Curse Of The Golden Pearl by Hamumu 2011-05-04T13:37:00
Very slick! Impressed.
Foon → Ludum Dare Explorer → Users → Winterblood
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 31 | Entire Game on One Screen | Mutable | compo | 578 | 3.18 | 3.38 | 3.50 | 4.13 | 2.67 | 3.00 | 22 | ||||
| 2013 | 27 | 10 Seconds | Chronic Hysteresis | jam | ||||||||||||
| 2013 | 26 | Minimalism | Winter's Bane | compo | 1045 | 2.68 | 2.18 | 2.91 | 2.77 | 3.00 | 2.50 | 32 | ||||
| 2012 | 25 | You are the Villain | Infidel | compo | 490 | 2.76 | 2.66 | 2.53 | 2.94 | 2.97 | 3.24 | 66 | ||||
| 2011 | 22 | Alone | Lonely Island | compo | 223 | 2.94 | 2.20 | 2.11 | 3.71 | 3.49 | 3.00 | 1.47 | 3.71 | 3.12 | 63 | |
| 2011 | 21 | Escape | Fireflies | compo | 327 | 2.66 | 2.34 | 2.28 | 2.13 | 3.97 | 1.00 | 1.72 | 2.25 | 5 | ||
| 2011 | 20 | It's Dangerous to Go Alone! Take This! | Lonely Fortress | jam | 3.50 | 2.96 | 3.25 | 3.04 | 3.74 | 4.42 | 3.91 | 3.36 | 26 |
Very slick! Impressed.
Nice dash mechanic! Desperately needs respawn points though. I think I was near the end after two or three restarts, but couldn't face replaying the same stuff a fourth time.
Cute idea, great implementation. Shame the controls are a bit awkward and combat is a bit simplistic - best strategy seems to be to wait for them to fall on your sword with a few clones as backup. I still enjoyed and finished it though :)
Nice concept, but I found it REALLY hard because the droppers were rarely in the right place at the right time. I felt I was losing because the game created unwinnable situations rather than because I made mistakes. Perhaps a few seconds grace to build some defences at the start would give the player more of a chance.
Great idea, slightly clunky interface. I'd have preferred something more RTS-like. Ingenious setting though. Who doesn't love cute urchins? Awww.
Novel idea, felt a bit clunky in practice though.
Physics needs tweaking, and it'd be nice if the baddies reacted to taking a hit. A little polish and you've got a solid little platformer!
Awfully sensible...
Server down for me too...
Collision is on a hair trigger, but some fun powerups.
Tough, but quite slick. It's a bit frustrating that you can only fire one harpoon at a time though.
Slick character movement, lots going on, but it felt a bit chaotic. Then my green robot went missing and I ran off a cliff and couldn't restart :/
Beautiful, but not much going on...
I like the idea of pinball chemistry...but I'm rubbish at pinball and haven't studied chemistry since school, so I was a bit lost. Nice graphics though! :)
Simple but very polished!
Like the concept (similar idea to my entry - first-person platforming) and the art, but I found it really fiddly trying to jump onto even the first few ledges. Felt like the jump height was too small, or I may have been catching on things due to struggling with the controls (I invert Y :)
I lost count of all the comedy references :)
Technically impressive...but could have easily made a labyrinth that was a bit more interesting to explore, some stuff to collect, and maybe some doors that could only be opened by two players standing on pressure pads so a third could go in for the treasure...
I like the concept, but there's just not enough player agency - I had 5 minutes of backstory, made ONE choice (which was a bizarre one outside the control of the character), and got a 5 minute death scene. If I could skip the bits I'd already heard I'd have given it several plays to explore more of the story. You could easily give the player a few choices early on about what their favourite flowers or dinner is which wouldn't branch the plot, but make the player feel more invested in the character.
Well implemented, looks great, plays well, but a bit short. I didn't find the cat much help though and just sprinted past the bots after dying a few times.
Impressive content for 48 hours! Didn't deliver on the theme twist IMHO, as you still end up collecting stuff for yourself, but...polished gameplay, great art, well balanced with interesting level designs. Top notch!
Very, very polished! Got a little repetitive towards the end and the sawbots didn't seem to hurt me, but damn fine work overall.
This is a work of art. I didn't mind the flick-screen scrolling, except for the player and sometimes particle effects lagging the cut by a frame. And movement was a bit slow, but it contributed to the dreamlike effect. The aesthetic is the obvious highlight but I think the interpretation of the theme is the cleverest element. Absolutely top notch!
Really polished execution, but I kept dying for no obvious reason - presumably the white pills keep you alive longer? Could have used a warning when you're low on health, and a longer respawn delay on the enemies, who often popped back in to hurt me seconds after I killed them. Fix those niggles and it's really solid!
Great fun - just needs to be a little easier to click on the ball when it's moving.
Weird. Gameplay works, but it takes so long to ramp up to anything approaching a challenge I had to give up.
And not to nitpick, but I suspect you didn't strictly paint all the art yourself. Collage is a legitimate art style but I dunno if it fits with the LD48 rules. Maybe I'm just sore 'cos someone marked me down for using a stock skydome :)
It's pretty hardcore from the off, I could barely get past the first wave. Very polished gameplay though, and elegant art style!
Wow, social grinding! Clever, and lovely aesthetic. Will definitely come back to this after rating has finished...or maybe before...
Sound mechanic, but slightly clunky feel to the physics (although I was using keyboard). Otherwise very slick though!
Really needs the corridor run to be faster (at least once the fog of war is gone). Apart from that, it's a beautifully polished little game. Excellent!
Ooh, topical. Felt slightly dirty for winning.
Actually really fun once it got going! Could do with the difficulty ramping up faster though, or the gaps between waves being shorter. The hectic waves were great fun but the easy ones and the walking segments felt like a chore - if condensed into 10 waves for faster play it could be really addictive. Also liked the retro SFX, except for the incessant tick/footstep one... and kudos for having a leaderboard :)
Solid groundwork, but it's pretty ambitious - this genre needs a lot of tweaking and refining to make it really fun. I could get the combos by mashing the space bar continuously - needs to be a bit faster paced with a narrow time window to trigger the combo - and if you miss it, you fail. Character anim system looks cool, with more time you could produce some really slick anims. Definitely worth taking this forward!
Loved the way the grid rebuilds itself into the next level configuration. Nice detail. Early puzzles a bit easy, later ones really hard!
Awesome pace, and novel twist on the genre...but SO fast I didn't feel I was making informed decisions about cloning - just mashing the clone button whenever an obstacle appeared. Maybe that's why my score sucked though :)
Pretty slick for HTML5! Bit buggy though - I spun off, lines turned red, and the car just span indefinitely without blowing up.
The concept is cool, might work better with a smaller grid per room so when you get up to 4 or 5 monsters you HAVE to use precious flares to take them out.
Nice mechanic, just needs a little development - just stacking sand gets tedious pretty quickly.
Mouse-jump mechanic worked surprisingly well.
Really unforgiving, doesn't feel like there's a lot of skill to it. I lacked the patience to get past the first screen :(
Potentially interesting tactical puzzler, but I found my grunts were disappearing on level 3 before they reached the red switch, and my archer wouldn't fire at it at all. Might be nice if your troops waited until you hit GO and all acted at once, so there was more of a timing element.
Novel idea! I felt it was a bit clunky though, as the mouse control was undersensitive and the rocket speed a bit slow for my taste. Maybe the speed could increase over time? Also felt toon-shading didn't gel well with the textured terrain. Nice robots though :)
Cute idea, slick execution. Can get yourself stuck though if you fail to pick up the gold thing before you reach the toilet.
Really fun mechanics - SFX a little grating, but graphics nice and bright! Good job.
Concept would work well multiplayer, but it's a bit of a nightmare for one player...
Very slick, like the frequent checkpoints! My only niggle is that EVERY obstacle REQUIRES you to stop and inhale. It would be more fun to just play the whole thing in slowmo without having to pause. But if the challenges were (just barely) doable without the inhaler, then you could time it and reward the player for not having to stop and inhale...
Eek, I hope not. Thought stock assets were OK to use seeing as they're part of the basic Unity package. I'm also using the stock particle textures...
Also, what's the ruling on tweaks? I can easily add a shortcut key to un-invert the mouse Y...
The getting stuck bug is a pain, sorry. Spent a couple of precious hours trying to fix it but failed, and I didn't realise quite how frequently it happens :(
Thx for the feedback!
I've belatedly uploaded the source (sorry, I needed to sleep!) and updated the web build to allow Y-invert to be togged with the Y key. If that's cheating, so be it. Doesn't feel like cheating IMHO, as it's not game content or a bug fix per se...just a preference.
<cough> Creativity is hiding your sources. Apparently I'm not that creative ;)
I agree about the loss of mouse focus though. Must find out how to lock the cursor to the window until you press ESC. I foolishly assumed the default FPS scripts that come with Unity would just work...
I think I might take this project on to the One Month Game (less 48 hours). Then I could fix all the niggling bugs, add the Mirror's Edge-style hands I originally wanted, and get all sorts of extra content in. Hmm...
Bug fix: now locking the cursor when you start to play. Press ESC to get it back.
Nice visual treatment, but the soldier ants didn't seem all that helpful - they all got killed halfway through the first level and I sprinted the rest, then on level 2 I didn't see any sugar so just sprinted with a sunflower.
Physics good, but ball control very frustrating. Did like the writing though!
Bit hardcore from the start, but SO polished!
Simple but nicely polished!
Clever idea, delightfully cute. I'd have played a lot more of this if it had more levels!
Enjoyable shooter with an interesting loadout mechanic, but I found it a bit clunky switching from keys to mouse to buy new weapons while under attack. Would have preferred a keyboard-controlled menu so I didn't have to keep switching input devices.
I went alone, and didn't suffer much danger providing I stayed on hillsides so the bombs rolled away. Couldn't find the lake though, and it kept stalling which meant I lost track of which way the path was going. Could have used some sort of direction indicator.
Really wanted to play with the fluid mechanics, but the interface makes it so HARD to build simple shapes. Only one in three clicks on the Builder guy actually registered, and sometimes he build stuff I didn't ask him to. Potentially cool, but needs an interface rethink IMHO.
Mouse and wheel both rather twitchy. Could use some time pressure, maybe a 2 minute limit to get the highest score?
Enjoyed the theme, and it did make me laugh. Can you actually GET a swamp key pass? I'm guessing no, but I only played it through once.
Nice. Very nice.
Great graphical style, and simple responsive control scheme. Like the silhouetted zombies, really hard to see! I kept ending up in pitch darkness though (sometimes flickering on/off). Felt like a bug because i certainly wasn't able to escape or accomplish anything once it went dark. So I never quite found the last food.
Nice concept, well executed. Could use a couple more traps by the treasure, as once the raiders get down the bottom they're almost impossible to stop. A couple of simpler levels as trainers would be nice, this one's pretty hardcore :)
Incredibly inventive puzzles AND elegant art AND extensive level building for 48h! I take my hat off to you...but also brandish a fist for the INSANE DEVIOUSNESS of your puzzles. My D key may never recover.
Thought it would be a straight Sokoban clone, but the magnetism is an EVIL, EVIL twist. Good job!
Really elegant concept. I did find it hard to tell how the crafting worked, sometimes I had the right items in the wrong quantities. It would be nice to see an icon of what the soldiers and merchants want to buy/sell over their heads so you can plan ahead a little.
Clever, well-executed. Love it!
Framerate too poor to play it (~3fps). Great ambient music though, and nice stylised characters.
I'd like to have parked a blob with a shield in position while another blob went for the sword. Nice puzzle mechanic though, felt very polished.
Wow, that was weird. But cool...
Graphics/sound a little ropey, but quite fun when the speed picks up. Jump is a bit slow, almost guaranteed to land on a hazard when jumping at high speed.
Great concept, good fun. Could use some extra hazards or multiple keycards to add variety later on. Nice job!
Great visuals and very original idea, nice twist on the theme. Gameplay a bit tricky though, as in first-person you can't easily tell where your pursuer is or which way might be a good route to run. Might work better if you could lose him and he would have to search for you, while you tried to distract him or sneak away. Then you'd be able to spend more time looking at him, which would be good as he is SCARY.
Great idea, but slightly disappointing minigames. Excellent presentation though, very polished!
Brilliant idea with wonderful attention to detail. Outstanding work on design, implementation and polish. Sound a bit weak, though, in an otherwise incredible effort.
Nine hours!? Fantastic. Nice reductionist approach to choice, and (of course) superb art stylings.
Quite polished, but very little threat to the player. Could use a time limit, and a score to motivate the player to keep moving and shooting stuff.
Great cartoony treatment of topical theme interpretation! Bit tricky though, felt like I won by luck rather than tactics or skill.
Really polished, but chugged a bit on my laptop, which made it a bit of a chore to finish. Dash of story really helped keep it interesting right to the end. Good job!
Wonderful. Great atmosphere, music, animation, art and balancing. I really can't fault it!
Impressive raycaster for 48hrs (although surely marching cubes and drawing each cell as quads would have been quicker to write?). Loved the level layout and item mechanics, particularly the ice. However, imprecise combat plus permadeath equals frustration, so not quite as fun as it could have been...
Glorious and original art style! I kept dying for no obvious reason - presumably I crashed, but other times I got away with worse bumps. Delightfully surprising new mechanics every few rooms. Love it!
Simple but nicely executed. Agree that the map was a little large, and the extra bomb slots didn't seem very useful. Liked the music, and the bittersweet epilogue text :)
Love the sketchy art style! Could do with a little more user feedback, I wasn't sure whether I had to keep clicking to hit or if picking an enemy once was enough. Like how you can level up after each failed attempt, quite addictive. Speed seemed pointless because the enemy come to you though.
Nice idea, very polished. But very fiddly to shoot enemies, and my bullets didn't seem to fire directly at the cursor. Also a brief glimpse of the exit would be nice so you have half a chance of reaching it deliberately instead of by happy accident :)
Framerate bizarrely choppy - fast for a second then stalled every second or so. And it took forever for a character to even cross the screen. Nice to see Kinect used in LD though! Maybe for the next one you could do something that would really show off a variety of animations, like a fighting game?
Interesting mechanics, took a couple of failed attempts to get the hang of it. Enjoyed exploring and the variety of rooms, but slightly confused by a few doors that seemed purely cosmetic. I would happily have played it for longer :)
Great concept and atmosphere (particularly the ripping SFX), but I have to agree that E was an RSI-inducing choice and it got VERY repetitive. Did enjoy it as an art piece though.
Little bit sluggish, and there are a few places I kept dropping through. Could do with some extra hazards. Quite like the blue on grey vector aesthetic though!
Nice look, interesting theme interpretation and level structure, but let down by very fiddly jump mechanic coupled with poor framerate. I had to give up after consistently failing to manage what should have been really simple jumps :(
Nice minimalist graphics, all very slick but a bit hardcore. Could use some checkpoints...
Recruited some friend then wandered round the edge of the map a bit, but couldn't find any obvious exit point... Like the cubic style, but the player movement didn't seem to align with the level orientation sometimes, so I didn't feel like I had control.
Great idea, but steep learning curve and very unforgiving! I'd have given the player a little more leeway to make it easier to cross onto new colour zones. Music made me smile :)
Lovely art and music, impenetrable first puzzle. I couldn't get off the first screen :(
Nice atmosphere, but not a lot to do. I tried to spot the creepy guy other commenters mention, but couldn't see more than a brief 1-frame flash. I suspect my framerate may be too high?
Yeah, checkpoints would REALLY help, or more clues about the relative strengths of spells and monsters so you didn't have to use trial and error. Graphical style a little disjointed, but the core concept is sound. Would make a cracking iOS title with a little polishing up.
Solid platformer, great art. Could use some hazards to make it more challenging though.
Quirky but appealing style, but not a lot to do. The direction switch at the screen edge led to me retreating accidentally a few times. I seriously expected Nyan cat at the end :)
I found it rather relaxing tweaking the tiller and the sail to compensate for variations in the wind. Shame there was no real sensation of speed across the water surface though.
Great creepy atmosphere, although the highly restricted movement borders on frustrating. Terminal HUDs very slick. I answered the eval questions honestly and was judged wanting :)
Nailed it first time! Gorgeous graphics and animation, great gameplay spin on a traditional platformer. Even better than Appy 100mg IMHO.
Great (and cleverly reusable) environment art! The minigame is slick but often hard to see and luck-based (sometimes it even starts in a state where it's impossible to win). Astronaut inertia is realistic but irritating. Story is simple but engaging - whole thing was thoroughly enjoyable. Good work!
Simple, slick, fun. The prompts didn't appear for a minute or so, which was confusing, but eventually they turned up and made it a lot easier. Enjoyed it!
Somewhat disjointed art, the core mechanics are a little clunky, and it didn't really evoke the theme for me...but I did enjoy playing it through :)
Love the pitch blackness, not many games are that brutal with use of light. Lighting things up gave a palpable sense of relief! Camera a bit dodgy inside the towers, and the look up/down should be capped just short of gimbal lock, but great job nonetheless! And I found the kitten :)
Great work, like the minimalist style. Definitely needs a reticule (or more generous hotspots). Chugged a bit on my laptop, could be the detail level on the terrain outside is set too high? Couldn't figure out how to save the cat though, clearly I missed something...
Fantastic job! Love the water mechanic, the variety, and the general level of polish. Excellent work! I finished by 5pm, great music at the end! :)
Thanks for all your kind comments! Sorry it's a bit shonky.
mk_rules1 - yeah, I've got a proper ending scripted here that would finish the game instead of letting you run off across the sea bed, but couldn't release it due to the data loss :( Will apply SVN liberally in future!
sanojian - loved your mechanics, will rate it properly ASAP.
Matthias - yeah, the boat worked fine in the editor but went crazy in the web build. I think I know why but can't really fix it now :(
RobProductions - Correct, this was a test build...all I was left with after the project data got corrupted. It just lacks the proper ending and a scattering of flavour text.
Clever abstract theme interpretation, but really tight time limits and controls felt somewhat dead. I expected some inertia and a bit more room to maneuver so you could drift round corners shooting as you go...
Really nice atmosphere, story, and extreme application of theme! Interesting combat mechanic, but I didn't seem to have any health, so no risk of losing a fight. I'd have liked a block button or something to add tactics. Solid AI pathing too :) And it's finished!
Web link broken? "Oops! Google Chrome could not find themage.x10.mx"
Unsettling but consistent art style, very polished mechanics. UI could be a little tidier and game balance is a bit uneven, but this is an impressive effort. Good work!
Inspired mechanic and design, good solid implementation. Even the simple graphics were quite evocative. Thoroughly enjoyed playing it.
Charming visual style and simple but well-polished mechanics! Love the attention to detail on the sinking platforms and the dynamic camera framing. Thoroughly enjoyed it.
Basic mechanics are fun - love the doorway sizes, and the bulging trenchcoat. Quickly became a bit repetitive though, trekking through the thoroughly emptied half of the museum to reach something else to steal. Could benefit from a time trial mode to force player to balance many quick cheap thefts against one big score.
Impressive! Great atmosphere and story, somewhat spoiled by minor niggles - interaction range is painfully short and picky on doors (took me 5 attempts to escape the first zombie!), I couldn't climb the stairs in the garage, died with no explanation while looking for wood (was that timed? I wasn't warned).
BTW...if low FPS affects timing you probably have a fixed time interval in some of your Update() calls. Multiply your desired per-second value by Time.deltaTime to compensate for differing framerates.
Great atmosphere, very polished, but somewhat confusing. I would sometimes change shape accidentally and sometimes not change when I expected to. And I often lost myself amongst the other shapes. But apart from those niggles, it was fun!
Great little game, very polished (love the death effect); bit on the grindy side though - lot of work for meagre rewards...
Nice idea! So simple it gets dull after a few volleys though...but it's finished, which is more than I can say for mine!
Love the scale and mood of the environment, and the jagged sculpting style. Painfully slow movement though. I missed several terminal messages because they're so unobtrusive, and the pickup range of the key is so short that my screen was almost blocked by the object I was carrying. Bleak conclusion...but I liked it :)
I'd suggest making a web build to save having to install it, you'll get a LOT more reviews that way...
Very polished, love the restriction of a single scroll direction. Cute story, short and...well, short.
Elegant and moody art style, fantastic environment detail! Slightly irritating to have to guide the character round switch pedestals in order to operate them - be nicer if they just worked without walking over, providing the player was in the general vicinity. Great work!
Impressive amount of mechanics implemented, and pretty slick. Design-wise, though...turn-based tactical doesn't work very well with only one unit to control :/
Nice idea, slick implementation. Be nice if there was some tectics for more effective climbing, but I guess it's irrelevant in the end :)
Love the solar system model, but your ship has a ridiculously high velocity which made the planets seem tiny :) I flew by some planets very close but didn't seem to accomplish anything...
Spacescape rocks though, I'm using it too on my current project.
Solid implementation of a first-person adventure. Next LD you'll be able to do much more content in the time! (although that's what I keep telling myself and failing at :)
Love the mechanics. Well balanced, great that you can understand what to do but still need to do it efficiently enough to survive. Design is very elegant, deserves another pass of polish after the compo!
Nicely polished, like the idea of a free turret as well as the forward guns, but it made for a somewhat schizophrenic play experience. Shooting other ships felt like it could have been much more fun with some control tweaks...
Good fun, had my three-year-old howling away trying to help :)
Nice mechanics, but the player's movement is SO sluggish it's painfully tedious to do the simplest puzzle. Shame because the level layout seems quite interesting. Double the player's speed and you'd have a nifty platform puzzler!
Ran in Chrome, but kept crashing my display drivers at 10 second intervals so I couldn't play it :(
Looks fascinating, but it runs at about 5fps on my laptop even when shrunk to postage stamp size, and warns me it needs 3D acceleration even though I have it enabled already :(
Would love to play it though...
Great music, really oppressive. Environment overly simplistic though, and exploring the maze was a bit clunky with the camera clipping through walls. Surreal setting reminded me of overlooked classic "Realms of the Haunting". Think you can get it on www.gog.com - you'd like it :)
I liked the "hug" mechanic, but wasn't really sure what was being communicated. Everyone wanted a hug at first but seemed disappointed when they got it. Walk speed painfully slow, especially with such a minimalist enviroment. Creepy atmosphere though...
Interesting idea, but the perspective and level layout makes navigating through doorways harder than solving the puzzles. I'd have been happy to stay in first-person mode all the way through. If there was some platforming to do that would justify the side view. Nice puzzles though, I enjoyed playing it!
Nice style, but I quickly ran out of hotspots to click and couldn't figure out how to progress.
Nice concept, well executed. Could do with a few more rules of interaction, as after the first couple of levels the same tactics work for everything, which becomes dull. I'd like to see this developed further!
Great idea, lovely presentation. Burning figures with the flame felt a bit random, but catching souls with the cloud was immensely satisfying - great visual and audio feedback. Good job!
Wow. Fantastic storytelling. Game engine and UI is a bit crude, but served it's purpose. Very thought-provoking...
Very slick and speedy! Not much to do, though :)
Novel idea, but lots of obstacles I was unable to interact with. Scored best by trying to keep him alive, so the balance clearly needs tweaking. Lovely visual treatment though, very polished.
Mad as a hat full of badgers, but it kept me playing to the end :) You made 4 different games in 48 hours, you nutter!
Lovely art and simple, fun mechanic...but sorely lacking player feedback for clicks :/ Could easily be fixed post-jam and released as a cracking little lunchtime distraction :)
Nice interpretation of the theme, like the repeated visits to each minigame and the changing pace. Good job!
Nice idea and VERY polished implementation. I agree that the knobs could have done with a more intuitive UI, and it would be nice to see something happen to indicate when you'd missed an insurgent and they damaged a building. Audio very good, too. The blend of Eastern Europe with somewhat steampunk tech is unusual :)
Nice and simple, could use some onscreen scoring and a time limit or forced acceleration to add pressure though!
Really interesting idea, with lots of nice touches. Not really sure whether it's better to try to guide meteors home or fling as many as possible at the Earth simultaneously.
Nice cartoony style, shame there's so little to do! Could probably have given the player more choices if you'd done stills instead of anims for each branch point. Success/fail is a bit random too, although the anims were amusing.
Cute graphics, like the idea of having to bank your kills by throwing stuff at the scoreboard. However, I kept dying with no warning or apparent reason, and no indication what to do differently to avoid dying...
Lovely visual style, although a bit tricky to navigate. Bit too fast-paced to have any sort of strategy though, I found it hard to keep every city busy doing anything let alone make informed choices. If each action took longer to complete but had a bigger payoff, it would be more tactical. Hope you develop it further, 'cos I'd enjoy a more strategic version :)
Fun game especially with so little practice with the tools! Nice balance of mechanics.
Good job Mava :) Gets a bit mental by level 9, would be nice to be able to move your head and cursor independently so you could dodge and shoot at the same time. Great fun though!
Nice style and very polished, but a bit light on game mechanics. Static effect is great.
Beautiful and slick, if a little simple. Love the camera wobble as you move, and the superb atmosphere.
Interesting concept, but goes on *forever*, with very little feedback when you hit a target, no indication which targets you should be aiming for, and the static camera makes it almost impossible to aim yourself. The framing dialogue is intriguing but not enough of a hook to wait for 5 minutes, sorry!
Great idea, lovely art, very polished...but very confusing if you don't read the explanation here - could have done with having that info in the game. Also it's all a bit too fast-paced to be able to plan any tactics, just have to drop stuff and hope... still one of the best I've played yet, though.
Great software toy. Would have been more fun to have to absorb smaller twisters to grow instead of mashing SPACE, but a great visceral feeling nonetheless :)
Nice stealth game, quite similar to mine :) Not keen on the camera and movement being controlled by the same hand, and the police were a bit too easy to shake. Enjoyable though, played it through to the end.
Crazy. Nice concept, but doesn't work very well - you're still playing the hero, and the basic mechanics are a bit flaky. Be cool to be in a truck watching an endless runner chasing after you and lobbing stuff out the back at them though :) And what's twitter doing in there!?
Great concept, beautifully executed! Frequent confusion whether a rock will block the route or not, though - could do with the grid being clearer. Also some random start positions really hard to beat. Enjoying playing it though! <bookmarks>
Very, very slick - solid idea, good use of theme, well presented...I played it for ages :)
Delightfully cute and well-polished. More of a software toy than a game but really fun nonetheless. Good job!
Good fun, but rather unbalanced in the player's favour. Could do with a tickdown on conquered cities so you have to keep sending henchmen in to hold them - a juggling act that would get harder as you conquer more... also the menus were a bit hard to navigate. But I did enjoy it. Post-compo version please!
You can toggle mouse invert in the pause menu. Learned my lesson on that in LD20 ;)
Grungi - I've exported a Linux version, but can't test it here. Hopefully you can open the zip and I haven't missed anything :)
Thanks all for the comments - yeah I planned to have sound, and better AI, and proper enemy models, etc. Just ran out of time...
I may make a Dalek version, it'd be awesome - at least until I get the cease-and-desist letter from the Beeb's lawyers :)
HINT: Most of the gold plaques are mounted on the walls...
Oreganik - yes, each light within range raycasts to the player and adds the appropriate amount of light (actually using a linear falloff because I was in a hurry, TBH).
For the post-compo version I'm contemplating making the guards' line of sight check also cast beyond the player, so that you're most hidden when close to a surface - and standing in a small patch of shadow in the middle of a lit room doesn't hide you much :)
Bit twitchy, but quite finely balanced - took me several attempts to beat him :) Could use more contrast on the obstructions though, it's a bit hard to see them. Nice job!
Nice little strategy game. Could use a timer or steady attrition of resources to put you under a little pressure, and the UI is a little clunky. But great use of the theme!
Some Unity games just work for me, others (like this one and at least one other LD25 entry) demand I reinstall the plugin, even after I've reinstalled it. Wondering if it's because I installed v4 for LD25? What version of Unity did you use?
Great visual style, Scott! Could use some vertical parallax on the background so you know when you're about to hit the top or bottom of the play area, and maybe a little less inertia on the ship. I have yet to catch a single power up :) Very polished.
Plenty of interesting content, but hard work getting to see any of it because the combat is so flaky - needs better feedback when you hit or get hit, feels very random. Shame 'cos I'd like to have found all the endings. Mechanics a bit weak, but clearly lots of hard work on the structure and narrative!
Great mood, and nice portal effect. Could do with a little more freedom though, even Dear Esther let you explore.
Minor quibble - this should be a Jam entry if you're using assets you didn't create, even if they're free. I've made that mistake myself :)
Brilliant destruction, very satisfying. Lasers a bit limited range, no feedback on hitting tanks, and really hard to dodge missiles. But still great fun to play :)
Feels slightly clunky to move around, and I'm not a fan of the track-and-field toggling TBH. But a *great* monster design and overall concept!
Great use of theme, and a really nice puzzler - enjoyed it enough to beat all your par times :) Would be nice to have more camera control, and maybe a metagame where beating par scores earns you special moves where you can remove two bricks at once? Loads of potential for interesting problems here.
Innovative...but really punishing! Almost impossible to recover if you make a tiny timing error.
Solid design, nicely polished, good sound! It's REALLY hard from the start though - partly because the physical layout of the shapes is a red herring. I'd have preferred a gentle build-up with shapes that are conveniently arranged in sequence to get the player used to the mechanic before shuffling them randomly.
Brilliant idea, incredibly tricky to predict :)
Well presented, great ideas. Turn speed a bit slow, and could have used a little inertia to improve the feel of moving around, but enormously fun all the same. Good work!
Wonderful look and feel - love the gently changing palette and the dynamic music. Excellent.
Very clever idea, well executed. I fear I may have damaged my keyboard :)
Elegant idea, slick execution, but painfully difficult. Needs a lighter penalty for touching squares, or less circles to collect (or a difficulty select). I also found it frustrating to have to pull in the opposite direction you want to go, because that requires you to use the area outside the game screen. Like the dynamic music and colour though!
Nice reduction to basics, but needs balancing - I survived 124 rounds on my first go, took over half an hour :) Difficulty should ramp up faster IMHO. I like the option to shoot out bridges.
Very elegant, great job. Loved the music :)
Creativity is hiding your sources :)
d_durham - you have nailed one of my inspirations. Can anyone name the other (easier) one? There's an award in it for you both!
Anything goes in the Jam. Nice little game, quite polished considering the tight timeframe!
Nice idea, shame the core mechanic (jumping at portals) hangs the game if you miss :(
Some of the words were funny though. What colour is "matter"? :)
Fantastic idea - well polished, fun *and* funny. I felt a little claustrophobic, maybe a slightly larger planet would have given more room to dodge? Good job though, especially the worm animations :)
Very slick - nice idea, shame you can't use the puzzle tiles to help escape the minotaur though. Like the proximity audio :) Good work!
It's a little like my idea...except yours is far more polished :) Melts my brain though. Good job!
Nice, enjoyed playing it! Not sure about the O2 ticking down even while you're just perusing the very small planet descriptions, think it would work better if it was tied to distance travelled. Also would be nice if there were more options within a sector - feels a bit dependent on luck ATM.
Well...no. TBH, that's just lack of time to tweak the lighting :)
Very polished, but the variety of moves felt unnecessary, as the enemies don't require any particular strategy to dispatch them. I got through quite a lot of waves just mashing M :) Ninja vs pirates is a fun theme though!
My eyes!
But I did eventually save the world :D Struggled to get the drill because the framrate varied between blisteringly fast and almost unplayable on a ~1minute cycle. That could be my laptop though...