Entity Manipulation by JCMonkey 2019-05-01T04:24:11Z
I would totally play more of this! I'm not much of a mobile game person, but this would fit that paradigm well.
Foon → Ludum Dare Explorer → Users → WubbaDuck
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | Honey Hoard | compo | 281 | 2.93 | 2.60 | 3.06 | 3.80 | 3.67 | 3.34 | 2.97 | 3.07 | |
| 2024 | 55 | Summoning | Critter Duel | compo | 230 | 3.27 | 3.01 | 2.74 | 3.56 | 3.75 | 3.55 | 3.35 | 3.53 | |
| 2020 | 46 | Keep it alive | Fuel Hungry | compo | 524 | 3.42 | 3.42 | 3.11 | 3.97 | 3.23 | 2.60 | 1.96 | 3.33 | |
| 2019 | 45 | Start with nothing | Llama Duck Mama | compo | 398 | 3.09 | 2.74 | 2.87 | 2.88 | 3.29 | 3.55 | 3.06 | ||
| 2019 | 44 | Your life is currency | Transfusion | compo | 51 | 3.86 | 3.82 | 4.00 | 3.82 | 3.61 | 3.29 | 3.00 | 3.71 |
I would totally play more of this! I'm not much of a mobile game person, but this would fit that paradigm well.
I really like the mood of this game. The art is cool too. Nice work.
I like the art style and the travel and fuel mechanic. Definitely has a FTL vibe. I found myself getting a stuck quite often, and it seemed like one mistake early on could screw up the whole run. But still enjoyable.
This was a blast! I kept playing it for way too long. Love the art and the die to upgrade system. The biggest criticism I have is that I kept losing the cursor against the background. I'd recommend making it contrast a little more. Even just a white outline would really help. Well done :thumbsup:
Interesting. I could see this becoming an Indiana Jones style puzzle game. Throw in a few traps and some more puzzle levels and you're good to go.
This art style and the music really reminds me of Overcooked. I love it! Now I want to get a group of people together to have tournaments. Well done!
So the WebGL version worked in Chrome but not Firefox. For some reason the controls didn't register.
That was fun! I like the art style. The camera movement was a bit jarring though. Good work overall.
I like the concept and the core mechanic. But the levels feel repetitive, the controls feel mushy, and the character has too much inertia. The last two make the character hard to control with precision. It could go quite a long way but some time should be spent on the responsiveness of movement.
This is cool! I want to keep playing. I would love to see this integrated with a controller. This is one of those instances where I really feel like having the analog control of joysticks would be really useful. It would really smooth out the experience.
I totally turned this into a challenge to see how many items I could barf at once.
I really like the graphics style, and this game has a metric ton of potential. I found it too easy to "glitch" and just start racking up bounty at the bank. And the full auto gun made me chuckle. It just made be picture the lone ranger fanning the hammer on his Colt revolver like it was a shake weight! I'd love to see this more polished and have more content added.
This game is hilarious! If I ever need to take out some anger on some fish I will be pulling this up again.
I like the concept but I found it difficult to keep the controls straight. A little bit of attention to the control scheme and you'll have a decently fun puzzle game.
Wow, I spent way too much time playing this game! Love it! It seems like there may be a triple jump bug that locked movement. But that was the only issue I found. I'd love to see this turned into a multiplayer game :thumbsup:
I had a mob! This was fun. So many zombie dudes to collect.
I enjoyed The Oarsman. This seems like its a great start to a nice little platform game. A few comments though:
- It wasn't clear that you could dash jump. So I got stuck in the water a few times and didn't figure it out until the second level. - On the second level I got stuck inside one of the disappearing platforms for a few seconds because I was jumping through it when it became solid. (Bug or feature? You decide :wink:) - Did you use a capsule collider for the character? Or some other collider with a rounded bottom? I found that the jumping was plenty accurate but when I landed, half the time I would slide off if I was too close to the edge of the platform. - The dashing seemed a bit unpredictable. Sometimes it would dash exactly where I wanted to and other times I would end up dashing in the wrong direction or not dashing at all.
All in all a neat, fun game! :thumbsup:
Oh nice! They are. I wondered why my URL had a "-1" on the end :laughing:
@zactical Thank you! :smiley: I really appreciate it. I intended it to be difficult but I think I may have overdone it a bit. With the hazards that I implemented I found it difficult to balance the level difficulty with making it feel too sparse.
Thank you for the feedback on the pixel art as well! To be perfectly honest, this is the first time that I've ever done pixel art. I'm quite please with how it turned out. Hopefully its a skill that I can build on and get better at in the future.
@jjjjason Thanks for the feedback! I would like to do another balance pass on it. I want to force the player into needing to use the transfuse mechanic but there's a fine like between that and requiring pixel perfect transfusion.
I was seeing some strange physics things happen from time to time. My favorite was when I had a spear come in at mach 3! The one with the two rocks: the left rock is thrown a bit harder than the right rock with the intent that it would get in the way if the player was too slow in traversing that level. But maybe it should be toned down a bit if it was too oppressive.
Harpsichords are a must when dealing with Vampires! But I agree with @zimennik that the music starts to get annoying after a bit.
@decadedecaf Thanks for the feedback! I'm glad you enjoyed it.
I have been seeing that same thing with family/friends play testing it locally as well. I found that balancing the transfusion mechanic with the level design was a bit tough. It would help if the default level size was a bit larger. If I decide to expand on the game I would love to add more mechanics like gates that require a blood payment to open, blood pickups, buttons, levers, larger levels stuff like that. So we're on the same page :thumbsup:
@adam-clayden Good idea! I'll have to play around with that a bit to see if I can come up with a visual effect that works well. Might be a good chance to learn Unity's particle system. Thanks! I'm glad you enjoyed it. :thumbsup:
@evan-m For the level progression, I've been brainstorming what I could add to make the game a bit more fleshed out and I'm looking forward to growing the levels So I can add more content that doesn't drive into that sort of gameplay. Also, I had never played trap adventure 2, but now I'm laughing my head off! I can totally see why you would think that. Thanks for checking the game out.
@hypp I'm glad you like the transfusion mechanic. I didn't like it that much when I first came up with the idea but it worked out a lot better than I expected.
It's a bummer that you got stuck. But I can't be giving out spoilers here :wink: Just gotta make sure to beat the bottom first.
@justcamh I'm legit impressed that you were able to finish it without using transfusion! I didn't know that was possible :laughing: I tried to balance the levels to be punishing and require the use of transfusion. I like the idea of a hardcore mode. Maybe as I expand the mechanics and levels it could be added! I'm also noticing that everybody is playing this different and doing things that I really never expected. Thanks for checking it out!
@ursagames Thanks for playing Transfusion on your stream! You didn't get to it until almost 5am my time. So I wasn't able to watch live. But you give some good points. The dropping bricks do have a bug where the collider stays active when they fall on top of each other. So it breaks consistency. I'm hearing multiple people comment on how they expected the boulders to not deal damage after they stop moving. So I will need to consider making that change. I like how you pushed one spear along the ground to try to help block the third spear! Another bug I'm seeing is that because of the slower update rate of the WebGL player the two colliders on the vampires will sometimes both trigger the spears and boulders. So every once in a while I see them come flying out at double the speed. Lesson learned: protect collider rules better! Thanks for giving it a playthrough! :thumbsup:
@lillybyte Thanks for the suggestion! I'll need to investigate that a bit more. I've got quite a list forming of great feedback to investigate and implement.
This was very well done! I played it through a few times just to take notes for my future games.
I like the art style and would love to see it animated. The movement was sluggish and kinda difficult to use. But I like the concept. And not just because it's ducks :wink:
Nice design. The puzzles aren't very hard but I like that you might mess up and need to start over. The graphics are well done too.
@bubblewandgames You'll need to get really close to the items and hold E to harvest them. You should see a red progress wheel right on top of Mama Llama. The other thing is that you need to scare away the ducks before you can harvest anything (yay collider search order bug!). They have a tendency to interrupt the harvest cycle. Hope that helps. It is a bit of a buggy mess. I worked on the mechanics before I added sprites. Then when I got the sprites to work, the mechanics were broken. So everything turned out a bit janky. Thanks for being willing to give it a second shot!
@porocyonak I will admit that this game is a bit on the jankey side. Could I give you any specific insight that might help?
@ogre "It's not a bug. It's a feature!" :wink: A not intentional feature. But I guess that's to be expected when you're over ambitious for a 48 hour period and don't have time to play test :laughing:
@bubblewandgames Thanks for the tip! I updated the controls description. :thumbsup:
@allera Great feedback! Thanks! I really didn't have much time to play test it. So I didn't realize that the balance of crafting values and egg timing was so off until it was too late :laughing: But I'm taking notes and will keep this input in mind if I develop this game more.
Really fun and difficult mechanic. I like it!
This was really entertaining. I like the concept. The momentum of the UFO was a little much though. I constantly overshot the planets or was going so slow that I had a hard time getting there within the time limit. But overall, well done!
I'd love to see you finish this. I like the concept but it seems to be a bit buggy. The aim speed was jacked through the roof. The spawning of bad guys and win detection seem to be off as well. But I think this would be fun if completed.
This was great! Is it bad that not only did I have fun figuring out all of the puzzles, but I also had a lot of fun seeing how many different way the baby could... umm... cease to exist. :laughing: Well done!
The web player is just showing a grey box after I click "Start Game"
@microwerx Firefox 75.0. That change seems to have fixed the issue. I'll give it a play!
Great graphics and concept. The enemies were not very responsive to the torch and moved pretty fast to attack. Maybe increase the effective distance of the torch and give the enemies a little bit of slower movement to give Bobb and Todd a fighting chance.
I really like the concept. Like you said, we had a similar idea with fueling the fire. The movement and controls were a bit clunky and hard to work with. I really like the art direction.
This was great! I love the slime. And the graphics in general. The controls fit well with the level design, but the arrow knock back was a little strong. I would _love_ to see this expanded with more levels. Well done.
Haha! This was funny. After a while getting stuck on level 7 I ended up just drifting the robot around for a while :rofl:
Well done! This was a ton of fun. My wife and I played it for quite a while.
Well done! I really like the idea. And it gave a really nice challenge to find the balance. The graphics were great too.
@tomeks Thank you for noticing the polish on the controller. After my first Compo game (Transfusion) I was really unhappy with how the controls worked. So I decided to make that my main goal with this game.
@piko-monde Thanks for the feedback! I seem to have a tendency to make my games with a high-ish difficulty. I will keep that in mind in the future. I was also hoping to add more enemies/mechanics to the game, but time caught up with me. I'm glad you enjoyed it.
@ausstein Thanks for the feedback! I had planed on adding some fire sound effects and music but ran out of time.
I really like the hard mode idea! I also thought about adding a completionist achievement for when the player collects all of the fuel in a single run, and a timer for how long it took the player to complete or how long they lived.
I'm interested in the double jump experience. Could you describe that to me? It is a bug so I'd like to try to recreate it.
This was entertaining. I found myself pretty much using the tornado and flies abilities to clear out chunks of dudes. Well done.
This was a blast! I will actually be going back to this game and playing it more! Well done. It felt very responsive and is a really cool idea. It felt like I kept getting better as I played more. This is a gem.
This was great! I like idea a lot. And I would love to see this expanded upon.
Art style was simple and interesting. I like the idea, but it seems like there's a bunch of polish missing. I would have fiddled around for longer but there seems to be a big issue with the mouse binding to a single window. I run multiple monitors and the mouse escaped out the side. So when I would shoot it would select a window on another monitor. Keep working on this! I think this could go places as kind of a first person tower defense kind of thing.
Ha! I totally posted a comment on the wrong game. Your link is still busted btw.
I like the mechanic idea, but those hit boxes kill it for me. I ended up getting the fuel stuck on the clouds and other pieces of terrain that I didn't think would be a problem. The pathing of the flame was kinda janky and inconsistent. The art and sound were nice! With some AI cleanup on the flame and some polish on the hit boxes of the fuel drops this would be a lot more playble and quite a bit of fun.
Suggestion: Maybe play around with making the fuel drag and drop from a toolbar with a limited supply of each. That way the player would have more control over where they place the fuel and it would add a bit of a puzzle element to it since you would have limited resource. This would go along with having the flame AI prefer certain fuel types. I encourage you to keep working at this. It could become a really cool game! If you do, ping me. I'd love to see where you go with it.
Cool little game. The movement speed made it a little hard to aim and grab the food. But I like the idea.
Well done! Graphics and audio were spot on. It was quite a challenge (which I really enjoy). :thumbsup:
This is a cool idea. I like the graphics and music. Its a fun little adventure to search around the moon.
Flower Power! Interesting take on an infinite runner type thing I could see this getting built out into something with a lot of variety, roguelike style where your build and timing/skill matter.
Linux build works
I like the timing based mining mechanic. It would be cool to add in some more stealth abilities to give more options to avoid the summoner.
I'm bad at word games in general, but I like this concept. The letters were a bit confusing sometimes with the font.
Getting the timing right while baiting the baddies through the trap locations meant that I almost always had to take damage to do damage. And the teeth spitters with their wall hacks was tough to deal with.
I like the idea. At first I thought I was getting in the way of the fireballs meant for another target! Then I realized that it wasn't friendly fire. Dang fiends!
The hitboxes are a bit rough. Making it way to easy to get body-blocked and unable to move while being sucked dry. But that's the only issue I ran into.
That was fun! Gotta love a good 'ole dungeon crawl. I'd love to see it more fleshed out with better map design and more need for resource management.
Fantastic! :clap: It has been a long time since I've played a good bullet hell and I had a lot of fun with this. Adorable ghosts, and death sound. Clean graphics. And I was able to beat it! But that sniper is the bane of my existence :joy:
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:clap: Well done. I enjoyed this one. Nice strategy with the different enemy types and limited resources. The only issue I ran into is the movement getting stuck on the enemies. But other than that I had fun. Lasted until round 18 before getting swarmed!
@decadedecaf Thank you! I refined the description of how the stats work in the wall of text above. Thanks for giving it a try and well done crushing your enemy!
@meepster Oh no! That's a funny bug I haven't seen yet. Thanks for giving it a go! I agree that it needs more gameplay. Ran out of time to add more animals, but my daughter game be a whole list of things she expects be to add now :joy:
@phlip45 Thanks! I like that idea for the bee. I was also thinking about having the squirrel be able to avoid damage on a dice roll if it's faster than the opponent. Things like that. But like you said. Time limits are a tough. It seems like people are liking the core though. So maybe I'll expand it in the future.
@ooboob Thanks for the feedback and for giving it a try! I 100% agree. I ran out of time to get it more fleshed out and add more critters.
Nice! Turns into a bit of an idle clicker at some point. But what a blood bath! I does seem a bit unwinnable though. Maybe my strategy is just off. Sound effects were hilarious. Especially chad :joy: Well done.
Neat little battle arena. For some expansion, it would be nice to randomize the dungeons and give some more control over the equipment. Rogue-lite-ish. Well done :clap:
Nothing will show you that you need to work on your math speed like a math game! Well done. I enjoyed this one. I did find myself getting distracted watching the animations/art of the dudes and forget that I needed to keep crunching out the math :joy:
Interesting, I like the hand drawn art style. It's a bit slow in the transitions, but a good compo submission.
This was fun! Nice reference that fits the theme. I only just started watching the original Dragon Ball a few weeks ago. Well done.
Nicely done! I wish there was more enemies to fight because I love the mechanic. Do I spot some Slay the Spire and Darkest Dungeon influence? I would love to see this fleshed out with more baddies to fight, slime infusion unlocks, different types of slimes, and maybe some equipable items. Also, that tutorial screen and me chuckling. Well done!
Nice! The walking animation is funny. And that golem ruins everyone's day. The RTS player in me wants to see this built out more. The enemy AI did look like it was attracted to the player and not the castle. So they kept getting stuck on the walls.
Apparently "your mom" is a tough being to defeat! Go figure :wink: Fun take on the theme. Well done.
Alright, fine. You got a chuckle out of me. Also... apparently I'm suspicious AF :laughing:
Fun little puzzle game! I had to limit myself because I wanted to restart and use better strategy.
The slow movement of the icon while dragging was a bit much. Made me a bit impatient when placing them. Other than that, well done!
I could see this going places. A few things that tripped me up. The kamakazi dudes come out of nowhere and there's not chance to deal enough damage to take them out before they ruin your day. It's tough to collect enough to buy your helpers before you get overrun. And there's something funky going on with the movement that's causing everything to look jittery.
If you do flesh this out more though I'd love to take another look at it. Could have some good potential.
Haha, I feel called out for some reason :wink: Well done. I got a good laugh out of this one. Gotta set a minion down in front of it to see if we can make it crash.
Haha, I was typing away and it took me three words of trying to pop the dude in a suit before I realized it... you got me :clap:
You might want to repackage the download though, I had to download both the source and the exe to the same folder to make it work since the resources aren't compiled into the exe.
Cool! It took me a minute to figure it out. But I had fun with it. The attack feels like it only works horizontally. Which is significantly limiting when there's a horde to deal with. But other than that it felt good! :clap:
Nice concept. With some tightening up on the movement this could turn into a super fun skill platformer. Seems like the core is there but the movement felt sluggish in comparison to the platform disappearing speed. Regardless, well done!
Very well done! I like the aesthetic is great and the mechanic is innovative. I didn't have a controller handy, but I can totally see how that would make it easier.
Also... Linux build :clap:
I like this one! Fun little strategy/chance game. Well done.
Cute and entertaining! At one point I think there was 12 ducks or something that I needed to collect... Little buggers got to the momma duck and started a conga line around her and right down the drain :joy:
@bromakesgames That's the WebGL build? Yeah, I removed it because that build is fubar. The web renderer doesn't like baking a dynamic navigation mesh. So it just throws up it's hands and runs off into the sunset.
Could you give one of the native builds a try and let me know how that works for you?
@lakea Yeah, that seems to be the main issue with the loop. I made the main timer too short. I had attempted to add in a +time when honey is completed, but I ran out of time before submission. Thanks for giving it a shot!
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Take that creepy spider bastards!
I like the direction you took with this. I found that it was a bit rough to not have any information about where the spiders were coming from with how large the map is. The footmen seem kinda useless since they just get blasted if they get anywhere near the spiders. But the archers... mmm... archers. Gotta get them to surround the spiders in a circle. Then the targeting AI would get confused and they'd just enter a death spiral. Bug? Feature? Either way. I found it super satisfying to kill them all with one castle remaining
Interesting concept. The physics of the coin was hilariously frustrating. I kept jumping the gun on dropping the coin and missing :joy: Cool idea!
Nice! I want to keep playing this just for the music! Well done. This is a fun use of boids.
Okay... I like this... A lot! Super cool puzzle game that really challenges my spatial visualization skills. Keeping track of all of the different perspectives is enough to make my exhausted late night brain bleed a bit. I would love to see this built out more. Especially with a way to get all of the perspectives to the target if you do it just right. I would lose my mind working to find the solution.
Cute! Super fast on the first wave. Took me a bit to figure out what was going on. I like it though. The power extensions of the towers is a nice touch.
Quick note for graphics. On a 4k screen with forced full screen it makes everything look super blurry. Doesn't effect my rating though since this is likely an edge case with my hardware.
Nice entry!
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