Foon → Ludum Dare Explorer → Users → wolfmother
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 30 | Connected Worlds | Salted Earth | compo | 504 | 3.26 | 3.08 | 3.54 | 3.39 | 3.22 | 2.69 | 2.24 | 3.10 | 73 |
Very nice! Impressive that you managed to pull this off in 48 hours.
Not sure about what the difference between "interacting" and "using" is though.
Great fun, love the visuals!
Plays fine on mouse and keyboard.
Really nice work :3
Wow, what a creative concept! Dunno about calling it interactive though...
Nice simple shooter. Good fun.
Absolutely beautiful.
Holding off rating until someone can tell me that this is 100% original work done entirely in the given timespan -- not that I doubt you! Just want to be sure :3
Half maze, half platformer - and simple but classy graphics.
Really looking forward to seeing where this ends up going :3
Building a planetary 4X game in 48 hours is quite ambitious! I'm impressed that you managed to pull it off.
However, the interface feels awkward and buggy. The art, while passable, brings it down a bit.
This is something that needs more time and work. You've made quite a lot of ground in quite a short period though!
Not sure why there are separate links for various platforms. They all link to the same jar, which doesn't work. Rating withheld :/
Had to rearrange game folder to get it working. Batch file doesn't use %JAVA% so you'll have to move all the files in /natives/ to the root directory then run the jar.
I like the "roaming through cyberspace" theme, kind of nice, fits with the theme. Could use a little alpha channeling.
Not much in the way of actual gameplay - just some basic platform-based movement. Feels a bit sluggish, accel speed is too low and top speed too high. There's potential here though.
58Mb! Bloody hell. Very cool that you recorded music but maybe MP3 would be a better idea next time? No sound effects that I can see.
Graphics are OK, get the job done.
Points for trying to do a humorous concept.
Gameplay is a bit vacuous, no clear goals or challenges other than wandering around.
Interesting concept technically!
Nice use of HTML, with small Unity web fragments as elements within the pages.
Unfortunately it's a bit cumbersome as loading and unloading Unity every time you do something is slow.
Story isn't half bad either.
Screenshots look nice, but targeting OSX only really restricts your audience. :/
Windows version works OK.
Fantastic graphics, sound and music! This is art that could go in a paid game.
Mechanics are a little simple but smooth, really polished and nice.
Don't see how it relates to the theme.
Very cool mechanic! Drawing a line with your trails to keep the drop alive is clever.
Particle effects do not a graphical style make. Yes, they look cool, but you don't have much else going on.
Nice use of music and sound.
Theme connection was a stretch.
Pretty good overall, definitely above average.
Cool idea! Impressed that you went for an SDL-based RTS in such a short timeframe. Unit selecting worked OK, that was pretty cool.
Scrolling doesn't follow the world, so it's easy to get lost.
If this jam was maybe 2-3x as long, I think this could really be amazing.
Had a bit of trouble running the standalone, even with Love's DLL files added in. You may want to look into other deployment options (there are a few other Love based games on here that ran without a problem)
A+ for innovation! This is a really really clever mechanic. I love that enemies that you miss on the left screen turn into much bigger problems on the right screen. This is clever enough for me to give 5/5 fun even though it's still a bit rough. Good use of theme.
No sound, could use it.
Graphics are programmer art with no special effects. They get the job done.
Really cool idea. Work with it! This could go far.
For those looking to download Love, grab it here:
http://love2d.org/
You can get a portable .zipped version that you just unpack and drag the Love file onto.
For those that missed the download instructions, you have to rename the .zip to .love, then download Love here:
https://love2d.org/
Then drag one onto the other.
Graphics aren't too bad but it isn't immediately obvious what's going on.
No sound.
Gameplay very challenging, I can see some people playing to achieve mastery but only once there's more going on in the game.
Not really getting the "connected worlds" vibe from it.
A web text adventure! This is a bit different.
Writing's not half bad, story is coherent and interesting. Fits the theme.
Pretty cool.
I have no idea whether donationware hosting is considered acceptable for this contest?
The idea of using real-world photographs in this context is cool, very unique. Makes for a big game file though.
Not much in the way of gameplay though, and I think you'll struggle to get interest from game players/developers with a topic like that.
You did create that bee sprite during the 48 hours, right?
Nice that you used sound, but a single continuous buzzing sound adds little and gets annoying fast.
Extremely cool idea. Very nice graphics! Would benefit from sound.
Gameplay is good but slow, and it's a little too easy to get stuck on level geometry.
Nice :)
Concept is cool: Two shmups/bullet hells at once. Neat, but not groundbreaking.
Particle effects very nice, backgrounds decent, sprites lacking.
Sound and music present, check.
Pretty fun, a real challenge for your coordination - controlling one ship the the mouse and the other with the keyboard.
Pretty cool. Find an artist and it'll improve 10x.
Like many entries Chrome tried its damnedest to stop me playing this.
Ran fine without unpacking, good work on the packaging.
The splash screen is LOL.
Nice use of a humorous concept, though I don't see how it relates to "connected worlds". I'll give you a 3 for that anyway.
Music and sound are respectable.
Graphics are adequate.
The use of mechanics like inverting your controls when you're not paying attention is genius. I legitimately had fun trying to work it out.
Overall, good work, tidy up your art/sound and you'll go far.
The first download link points to a screenshot, you may want to fix that.
Automatic awesome points for using recorded sounds.
Graphics are pretty good.
Not much in the way of gameplay. Yeah, it's exploration, but that doesn't excuse a game from being boring. Perhaps some narrative text/sound could draw the player in more.
Pretty cool overall :3
Don't see why you needed to .zip that, it's a single file.
Excellent intro. Is that you playing Moonlight Sonata on guitar? Very nice. Same with the in-game music.
Mechanics are solid, tag-team shmup.
Nice use of 3D models - not something you see done often in game jams.
Sprites aren't half bad.
Sounds are pretty good.
Fair effort overall.
25Mb is big!
Excellent graphics and art! Cool visual effects. Good sound and music.
Gameplay pretty good fun, but I keep getting stuck on account of not understanding the mechanics of various elements. Lots of trial and error required.
I didn't have a problem with the controls, they felt entirely appropriate for someone using a jetpack in space.
Not really buying the "connected worlds" angle though.
Overall very impressive.
The binary download link points to the source repo. I don't see a binary anywhere in or around that repo. :/
Downloaded WorldIslands.jar OK, but attempting to run it with the java runtime results in an instant exit with no message.
The screenshots look interesting too :(
Mechanics are obtuse and difficult to understand. Couldn't get past the first puzzle. :/
Am I missing something?
Worked fine for me first time.
Nice hex grid and relatively straightforward interface. Some pretty good graphical work.
No sound whatsoever.
No instruction - not entirely sure how the mechanics of resource control and fighting work.
Art is entirely appropriate to theme of a military territory control game. Don't see any connection to "connected worlds" though.
Very hard to call it fun at this stage - needs more work on gameplay mechanics and a good tutorial.
Nice graphics and cool mechanics! Feels a bit aimless though. Also would benefit from sound and art.
Good solid platformer. I like that you've linked "connected worlds" to classical mythology - not at all obvious.
:3
Cool idea, very literal interpretation of the theme. Oddly satisfying to connect every city in the system - I don't think there's much strategy that can be had, but who cares? It's fun.
Graphics are very good. Complete lack of audio is a fault, though.
Overall, one of the best I've seen so far.
Intro sequence decent, but drags on a bit. MS Paint graphics, lol. The actual game wasn't what I expected at all - I was expecting some kind of mirroring puzzle game, but instead all I got was a simple side-view fight.
Nice that you managed to get a game out though :)
Multiplayer, eh? This sounds interesting!
The trading idea is definitely cool, but there doesn't seem to be much strategy to it. Just bump into as many planets as possible for maximum score.
Netcode works! (it's UDP broadcast, zero-config) A little jerky but extremely cool that you pulled that off in this time!
The basics of combat look good, but it doesn't seem you can actually kill each other. Similarly there doesn't seem to be any kind of scoreboard, so only you will know how many worlds you've bumped into.
Definitely a good start. Beef up and fill out the combat and trading mechanics and you'll be well on your way to creating something great.
Web version didn't run (Chrome, Win 7).
Desktop version ran OK, but people don't like installers (too many games to install and play!)
Sound and art decent.
Game mechanic of mirrored dark/light enemies/shots is cool, but been done a few times. Legitimately fun though.
You should package the binary+data as a zip as well, so people can just download-unzip-run without downloading the whole source.
Fun physics game.
Left and right (A and D) feel the wrong way around - most people would expect A to be counter-clockwise and D to be clockwise. I would also expect S(/down) to stop the rocket, instead of double-pressing W(/up).
I like the wrecking-ball action you've got going here. That was actually one of the first concepts I was playing with.
Graphics are decent, get the job done.
Didn't hear any sound.
Overall good solid fun.
Wow! A+ to graphics and sound/music, and quite a big project to achieve in this timescale. Motion and mechanics are good, but you lose fun points for the insane difficulty curve.
Despite how well you've pulled this off, it's not an incredibly innovative concept, but that's worth overlooking.
Very impressive.
Wow! Absolutely fantastic concept, and really impressive implementation. Best one I've seen on here so far!
Graphics are cute, reminiscent of Pitfall.
Ambitious to try and implement morality in such a short game but a lot more work is needed.
Only two sounds (jump, and die), both highly annoying.
Couldn't work out how to get to the bad afterlife, only good and neutral.
Still, it's essentially playable which is quite a feat given what you were aiming for.
Not too bad a concept.
Good use of mobile touch screen. A bit frustrating to play with a mouse.
Graphics are pretty decent, better than most on the app store.
Mechanics are pretty straightforward but there's room to grow.
Fair effort, with a bit more expansion this could be marketable.
Had a crack at compiling it, and have these notes:
- code also depends on GLM and GLEW (win binaries readily available thankfully)
- code uses C++11 features, which VS2010 doesn't support - haven't got 2013 around to try building it on
Interesting deployment of a Java program, but surprisingly it worked perfectly. Neat.
Graphics and sounds entirely appropriate, do their job with no nonsense.
I'm buying the "connected worlds" thing.
Nice "fill the cup" mechanic going on here. Trying to work out the specifics with trial and error, but it seems there's some criteria which cause connections to fail that I'm not aware of :/
Pretty cool nonetheless.
Surprisingly challenging.
Graphics and sound minimal but functional. Music isn't too bad.
Didn't buy the "connected worlds" theme at all.
Some innovation, but essentially boils down to a shooter.
You get a 3 overall because the core gameplay, while simple, is pretty good.
Very difficult. Art is pretty good. Music is nice to have. Platform switching seems to work well enough, though a few people used that.
Fair effort :3
Beautiful fluid 8-bit graphics. Wanting to see if you can add a twist to the gameplay too :D
Nice design. Having the mechanic of switching worlds works well.
Graphics were mostly good but it's painful to see bad use of the alpha channel :(
Music was good, sound effects basic but functional.
Had me stumped on one of those puzzles. Sufficiently frustrating to make me want to come back and try again :P
Love has a really nice packager that some people here have used. You should check it out (no idea what it's called though).
Attempting to run it returned:
player.lua:12: attempt to index field 'sprite' (a nil value)
in
player.lua:12 : playerLoad
main.lua:26 : in function 'load'
Chrome flags your download as malicious and doesn't even offer the option to download it :(
Those parallax backgrounds are really cool!
Played the web-based one, so I'm not sure whether it was a huge game file or a slow host. One or both.
Intro sequence is OK. Do you have the rights to that font?
Music is present but terrible.
Controls are sluggish and unresponsive.
Mechanics are a pretty basic and tired "collect the stars" with a "press <x> to change worlds" add-on. Seems pretty popular for this theme.
Graphics are terrible.
I think he may have been going for humor, but there wasn't much to laugh about.
Pretty obvious it you play it, but for those that aren't willing to brave a 90Mb download:
I'm guessing this is a sample game for an RPG creation kit that's been hacked up (badly, because it crashes a lot) to have new dialogue and LD30's name on it.
Probably no original work here at all, apart from the text which has similar standards of spelling and grammar to Kirkw00d's post above.
For the curious, looks like I was right:
"L" logo: http://www.dailydropcap.com/see-everything
Shield logo: http://www.photoshopzen.com/tutview-tut-21-nam-Cool-3D-design-pattern-for-a-free-logo.htm
Almost everything else is from the Crysalis sample that comes with RPG Maker VX Ace:
http://www.rpgmakerweb.com/download/additional/sample-games
vinhuman, Thank you! Perhaps I'll set it to have less planets in future.
dvdking, yeah, I tried to incorporate a bit of explanation in the game to make it a bit less confusing, but it seems that hasn't worked for everyone. I'm thinking in future I'll step up the pace more gradually, as well as waiting for the player to try features out before moving on.
varun, I did kind of want to go for a distorted garbled visual aesthetic, but it's possible I went too far. Maybe darkening the background further and lightening the play elements would increase the contrast and make the action easier to follow.
Thanks for the praise and comments everyone! Hope you guys go well with your own productions :3
Game ran fine. Intro screen looks pretty good.
I can see you were going for an Osmos kind of vibe.
Fair effort considering you were playing with a few different ideas!
Fair distance from a playable game though.
Game boots OK. Music's pretty good, but it gets annoying fast. So bright and harsh! No sound effects that I can hear.
Not sure why you chose "Tap to play" when you need a keyboard to construct towers.
Graphics are nice, cutesy and pulsating.
Collision detection/mechanics are unreliable, it feels like the E key doesn't respond when it should.
Needs a minimap.
Not buying it as a game. Gameplay seems to mostly revolve around grappling with the controls/mechanics. You can be damaged by the rays emitted by your own towers o_O
Nice story! Cool little production. I don't know what you're talking about when you say you undershot - this is a story that you could expand greatly both forwards and backwards (ie you could explore what your world is like before the smash, then the changes afterwards will have more impact).
Lots of potential, lots to work with. Keep at it :D
Very original concept.
Presentation is flawless, good sound and graphics.
Mood appropriate. Good use of theme.
Game mechanics very obtuse, really struggled to try to solve puzzles in any meaningful way. Quickly devolved into clicking at random, as it was easier than trying to understand the mechanics.
I suggest text guidance to nudge the player into understand the mechanics better, and perhaps modifying the appearance of the circles to make the mechanics clearer.
Plus points for music/sound.
Graphics are decent. Would have been cool if the ball inverted to white when in the right half of the screen.
Concept isn't too bad, but the mechanics aren't doing it for me. It feels awkward in a bad way, instead of silly and fun like physics games should.
160MB and the Unreal Engine! Cool.
Very nice textures and stock model. World geometry fairly basic. Simple particle effects. Some sounds present. Shadow mapping, bloom etc is pretty cool.
Not much in the way of gameplay. Walk around a bit and see the map. Vestiges of a "changing worlds" mechanic but very little actual effect.
Pretty cool tech demo, but will need a lot more work to turn into anything playable.
Congrats for finishing your first LD! You've already beat 90% of people just by making something :)
MS Paint graphics. Kudos on recording some music but it's fairly annoying. Gameplay doesn't make any sense to me.
Graphics are nice. Music is very good, but no sound effects.
Very innovative movement mechanic, feels a bit like an infinite runner crossed with Mario 64.
Loses an innovation point for using that same damn remove-obstacle-by-changing-color mechanic (getting a bit sick of that by now).
Good balance of challenge, not too hard, but usually pretty obvious what you need to do.
Worth a playthrough.
Nice take on the accumulation genre. Traditionally you start to "unfold" the game after accumulating enough - interested to see whether and how you plan on doing this.
Pretty famous video and I hope I don't come across as condescending by posting this, but I found this to be a great summary of why these games are interesting:
https://www.youtube.com/watch?v=ptk93AyICH0
Love the creative interpretation of the theme.
Humorous and cute gameplay and sound.
Clever spin on Memory - you're not just remembering the cards, you're remembering the interactions between different types of card too.
I can't really find any fault in it. Nothing huge and ambitious, just a well-produced, neat spin on a classic.
My only objection is that I seemed to lose every round due to a Dragon card spawning at the last moment...?
Wow! Very clever, very avant-garde. The sounds and flashing lights are hypnotic and you quickly find yourself reciting the words of the story to yourself as you type them... really draws you in.
Very cool!
Graphics are very nice for something made entirely of spheres - nice sense of depth.
The music is very suitable - how'd you make it?
I like that you've turned a classic NP-Complete problem (Wandering Salesman problem) into a game :P
Not a bad proof of concept! But this is very far from a playable game.
My thoughts are the next step from here would be growing the world as you take over more boxes.
Perhaps you could use a Lindenmayer fractal to create a detailed world (don't be scared by the name, they're dead simple to program -- google L-systems).
Example: http://www.cgjennings.ca/toybox/lsystems/dragon-curve.png
Graphically very reminiscent of the early Atari days, even earlier than most people think of "8-bit" as -- nice take on it!
I have to confess I struggled to work out the mechanics - since you can pass through tiles it's not immediately obvious how the game works, and I found myself dying when moving between worlds seemingly at random...
Not a bad effort. It's a little too easy to solve each player character separately, since each stops when they reach the goal - the challenge in this kind of puzzle is in getting them to all work together. Making puzzles like that is a lot harder, though.