Galactic Cuisine by ShockWire 2017-04-24T01:17:03Z
Pretty Fun! Not sliced bread or anything, but definitely a good time :D
Foon → Ludum Dare Explorer → Users → William Derksen
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| š„ | 2018 | 43 | Sacrifices must be made | TrickyShot | compo | Innovation | 4.37 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | Among 'em | compo | 3.00 | 3.66 | 3.83 | 2.25 | 3.25 | 2.00 | 3.50 | |||
| 2020 | 47 | Stuck in a loop | š„ | Lyza's Knot | jam | 329 | 3.86 | 3.56 | 3.72 | 3.90 | 4.16 | 2.86 | 4.45 | |
| 2020 | 46 | Keep it alive | Boundary | compo | 57 | 4.04 | 3.97 | 4.04 | 3.23 | 3.50 | 3.54 | |||
| 2019 | 45 | Start with nothing | Rest In Peace | compo | 170 | 3.58 | 3.52 | 3.55 | 2.72 | 3.30 | 3.41 | 3.77 | ||
| 2018 | 43 | Sacrifices must be made | TrickyShot | compo | 18 | 4.13 | 4.28 | 4.37 | 3.28 | 3.37 | 2.93 | 3.20 | ||
| 2017 | 39 | Running out of Power | Will Power | compo | 162 | 3.60 | 3.13 | 3.52 | 3.82 | 3.73 | 3.69 | 3.42 | 3.81 | |
| 2017 | 38 | A Small World | Epic of the Little Prince | compo | 2.66 | 4.00 | 3.66 | 3.33 | 2.50 | 1.00 | 2.00 | 2.00 |
Pretty Fun! Not sliced bread or anything, but definitely a good time :D
Fun And Retro!! Surprisingly well balanced, didn't think it would be hard but almost lost at the end! Feels a little too fluid and would like to be able to shoot myself. Love the graphics
Fun game, Pretty addicting. Very simple but well made.
Very intriguing idea! Surprisingly complex! Entertaining for sure!! Would love to see more mechanics
This is a really nice great game! It's real fun, pretty addictive, I like the music. I wish it could have been a bit longer, and much of the background of the game didn't seem to be explained, like how money was generated and power selling. Additionally it was hard to remember some of the rules and a place to review over what was explained would be nice. Either way it was a fun game and I would rate it highly if the ratings were working! :smiley:
The particle effects on the game are AMAZING However, it was a little difficult to understand what was going on at times. Also, it was hard to recognize what a boss was and how the skull system worked with getting stronger. Either way. This is a beautiful game. Looking forward to rating it highly
I liked it, Commented on your post instead of here on accident. Was fun. really difficult and a little loose controls in my opinion Either way awesome game
Nice Game! PLit! Fun Levels! Cool Idea! I really liked it. Would love to play more of it.
Looks cool! I don't see a link though???
That was real fun! Good game! I really like the design of the level, the movement felt nice. I liked the simple but polished graphics. The only issue I had was that the pistons were a bit annoying in how fast they were to fire after reeling back. It made it kinda slow to move through some areas and really hard to get the timing right in others. Overall, This is really nice and pretty fun
THIS IS A LIT GAAAAAAAAAME! It's so cool. So much stuff in only 48 hours! Keep up the good work! Liked your LD 38 game too
THIS GAME IS AMAZZZZZIIIIING! Such good music! Such crisp animation. This is good game.
This game was pretty cool, crazy awesome visuals, really liked it. Was a little slow on my computer but that's probably just a me issue. Game was cool. Like the jumps
I gotta say. This was an amazing game. I didn't even get through to the end and kept dying early, but even so it was an amazing experience. I was truly on the edge of my seat trying to manage keeping as many people alive as possible. This was a great experience. Kudos!
Awesome game, good challenge! I went only right/fire/melee and it worked pretty well. I like the range of playstyle available even though it's fairly simple. It's a well designed game.:)
Good stuff, it got a bit boring just grabbing and bringing stuff, adding some other mechanics or a challenge could help spice things up!
Was fun for a bit. Would be nice to have more variation in encounters and a "minimap would be priceless" - My friend
Good job! I really enjoyed flying through the air, unfortunately controlling my spin in the air was nearly impossible. I feel like the controls need to be more responsive, especially those in the air. In the end, it was fun to play with, and with some more work it would be a game I'd spend a considerable amount of time on. It's simple, but exciting and fun
It was a bit aimless, but maybe that was the point. I loved playing around with it. Great Game, Cool style. I'd love to see more of it!!!
I sunk so much time into this game. It plays so well! The sacrificing mechanic allows for a huge variety in playstyle! Personally I always sacraficed all of my ground attacks and only went for aerials. It was so much fun.
I wasn't able to get past the tutorial? I clicked the right number of times and nothing happened? What did I do incorrectly?
Amazing game! Great Graphics my man. The combat could have been a bit more fluid, but great stuff
Great game! Loved the mechanics of combat! The consistency of the mood was also really nice. I'm amazed you were able to get together this much content while still having time for art, animations, and a story! Good work
@frescogusto Definitely, Going forward I hope to add more clear and stylized UI elements (though still probably minimalistic). On the topic of UI elements, I also want add a scoring system as an incentive to play the game more dangerously :D
@wdelvi I did do that, but with the web play it doesn't seem to stick sometimes as I unhide it when the gameover and win screens come on. This was one of the reasons I suggested people download the game to play. But thank you for the feedback, I will see if there is any more I can do to fix that!
Wow this was a great game. The gameplay itself was very simple and if executed another way I probably would have found it boring, but the graphics, music, and style turned it from boring to relaxing. Additionally, the satisfaction of placing things on the sacrificing device was well done (nice screen shake haha). Anyway I loved it, it was adorable.
Good stuff! It had a nice mood, good audio and good gameplay. I wish the inertia on the turning and moving for your character wasn't so much, it make dodging projectiles real difficult, especially on a trackpad.
Good work. Loved how you took the theme! Could be more fun if there was something to develop against or some challenge component to the game. Either way, good stuff.
Great game! Kept me and my friend entertained for a while. It was exhilarating to choose between options towards the end. When I threw away his watch, my heart broke a little inside
Good stuff! Only wish is that it was longer! Great Art
This game was very offputting at first, but it was fun to play with! Having the ability to rotate your view would be really nice and would make the 3d aspect of the game more interesting
Great Game idea! The rapid tweaking of the reactor settings along with very fast paced, yet not simple or boring shooting was super fun. I especially liked the fun diversity of enemies! They each had a sort of character or purpose and were well designed. Great fun! Took me a while t understand that you had to choose which cooling pad locations you wanted to be able to shoot at. All in All solid gameplay
This was a very exhilarating game! I had a great time playing this
ItThe game would be fun with some progression! I like the mechanic of sharing resources and in particular I like the danger of accidentally exchanging too many resources. It me feel like everything is in a delicate balance, which to me feels like part of the mood of the game. Idk if that was intentional, but if so, it was a great use of controls to illicit mood. Overall, fun concept that you should really expand on!
I like the concept! It could be really cool given some more work! Keep it up :)
Cool Idea, Loved the music and feel of the game. Definitely created a nice mood I liked the art! It was fun to interact with. It would have been nice if there was a way to hone in on the signs. I think having a more guided system of feedback would push the game further!
Fun idea! Good stuff. I think it would have been nice to have explored the mechanics of throwing and managing items a bit more, but this was a good start! Keep it up :)
Humorous! A nice potpourri of mini games. While the mechanics themselves weren't super notable, the music and graphics made it really entertaining to keep playing. Had a great time. Keep up the great work :D
Great game. Spent way more time on it than I was expecting to! Really tickled my enthusiasm the same way pokemon used to, but the whole tactical aspect of placement was pretty dope. I wish there was a little less white space and simple UI elements, and some music would have gone a long way. But it was really a blast to play :v:
I can't seem to get past the first part. I tried to put the two objects together but they just disappear and then nothing happens!
Either way, Love the Intro! The music and animation are cool and have a nice style :)
Almost didn't realize that there was a progression. Is real slow, but makes sense for what the game is conveying. Was an interesting experience. The mundane-ness was all encompassing
This was really fun! After getting to the second level I couldn't help but try to speedrun it as fast as possible throwing rocks around every which way. It felt so fun to play! On top of that the music was a super great fit and fun in it's own right. And I haven't even mentioned the art yet. I am honestly blown away! Excited to look into your source code on how you did the cool Level beginning transitions!
This was real fun to play for a bit. The music was intense and eerie. The lighting was moody, and the enemies were rightfully scary. When I realized they followed the light it gave me quiet the scare. However, as I kept playing it felt increasingly more frustrating to use the current controls scheme to move the characters around. It's a great idea and a good start, would love to see it developed further, especially in the space of controls.
Wowwie! Great Game! Can tell there was a lot of effort put in! I like the tradeoff of using the dash in that it is the only way to gain an offense by collecting bullets but also leaves you vulnerable at the end when you recover. Although, sometimes it felt like no matter what I were to do I would somehow get hit by a bullet. In the end it was a great time to play. Loved the music too, very lively, good fit to the game.
@ogre @jeremy-ryan Yah, It feels like there is a bit of a disconnect between the narrative I wanted to explore and the mechanics I implemented. Given more time I'd like to flesh it out better and make it a longer more puzzle-y game with more on the line as you go through levels. Originally there was a type of block that would hinder your progress, however I removed it so that the story could happen uninterrupted.
@kekkodude Glad to here you got caught up in it :D
Cool idea! Took a second to figure out. I found myself watching the oxygen bar intensely as I ran for the last node. On earlier ones I started running around inside the purple zone instead of pinging more just in case I ran out of electricity. Would be nice to see more added to this! :v:
This was an intriguing experience to play through. The main gameplay itself was not all too fun or innovative, but the intro along with the framing and the visuals used, made the old concept of a eat to grow game feel fresh and new. I had a good time interacting with this. Would have liked more audio in some way or a way to spice up the mechanic!
It was a pretty annoying to start it over when I lost, and the new guys would keep attacking me out of nowhere. Was really fun to be able to throw the items into the zone though. Think it could be real dope if you took it further.
That was a lot of fun! The experience was honestly pretty exhilarating for the simple gameplay. It was very fun to get an understanding of what kind of combinations you could make and what kind of stuff would come out of them. The sprites do a good job of being eerily frightening too! The fact that most of them are smiling but dangerously red put me on edge, and when I finally decided to try putting 4 reds together, I was terrified. Great space management crafting experience haha.
That was a lot of fun! Loved the slow but steady introduction of the game. The narrator was fun! It was a cool idea! Great job!
I don't understand the goal and is there any way to restart?
@winslow Ah! Gotcha! I kept going so fast I didn't realize haha! I'll give it another shot!
Had a blast with this one! The Idea felt really original (at very least to me)! It looks like you had fun with it and had some fun designing your levels! I think the sound could be a little less in your face, and the gravity a little higher, though I read your comment earlier saying how that broke the 2nd level. Either way, super fun, wish there were more levels!
Was fun to play for a while! The monstoer noises wer fun for sure! The weapons and tools didn't always connect, especially with stone and enemies. Resources were unfortunately scarce and I keep losing track of where my base was. Dodging attacks from enemies felt satisfying. Fun time
Same as AppoxGames. My buildings were destroyed by the walls. Was real fun though. Managing buildings and shooting at the same time was pretty difficult. It would've been nice if there were definitive waves to plan out the base I wanted to build, however that depends on the experience you want to give the player too, because this was definitely immediately and continuously exhilarating. I really liked the walls moving and creating different cover for you to be behind, would be cool if they kept changing.
Boss was scary haha
Great Time haha! I had a lot of fun with the simple yet, increasingly difficult challenge of keeping these particles apart. I like all the little graphical details added like the explosion and the attraction. It might have been more fun if there were an objective. Also it'd be nice if the tutorial explained a bit more. I would love to see these ideas explored further haha :v:
Pretty fun! The art is very pretty and the flipping cards mechanic was pretty fun! I was also surprised at the variety! Would be cool to see a level system with this similar to overGoked where the environment becomes harder to steal things in! It would be cool to have like guards or something like that too! I would love to see this developed further! Great game.
This was a lot of fun to play! Moreover, it stumped me relatively quickly and often. I love this twist on a classic game and the sound effects, though minimal helped wrap it all up nicely. All in all a great experience. Would love to see more levels / better pacing on the levels and potentially higher resolution art (but hey maybe that's just me)
This was super wild and cool! It would have been good if the unity window somehow capture key controls! I was having trouble climbing and stuff because my desktop was still reacting to my key inputs. I liked what you developed to have a game using this technology. I would love to see it fleshed out further! Great work with making this really cool and different style of game! I'm curious what you're inspirations where!
I liked it a lot!
I had a lot of trouble trying to line up the ball with the paddle but maybe that's just part of the challenge haha. It was fun to slowly get better at predicting whether my paddle was going to cover where the ball was going based on the limited trajectory information. I love how the difficulty escalates as you play. Gonna keep playing to see if i can see some of the later challenges!
This was pretty fun! Took my a while to realize that it took 1 action point per 3 tiles rather than per 1 tile. After I figured that out the balance of the game felt pretty great! I managed to get to the end with only 20% health haha. It was really fun when in sticky situations to make the decision between a bad idea and a worse idea, sometimes intentionally taking laser fire to avoid worse consequences
HAd a good time
I love the sound effects and the music is dope!
Not going to lie, not usually a fan of mouse heavy clicking to interact games, but this was real fun and surprisingly action-packed. I felt the power drain faster as I got further until the moments between each of my attempt at completing the X grid challenge grew. I remember at some point thinking I was safe to go for the grid, and then immediately getting shafted by 3 of the puzzles losing power. One of my favorite parts was the design of the note challenge, because for that you can either follow right along with the played notes, or even do another puzzle while watching the notes play. It really felt like I was barely holding Dr. Glebin's Electric Brain together!
Great Entry! Love it!
I liked this entry a lot! The variety of enemies really made it important to really pay attention to what was actually going to be a threat and what the path of the sidekick was going to be. I loved the aliens especially since you could save the side kick from them even as he's being tractor beamed up. That was real cool. The boss then turned the previous gameplay on its head by making things dangerous to you now as well! Finishing off by relying on your sidekick to defeat him!
A couple things I would've liked to see: I think some exploration on making it really feel good to destroy each individual enemy would be good. There didn't feel like there was a lot of weight to hitting an enemy. Moreover, The music was really great but I think a little too involved for being the background for the game. It kinda distracted me at times.
Well made. Had a great time.
@jeremy-ryan thanks for the comments! Iām glad to hear the game was ānot tediousā haha. Had I had more time I wouldāve liked to present non-key controlled objects in a more visual way, but I couldnāt come up with a simple, quick to digest way to do it outside of color. If anyone has suggestions for that Iām all ears
@keanutah Thanks for the review! I'm hoping to maybe sit down and design some more levels and some of the extra mechanics I had planned at some point! :slight_smile:
I like this concept! The idea that as you gain more life you get better movement ability. I liked the level design! The beginning was a bit tough to start with. The enemies in general were a good challenge.
The collisions system kept stopping me from jumping out of holes and stuff though which broke my immersion a bit. Not that big a deal though
Good work!
That was an interesting concept! In order to get points I gotta get myself in situations of danger. Good method for making the game compelling! Every so often the cursor just clicked a random spot by itself without me doing anything, but that's probably a problem on my end. Was fun!
I'm also having the tree problem that @ladislavodstrcil and @solweak are having
Either way I tried it out and thought it was a neat concept. Would like to try it again without trees blocking the view though haha. I'll refrain from rating until you have some kind of fix if you do make one
Good job with QT WebAssembly! I remember trying to use QT in the past and had a hecka lot of trouble with it so kudos to you for making a whole game through this process!!!
It would've been nice to have a more defined gameplay loop in your game. I guess I was just confused about whether there was a strategy I should've been trying to use to not be immediately shot at by the soldier when I tried to breath fire on them.
At some point I did realize that the fire reaches *Ever so slightly farther* than the soldier's shooting range. So I ended up having a lot of fun mashing buttons to go in and out of the soldier's range in order to breathe fire on them. I think, if perfected, one could survive forever with that strategy hahaha.
Was fun to mess around with! Good work
That was really fun. I loved how easy it started and how hard it eventually got. At first I felt pretty unenthusiastic about the gameplay, but once there was 3 or 4 plants I was constantly clicking on different things. At first I was going to say that the controls are a bit odd and that you could remove some of the buttons by having like dragging or just assuming the action based on the situation (like picking up coings), but now that I have finished, I think the breakdown of the controls into all of these different pieces made the game harder and made me need to press way more buttons to accomplish a couple simple tasks.
Good fun
I liked it! I found it very difficult to get any even remotely stable planet going! I feel it could use a little balancing as such and maybe some hand holding on basic starting strategies for the game. However, what I'd love to see is challenges outside of just making sure your planet has a good ecosystem balance. It would be really interesting if that balance is fairly easy in and of itself but achieving the challenges tends to require throwing off your ecological balance and then you have to regain it.
This game sounds like a really cool idea! I played the exe in the source code provided and really liked the mood that you started to form. Those dreamy letters were real fun to look at hahaha! I encourage you to continue on this if you're passionate about it! I'm curious to see where it goes for sure.
By the way, that music is really soothing and ethereal! Did you make it? Can you link it?
The platforming was very difficult especially on the second level! But I eventually beat it. Some of the red chip bags were placed a little too close together in my opinion, making it incredibly hard to jump between them though that seemed like what you were supposed to do. Liked the physics haha It was a little jank at times, but I really liked being able to sprint up slopes for lots of air!
Fun time! Good work :)
This was pretty fun! I liked the music and the art was fun to look at. (If you made and art you should add an those categories, because I liked them alot)
When I was first playing the game it felt really good. I was constantly moving, everything was really close and I felt challenged. It was very hard to get through a wave unscathed. The movement speed upgrade helped me get better response time to slimes appearing on screen, but then I think the slimes also got faster maybe. It felt like I got stronger but the enemies also got stronger and that felt good still. The part where it broke down was once I started buying turrets. As soon as I had a fully upgraded turret the game became way too easy. And as soon as I had 2 I basically didn't have anything to do anymore. I think the game would've benefited from some more balancing on the turrets or like, having enemies that specifically attack turrets or something?
Regardless of that, it was a fun time! Great work :)
I loved it! I am impressed by the amount of art and music y'all managed to create! It was fun to explore some of the different options. I'm pretty sure I died in almost every early way possible.
I liked the style of the art! It was consistent, stylish, and helped immerse me in the story. My favorite drawing was the one in the glue corridor.
I agree with @jeremy-ryan that the tracks were pretty dope but didn't feel very cohesive!
Proud of yall
It took me a while to understand how the puzzles worked but once I started getting it I had a really good time with it. I really liked the puzzles that were centered around information gathering through the use of light, and the one where you have to extinguish the torch to get by the sensor. I feel like you used few features, but you used them very well and explored they're potential well!
At some point in the middle though, (After the soundtrack change) one of my boxes seemed to teleport away from me to an unreachable location making it seemingly impossible to continue. Shortly thereafter I got stuck on a corner and couldn't move haha.
Great work, had a blast! Glad to hear that you learned some new tools from this process too!
Solid gameplay. Just really liked the responsiveness of the controls and cohesion of the art and music. The music was especially great, made me feel a sense of urgency and kept the adrenaline rushing even when there were moments of safety.
I like the art and music! It had a nice casual adventure mood to it.
A couple pieces of feedback though. The movement mechanics were pretty floaty, which made climbing up the floating platforms at the beginning pretty difficult, since you had to do them in one go. If that was intentional then I'd suggest putting that challenge later, if not then I'd suggest reducing the floaty-ness of the movement. I also couldn't figure out how to improve my fish's water level! Maybe I just missed it somehow but It felt kinda impossible to get to all the 10 cans in time. Especially if you happen to hit one of the flowers, that was like guaranteed death. Lastly, the physics collisions for the flowers was a bit iffy in that, sometimes you'd get stuck on them instead of kill them.
I had a good time with it! But had trouble getting far enough in the game to appreciate it more.
P.S. if you made the audio, you should open ur submission to audio ratings!
Hehe, that was pretty fun. I liked that you have to keep jumping and shooting by pressing the mouse and space bar fairly fast. Made it feel action packed. Moreover, the fact that the heart kept moving around and couldn't be shot through made for a really hectic time of getting to the other side of it or moving it to get germs off of it. Well done!
At first, I wasn't entirely sure the how to best approach surviving. But over the course of exploring the different plant options, I came to understand the depth of potential strategy in the game haha! I still don't know what's best! Made it to round 15 by first spreading seed boys all over the screen, and then trying to make little seed bunkers with carrot and flower guys in the corners. I feel like the strategy could be made better somehow by utilizing the blizzard guy!
I loved it! I only wish there had been further explanations for what each flower does as it took a while to understand how they and the lava worked.
Especially loved the sound recordings haha! <3
Also great job with the variance in how the lava works over time! Made it necessary to switch strategies of the course of the game.
This was pretty cool! I am curious to know how you did the path generation! It appears they are presets but I wonder if there is a way to make it totally procedural. My game started looping the same segment over and over at some point and stopped spawning popcorn, though it was fun up till then. The music is pretty jarring, but I figure that's the point :laughing:. Moreover, it took me a while to realize that the reason the speed was changing so often is that time was slowing down when I had the option to go on another track! In any case. I think this game is the start of something pretty dang cool, there were just a couple issues on understanding what is going on when you first start playing. Got really into it!
@justuspan I believe Space is the button for switching
On behalf of our team, I thank you all greatly for taking the time to provide feedback about the game! Weāre always looking to improve and there is no better way than to hear your direct thoughts regarding the game!
@jasper-hansen Haha indeed the game isnāt particularly self explanatory, we tried to design the levels well to introduce the concepts of the game but there was definitely more space for explaining through the gameplay and design. Curious if you have any suggestions
As for the monster, we wanted it to be somewhat unpredictable, especially when it is out of our sight and generally wandering. This does make it difficult to bait the monster at times. Additionally there are some rules about the monsterās behavior out that we donāt expose to the player that we would have liked to make more visible and understandable. Curious to know some examples of the behavior you found particularly frustrating and why :)
@croxel-studios
@sophiemae0 Handled all of the art and animation and can say more about their other work!
About how to play: The goal is to lure the monster into a loop using the portals! I see that that isn't entirely clear though. For that first corridor you go to the left and into the little alcove, then wait as the beast is stuck in it's loop. After a short time the game will automatically progress you when it detects that the beast is in a loop!
@gonzalol Hehe thanks, @sophiemae0 really did an incredible job on the animation!
@marcusuke Thanks! The levels concern is super valid. We noted the rapid difficulty progression of the game but were limited by time from smoothing it out with more levels.
@mr-greenhat Thanks we spent a lot of time on developing the atmosphere!
@kamennsq Haha, Our third member (who doesn't have an ldjam account yet) put a lot of effort into the behavior of the monster and got it to a good balance of controllable through baiting, but unpredictable if you get too far away. Glad you liked it!
@gorrgolem That was one of our highest priorities! I'm glad to hear you appreciated it! As for the difficulty, it is quite hard. Had we more time we would've liked to balance the difficulty a bit more.
...Don't tell anyone but... I actually haven't beaten the game.. :sweat_smile:
@jasper-hansen Gotcha. We may mess around with it later. We also talked about maybe making the light cone wider so that you had more time to react, but we worried about the sense of spookiness going away. I think we probably need to come up with a more comprehensive set of audio based information presentation and teach it at a more reasonable pace so that players don't rely as much on the visuals and more on audio to determine the safest way to avoid the beast!
Thanks for the suggestion!
Polished as always! Beautiful Backgrounds and Particles! Simple and but engaging gameplay! I'm curious if you made the time charges less common the further up you go?
Verdict: You should release this as an app
Nice! Was Fun to play through! I liked the art a lot, and it's a fun concept! I really like the 2nd to last and last sections a lot. The music does a good job of creating a sense of dread, and the monster chasing you is quite legitimately scary at first!
It did feel like, despite the theme, this game would've been a bit more interesting with a somewhat faster rate of lightning and platforming changes to match that! Regardless fun to play through!