The More You Make by TerraCottaFrog 2017-12-08T09:28:03Z
I'm just amazed.
Foon → Ludum Dare Explorer → Users → Xahell
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 44 | Your life is currency | 👥 | The Price For Blood | jam | 166 | 3.83 | 3.50 | 3.65 | 3.95 | 3.60 | 3.89 | 2.79 | 3.94 |
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Hellfest Simulator | jam | 128 | 3.97 | 3.98 | 3.92 | 3.44 | 4.21 | 4.34 | 4.05 | 4.02 |
| 2017 | 40 | The more you have, the worse it is | 👥 | Aquariumus - Too Many Fishes ! | jam | 203 | 3.81 | 3.55 | 3.61 | 3.90 | 4.21 | 3.97 | 3.62 | 3.52 |
I'm just amazed.
The big default is the gameplay, as you can just hit all the time and move foreward.
Overall, the idea is great, the implementation is impeccable, it was a good experience. Very nice job mate!
Special bump for the level design!
Good realisation, works well, nice music, nice graphics.
I liked the introduction a lot, its simple but it puts you right in the game.
Yay, I won!
Great concept, fits the theme perfectly. Didn't notice any bug, good job!
The "hurry to mama" is getting somewhat boring over time.
The spells are cool, the system is well thought, bump for this atmosphere.
Fun concept, it really cool!
Some tips about the game, as it is challenging:
Browse the "Help" menu (maybe renamed in "How to play" in the last relase) to have a good understanding of the interface.
In game, the "pause" key is part of the gameplay, use it to stop the game while being able to browse the interface to gather informations about your current game's status. it gives you time to think, abuse it.
Also, you can zoom out with the scroll button to have a better view.
Thanks!
Don't forget to zoom out with the scroll button to have a clear view of the game, we forgot to indicate it in-game ^_^"
@cibbler Yep, the tooltip are a little bit bugged when not playing on full screen. You can maximize the view when playing it in WebGL (bottom right), if you do the tooltips are fine.
Thanks for all the comments guys :)
@jack-maxwell Oh, you made a strategy game!
I'm gonna try that!
I updated the scores :)
So, this is a compo, not a jam?
JAM GAME = team COMPO GAME = single
Very well made, the graphics are really nice, everything is well done. The gameplay lake some innovation, but the hardest part when you're single to do everything.
Good job :)
Not bad, but it lacks content I think.
The implementation is smooth, everything work wells, good graphics.
The unicorn is a lie :(
Very good game, works well, hard to understand at first, but it's very addictive.
Great job!
Thanks for the nostalgia!
Good implementation, simple but efficient.
Enjoyable, the powers are fun and the game is in the theme.
I kinda like the zoom-out power, as it indeed is a boost (when not zoomed out too much).
There is a critical bug in the game, the unicorn moves down right all the time.
Too bad, the game can't be tested because of this.
Ah yes, it works on FireFox!
The concept is interesting, I think the difficulty, the persective or the light management need a rework for the game too be a little less frustrating, but the idea is good.
I don't see the relation with the Ludum Dare's theme :/
Also, it's really not my kind of game, so it's hard to judge. The realisation is good, I didn't see any bug not anthing and its easy to play once you've got in, but it lacks some kind of fun.
Anyway, good job for the game realisation :)
I don't dare to rate the game, I gave up before the end because of the slow pace and nothing hinted for more.
Seeing the comments, I see that I misses something, so I can't really vote for sure. I will at least set the graphic, theme and fun one.
The results are quite not there yet, but creating games, especially with only 3 days of works, takes time and experience.
Keep it up! :)
I don't know, there isn't much gameplay?
The art and music are cool, the game runs fine.
I liked the mechanic, the implementation is a very good quality, small bug with some crates, but nothing game-breaking.
Some sound would be a plus, and some more elements to work with.
Bump!
Cool concept, the "Awrrr" is awesome ^_^
Maybe highlight the player's ship, it tends to be confusing when you lose it.
As promised, I come to your game :)
The programing part is well done, the interface is very clear, animations are smooth, it's all well done!
It lacks some increasing difficulty, once you have the first villages set, you are unstoppable. It's an impressive work for a one-man-team!
Keep it up!
Yes, I've seen ^_^
We had the same problem, first the mechanics, then the balance and content, if there is time, it's always the same :p
Very catchy concept, I found it very funny.
The difficulty growth very fast, which I appreciate. It's a good game for a 4 hours job, I would have liked to see it with more features.
An actual finished game with features, nice job!
I liked all the small tricks you find, such as body blocking the enemies, the damage upgrade that is less and less effective while the attack speed becomes unbalanced.
Only side note would be the pacing, it's really slow between waves when you start the game more than once.
A very well executed rogue-like! By the book, with the addition of the Ludum Dare theme in a very ingenious way.
Congratulations! I hope the Java aspect doesn't prevent you from getting your well deserved ratings.
I like optimization games, it's a good entry. Could have worked better with some more explainations on why you are losing stats when selection a slot on the dice ^_^
I was stuck once I had nothing more to buy, did it mean I won :D? Or should the store have replenished?
Nice work :)
Made with a hand-made game engine, that's not nothing.
Congratulation for building a game out of your own tool. I feel like the game itself is nothing particularly interesting, but I think you are aware of that too.
Keep the engine growing, that has a lot of value knowledge wise.
The luck mechanic is really punishing!
I wonder what are the probablities behind, is strong/strong/weak better or worse than weak/strong/strong, I wonder :thinking:
Anyway, that's enough to keep me playing :p
It looks to me like you overscoped a bit.
You got all the technology working right, but you didn't have time to tweak the game to make it more playable and more enjoyable.
It's an impressive work anyway, good job!
Fan of Rogue Legacy, huh? ^_^
The downside of this kind of game is that you need a lot of time to get the game feel right. This version is not quite yet enjoyable, but it's a good starting point.
Here are few points you could tweak:
- Knownbacks on enemies so you are not in a weird kitting setup - Larger melee range - Higher, more dynamic jumps & ranged enemies more in the verticality (the shot angle is too parallel to the floor with little room to dodge atm) - Camera shaaaaaaaaaaaaaaaaaaake! :p - Moar particles, dust, lights!
Good job! Now, get further :)
Hey, nice to see another french team around here ^^
I see you are students from Angoulême, were you among the students showing their games during the VEF?
Your game is really great. One flaw: the font you have chosen makes things hard to read, but apart that, it's a good entry :)
@kebableykan Small world :p
I was in the crowd, and I later met the team with the special plane controller and the team doing the "don't look" game.
@klianc09 Ah, I remember you, the pure rogue-like experience :)
Why am I not surprised that you are using/playing on Linux? :p
I'm glad enjoyed our entry, thanks for the feedback!
@weine As must as we would have wished that, we used FMOD Studio for the sounds, which make things more complicated for the WebGL version (it's really more desktop driven.)
We would need some times to learn the tricks of FMOD Studio to be able to deliver a WebGL version ^_^
Thanks for your feedback :)
@hare-software Ah, I see the fellow frenchie in you :p
I'm doing just that right now!
@hugimugi7 Thanks :) Did you try a single run or did you have all the 7 endings?
I see you are still missing some ratings, lemme fix that :D
@shubart What a shame, we never had any known issue so far ^_^ Was it on the Linux version? Is it reproducible?
@shubart Most unfortunate :/ I don't think we will be able to fix a bug occuring on a single machine without running many tests, and who got time for that ^_^
Well, thanks for letting us know, and as I said, keep going with your engine :)
@ryusui Thanks for playing :) It's fully determinstic, you can perceive it as a narration tree with some nodes being present on multiple branches.
A fun experience, it's dynamic as required by an action game.
This kind of game is hard to master, obviously, so here is a link for you if you want to go further (by the guy who did Nuclear Throne) :) https://www.youtube.com/watch?v=AJdEqssNZ-U
Excellent execution, 5 stars in overall, completely deserved. We can see you are veterans with many games behind you and with already some experience with rogue-likes.
The graphics are also very polished.
The game was easy (to me), but I'm used to this kind of game, so it was really just attack+dash, repeat, unlock rare weapon, stomp over the game.
The puzzle are classics, easy to understand, easy to solve, but it provides a good distraction and increases the game overall fun.
Thumb up for doing a finished and polished game.
edit: Ah yes, small thing, when you put an UI element into the scene, make sure it uses distinguishable colors. I tried WAY TOO OFTEN to pick my own cursor :P
Good mood, I quite don't get exactly how to precisely damage the boss. But since we have so much life, I just threw stuff randomly until he died ^_^
Throwing stuff is always fun, 'nuff said :p
I genuinely liked it.
- The camera work/level design is impressive, good mastering of the perspective. - There is a game feel
Ah, by the way, I am that kind of player:
Capture#.PNG
@gaming-night Yeah I passed it, the screenshot was my attempt to come back into the game, as you can see with the car direction ^_^
2650. Simple gameplay, but one of the most catchy I had the opportunity to play so far.
I would remove the RNG when the mob has to decide wether it's going to follow you vertically or horizontally first. Rule-based games need to minimize the RNG as much as possible, so random spawns is suffisient in my opinion.
Nice job :)
Alright.
I liked the overall mood, it was very Heroes III'ish. The gameplay idea is interesting and not seen enough here.
The feedbacks are clumpsy, it's not very intuitive for a lot of very small reasons, but that's the price for doing a compo AND a very challenging gameplay.
All in all, nice work. Special thumb up for the roads :P
I had a small display bug, the screen was not correctly centered. Didn't prevent me from playing, I just couldn't see the actions on the far left of the screen (only click them).
It's simple, but it does exactly what you aimed for. To be taken as a small experience, which is a good fit for a game jam.
Only thing that would have made it better would have been some more fancy visuals to distract you from the clock, but that requires arts, which by essence requires more time ^_^
Well executed! How did you do the furnace effect? Low resolution noise texture + shader? Some weird pixel-art particle effect? Anyhow, it's impressive!
The mood is perfectly transcribed, it's smooth, it's catchy. You deserve way more ratings!
Alert, alert, good game missing feedbacks spotted
Deploying rating operation.
... ... ...
Done!
Small warning: the numbers are not correctly displayed on my computer. Maybe I'm missing a font, I don't know (Windows 10).
The arts are impressive, good work. The overall realisation is flawless in my opinion (except for the bug, but whatever).
Bartening is cool and fun, so the game is cool and fun, and could probably go beyond it's current state easily. Good job to you :)
The game is decent, no major problem (crashed once because of my audio device, no big deal.)
Now, you can reach for a higher overall quality :) Keep going!
Hello guys!
A well more polished game than what we are used to see. Once I saw the credits, the how appeared more obvious.
Good level design, with very little flaws (first wall shouldn't have extra side-paths, I got confused and ended up stuck in the floor), but that's really minor.
Physic-based games are always hard to tweak, and for a jam, you did a good job. I would have lowered the left/right sensitivity a bit, especially with all narrow paths, but it didn't prevent me from reaching the end.
Special thump up for the shader smoothing the morphing.
You have gone for something that'll need a lot of time before reaching the point of being fun to play.
You are going the correct way though, it will just need a lot more time. I see that you rushed the features and deliberately left apart the visual feedback. It's understandable given your scope, but you should try to focus on the feedback aspect way more, players often need to be spoon-fed ^_^
Good luck with the next steps of your project, and keep having fun doing it :)
Cons first, you could have done better with your color choices. The spikes with the same color than the floor? Nope. Almost opaque blood overlay that hides everything? Nope.
This apart, the level design is great, I like the arrow pointing down like "jump into the spikes dude :D". I'm always fond of designs including backtracing with upgrades allowing access to new parts of the map.
You did an amazing job, the cons could be corrected with like 5 extra minutes of dev, so I'll just overlook them. Great entry :)
I was worried at first, an idle game in a Ludum Dare?
But I finished it in 6 minutes, so good job, you ownt your timing. The game is classic but well executed. Good job :)
Only downside, but that's maybe personal, the UP lives being killed by the traps. I feel like killing essential things on which the player has almost no control over is a dangerous design.
The level design is simple but efficient, the overall game is qualitative, good job for the character controller. The graphic design is catchy.
That stair behaviour must have been tricky to code ^_^
Did you... Did you just make me play a game where I could just not press any button and achieve exactly the same result as if I tried as much as possible to highscore?
Did you just trick me and my gamer habits?
...
I don't know if it's intended, but the result is genius. 5 stars, well deserved.
Impressive entry, very well done.
The mechanics are easy to learn, it's smooth, really nice. Special thumb up for the overall execution, the innovation and the theme, you deserve it.