzle games in general, but I did play through a few rooms here. Your game was really polished and has a clean pixel look that I like a lot. The slime expansion is a cool mechanic, especially how it's divided into different types. I feel like story elements might have aided gameplay motivation.
That was beautiful. My favorite was the appendix. The pixel art was distinctly flavored between rooms and that helped convey mood to me. I do feel like there might have been some cool opportunities to use the theme through mechanics, but those were not explored.
I very much enjoyed punching the last enemy off the crows nest into a sharks mouth for that sweet victory royale.
Sometimes it felt arbitrarily difficult. Maybe providing more player abilities or food would help. I liked how you used the theme with the poison tiles.
The visual effects like the parallax and black hole distortion were really wonderful. I was also very impressed by the cutscenes because that's something I haven't seem very much in game jams. I do feel like the gravity shifts on your throw were a bit confusing sometimes. Nice job!
I won! That was tough. The progression of mechanics was the best I've seen so far. Your game has so much eye candy it's like a candy store.
The mechanics are pretty basic, but I think there's a lot of potential to add more complex interactions that require player skill. The mood and art is fantastic! Using the burst of rage was such an intense mood, I loved it.
I like how the art is really strange. The enemy AI was solid and alive. I did feel overwhelmed at the beginning, and if there were more tutorial-esque elements, that would be good.
I like it, I could only get to 40k though :( I feel like Sodaboi is using a perlin noise movement, but he always seems to outwit me Really great use of the theme, gameplay was fast and exciting. The combo scoring and difficulty ramp are really well balanced. And obviously I love the art and music, especially the cannon animations.
I liked the colors on the ship and the lights. However, sometimes the visuals made it unclear what the goals of the player were, such as the beginning turn.
I really liked how short and approachable your game was. You created something great even though the scope was small, that's not something I see done well often :)
@dracodi The warp and energy upgrades are definitely under-powered with the current balance. You can cast light on the planets to grow them and they generate money. I'll probably create another build that fixes some of these things.
@raivk Thank you! I'm honored that you would compare Star in a Jar to a masterpiece like Undertale haha
Hey nice game! I liked the ally concept and being able to swap out guns. I'm not sure the sacrifice of ability to gain allies made sense given how fast the respawn and unclear the health status was, but the idea is interesting.
I love the isometric tileset and pixel art! I made it to level 5, then became too powerful and bored. Really great genre fit to the theme.
I liked the sound effect when the grappling hook hit something :)
Hey @mrpossoms I've never distributed a Linux game before so I have no idea what I'm doing. I'll look into what would be required for ensuring the build works across Linux distributions (I was hoping I included all the libraries needed to run the game, my bad :/) I did have to set an env var for something, let me remember what it was...
My intuition is that the executable is pointing to global SFML libraries instead of the local ones I had intended
@quillwerth I would like to build for browsers with https://emscripten.org/ I just haven't had time to try that yet: wrapping up Ludum Dare I was exhausted. I'm not using an existing game engine, so building for new platforms can take longer since I'm just using cmake.
That said, the source code is available, and anyone is more than welcome to build for their preferred platform and send me said build and I'll upload it. It might be a good chance for somebody to learn cmake ;)
Okay I don't think I'll have time to add emscripten support until the next LD, I probably won't fix up the mechanics or soundtrack for this game soon either (๑◕︵◕๑)
What did I just play lol
I'm here from Twitter for the chiptunes and pixel art :) I liked it. The gameplay is definitely repetitive within a minute though. Throwing is a pretty cool mechanic (the learning curve is shallow, but it's still pretty fun). One thing I really appreciated is the spawning of the delicious *yummies* from the manhole thingys. The game description is on point as well.
Error: Stack overflow :)
I like the poison tile animation, reminds me of Baba is You >:)
I liked bonking the cats instead of giving them the food bowl. I always appreciate well reused assets, and your cat looking at cursor rig was nice :) Mechanics could have been more complex to increase fun for me.
Kinda short, but enjoyable! I would have loved if the bow could be drawn back and released to aim over multiple frames with curved physics. The stomping mechanic was my favorite part: it was very satisfying in terms of theme and gameplay. Controls felt unplayable outside of slo-mo (and switching manually after every kill was repetitive). Dashing seemed somewhat unnecessary due to the simple environments, but I appreciate the low-poly pixel scenes :)
I really liked the vibe from this game, it was easy to understand and get into gameplay quickly :)