Foon → Ludum Dare Explorer → Users → WITS
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 44 | Your life is currency | Ace of Hearts | jam | ||||||||||||
| 2017 | 40 | The more you have, the worse it is | 👥 | Yksi | jam | 3.00 | 3.00 | 4.00 | 4.00 | 2.00 | 3.00 | |||||
| 2012 | 24 | Evolution | Transmogrify | compo | 217 | 3.26 | 2.95 | 3.58 | 3.53 | 3.11 | 2.68 | 2.47 | 28 | |||
| 2012 | 23 | Tiny World | Milunar | compo | 335 | 3.14 | 2.71 | 3.29 | 2.79 | 3.14 | 2.29 | 2.20 | 20 | |||
| 2011 | 22 | Alone | ALONE | compo | 273 | 2.85 | 2.70 | 3.55 | 2.03 | 2.00 | 1.88 | 1.24 | 1.44 | 1.47 | 22 | |
| 2011 | 21 | Escape | Ignore Them | compo | 256 | 2.85 | 3.08 | 2.38 | 2.42 | 2.58 | 2.20 | 1.63 |
Amazing as always Noel!
The graphics style is simply to keep it similar to the other Nether Six games (and to avoid showing my lack of spriting skills), and your group only gets larger if you don't fluently change direction. If you stop pressing any keys and then press another one, it counts as a freeze, because when you press another key the gray circle delays a little bit before following, and every five freezes another circle is added to your group. Otherwise, you could simply keep freezing, and the game wouldn't be challenging at all. So you can keep your group's size to four if you don't pause in between pressing keys. Considering that it's an arcade game, shouldn't the main goal simply be to get points? I suppose I could make a non-arcade version as a sequel or something...
@joekinley I wanted to do a timelapse, but Windows is messed up ATM so I'm using Fedora, and I didn't want to go through the trouble of finding one for Linux because I didn't find out LD22 until it was an hour or so in and as for the blogging... Well, I'm just not much of a blogger.
@Cosmologicon You make a good point, thanks for the suggestion!
@Jasper Stocker The name servers were messed up for a bit, but they seem to be just fine now.
@Others Thank you! I'm glad you enjoy it!
The collisions feel a little off, but the concept is great, and I'll probably come back to see what people make in this.
I loved this, even though I'm terrible at it.
The sounds and graphics were great, and I really liked being able to aim up and down in a platforming shooter. The controls felt very smooth, and obviously this fits the theme perfectly.
Pretty fun to experiment with, and perfect for the theme.
Thanks! I might add to it some more after judging.
Yeah, I should've tried to get in a tutorial or help thing of some sort. Thanks for the feedback!
By powerups do you mean the menu that says "Evolve" at the top?
Didn't have time to add more help to the game, but the shields go down when you get close to them. Also, the step value is where in the bullet cycle that the bullet will be shot. (The number on the player is where you currently are in the bullet cycle.)
The enemies can never be invulnerable. You just have to get nearer to the shields, and they'll go down. I wish I'd had time to add a tutorial or help of some sort in-game to explain these things... :/
Ah, didn't think about a "Too far" indicator, that's brilliant! Changing the default mode to the winner evolving also sounds like a good idea, and I could just rename the current default mode to something else. Thanks AuxiliumGames!