Foon → Ludum Dare Explorer → Users → xgeovanni
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | Escape The Bathroom | jam | 14 | ||||||||||
| 2016 | 36 | Ancient Technology | Ghosts In The Shell | compo | |||||||||||
| 2016 | 35 | Shapeshift | Fuck you it's the same thing as last year | jam | 10 | ||||||||||
| 2015 | 34 | Two Button Controls / Growing | The True Story of Life, for x ∈ ℝ | compo | 10 | ||||||||||
| 2015 | 33 | You are the Monster | 2004: Back in Iraq | jam | 1021 | 2.56 | 2.88 | 3.00 | 2.81 | 2.81 | 3.56 | 3.19 | 24 | ||
| 2015 | 32 | An Unconventional Weapon | 2003: Iraq | compo | 967 | 2.65 | 2.55 | 2.84 | 2.95 | 2.50 | 3.05 | 3.85 | 2.89 | 33 | |
| 2014 | 31 | Entire Game on One Screen | Control | compo | 500 | 3.25 | 3.00 | 3.57 | 3.75 | 2.12 | 2.76 | 2.70 | 46 | ||
| 2014 | 30 | Connected Worlds | Derrick McSlick | compo | 1131 | 2.45 | 2.48 | 2.39 | 3.30 | 2.23 | 3.19 | 2.77 | 48 | ||
| 2014 | 29 | Beneath the Surface | Operation: Delve | compo | 1026 | 2.68 | 2.47 | 2.17 | 2.73 | 1.97 | 2.87 | 1.84 | 2.54 | 53 | |
| 2013 | 28 | You Only Get One | Rick McSlick | compo | 958 | 2.25 | 2.34 | 1.69 | 1.50 | 1.88 | 1.80 | 2.79 | 2.06 | 69 | |
| 2013 | 27 | 10 Seconds | 10 Parsecs | compo | 1157 | 2.11 | 2.20 | 2.22 | 1.82 | 2.00 | 1.50 | 1.50 | 1.82 | 57 | |
| 2013 | 26 | Minimalism | Minimal Deathmatch | compo | 940 | 2.81 | 2.84 | 2.06 | 3.38 | 2.31 | 2.51 | 1.57 | 2.59 | 63 | |
| 2012 | 25 | You are the Villain | Invasion! | compo | 619 | 2.51 | 2.73 | 2.24 | 2.89 | 1.66 | 2.19 | 2.25 | 2.26 | 73 |
The inclusion of the word "notch" in the description was an incredibly smart move.
I don't understand why both "North America" and "Iceland" are regions. I also don't understand why there's no Britain or Ireland.
And the "extracted" version still has white blocks for me.
Really easy game. Rigs are always profitable, just make sure you can survive the first month's upkeep after buying a new rig.
It's quite easy once you have the hang of it. Would be nice if there was some way to win, since I see no end in sight.
You could probably make this we based rather easily.
Fun game. Though sometimes the dynamite can blow a large hole in the ground, making that area unpassable.
I'm definitely going to steal the idea of using Irish soon. Adh mor ort.
This game is really fun, I say even though I suck at it.
Some tips, one pygame dev to another:
.Try Cx_Freeze for compiling python files to windows executables.
.Use the file extention ".pyw" instead of ".py" to remove the console window.
'was a well told tale. Would've been nice if it was a bit longer and a bit more like a game.
I still don't really understand how the game works. I won though, so I won't complain.
Made it to level 13. Who knew such as simple concept could be so fun?
You made it in pygame, same as me! It would be a much better game were the combat interactive.
"Congratulations: you have died". I rated 5 on humour for that alone.
it's possible to walk off the game area: http://s659.beta.photobucket.com/user/bobbyboy00/media/glitch_zps8894dc2d.png.html
The interesting thing about this game is that you have to spend money to make money. On my second go I found a winning strategy: spam fishing boats in the beginning and wait until they become unprofitable, then make up the rest by placing 1 sawmill and replacing it if a goat comes you'll wan t 1 defence system to kill the goat).
I got a glitch where a cow went under the grass.
I couldn't solve the "impossible" level. Does anyone know how it's done? Is it just impossible?
Nice idea, but I feel poorly implemented in the time.
Doesn't seem to work quite correctly in Chrome. The game window is a bit smaller than it seems it should be. Fun nonetheless.
Really fun game, love the concept, which is implemented well.
It doesn't really seem playable at the moment, but I would like to see a post-compo version.
Straight implementation of the theme. I like it.
This game is, more than anything else, incredibly fun because PEW PEW SMASH SMASH KABOOM.
Hss potential, but I was able to win by simply clicking around houses and clicking "trouble", so it's not there yet.
Intuitive controls, enjoyable gameplay and reasonable difficulty.
The extreme mode seems to be glitched.
Might want to put the controls somewhere.
I love this game. I love it so much. Please make twelve sequels.
Why is the text as it is? I take it you were going for some surreal effect? It works, but it's still annoying to read.
Very nice game, Akasky.
It's impressive given that it's a GBA rom, but maybe you should have sacrificed coolness there to have time in which to make it more fun.
Reminds me of WarioWare, which I considered myself.
I can't believe you made all these models and textures in 48 hours.
I love the aesthetics, but please, please lower the player's speed and lock the mouse.
I'm going to be honest, I didn't "play" it, I just read the source, which for a game like this is pretty much the same thing.
I thought it was going to be really easy, but by damn it gets fast. Beautiful use of lighting to make a minimalistic but attractive game.
At first, I thought it was awesome that it was semi-MMO pong. Then I realised that it wasn't actually multiplayer, and then I knew the meaning of awesome.
Brilliant game. Once again one of the best entries in the compo.
I like this game. I've bookmarked it so I can play it some more later.
It's asking me to install Unity webplayer, but I already have it.
Crashed after a while for me, while I was driving around with no friends. Here's the crash report folder if you can make use of it: https://dl.dropboxusercontent.com/u/127476718/Etc/2013-08-26_161556.zip
Perhaps, given the sheer number of them and the small amount of time in which you can spar with them, the pirates should be a bit squishier.
I made you some fanart: https://dl.dropboxusercontent.com/u/127476718/Images/Non.png
Reminds me of a level in Donkey Kong Country Returns.
Brilliant.
Just because I don't understand what's going on doesn't mean it isn't great.
Alright, I think I get it. The goal is to close yourself in to a box exactly when the spikes come, right?
How do I exit a building?
This is the best choose your own adventure I've ever playwed.
I got five endings, but the sixth one has eluded me.
You should describe the controls somewhere. Took me a while to figure it out.
I like the incorporation of the "Death is useful" theme.
I think it would feel a little better if you rotated the camera down a bit or something.
It's going to be great when this sort of fully destructible terrain can be run on top of a more complex game.
I think there's a deeper, subtler message conveyed in this. Something about twitter.
Well I'm definitely a fan of your intro.
How do people make games this pretty on 48 hours?
Seems a bit too easy at the moment, but fun.
I had an idea to do something like this.
Controls are really unresponsive for me. Keys randomly stop working.
Got to 1000 hits. I feel I may have been ever so slightly skinner-boxed.
Any decent chess player can potentially just play this infinitely. Could be a nice tool for people trying to get the board vision to reliably see captures.
I played this game since I had enjoyed "What Would You Do?". Where are the sequels I requested?
After a while pressing l stopped working and I could no longer drop my heart.
A bit short, but a nice game.
I have nowhere near the typing speed for this.
Five stars to a fellow SMBC fan.
A win condition of some sort would be nice.
For me hitting space would only scroll down the page but not switch the modes.
It's hard to keep your hands on the mouse, the space bar and WASD at the same time.
Incredibly boring, and fat guy humour is one of the lowest forms thereof.
Works fine in Ubuntu and Chrome.
I had to rate your graphics higher when you said your daughter made them. I wonder if I should lie and say I have a child that made my graphics...
Abrasive, cruel, vile humour. Just how I like it.
I keep getting NaN for my "total worth" at the end.
The Linux download link is broken.
I got to level 8 before I became unable to continue. Very nice game, and a unique take on the theme.
Very nice writing. The only flaw I can pick is that I don;t like that a lot of options at the end return the same result.
Got to 81 points. Not sure what threat a bee actually poses to an egg.
So why do you instantly kill her by jumping in to her?
Why is this so slow now? It was much better fast, now it's boring. (If you didn't actually slow it on purpose it's probably just my machine).
This game pits my love of cuteness directly against my disdain for Scratch.
I know the movement is realistic, but it's pretty awkward.
http://pastebin.com/zywjxxAn
Couldn't get the game to run properly on Ubuntu. It started, but I couldn't get anything to happen.
Grammar gets a little off towards the end, I assume it's due to last-minute rushing.
I REALLY want to play this. Is there no way to port to Linux?
In Chrome on Ubuntu nothing happens. In the console I get "Uncaught TypeError: Cannot read property 'NaN' of undefined map.js:2".
Couldn't figure out the invincibility code.
Why don't you just start with the handbag? There's only one enemy you have to slap anyway.
Had three tries at this, got 113 on my last. Lovely game, very aesthetically solid.
This is interesting in terms of game theory. Every moment you wait increases your potential payoff exponentially, but people can take the pot from underneath you while you wait, leaving you with nothing. Would obviously be more interesting if there were a way to get real money involved. (Everyone pays in an equal amount at the start in to a fund which gets split among the players in he same ratio as the gold, maybe.)
That old Pop Station game done right, I see. I've got the high score!
That ending is up there with The Usual Suspects and Virtue's Last Reward.
Also: Boom, voice acting: https://soundcloud.com/xgeovanni/scratch
(Feel free to contact me with job offers. I won't get out of bed for less that $80 000).
A simple game but executed well, nicely polished for the time limit.
Well it would have been much nicer if the whole thing wen't somewhere, but you've probably thought that yourself.
> Infinite.
> 1000 tiles.
An odd little game, but I like it. It's calming.
I could only get two. I suck.
The whole thing seems quite rushed. We get a story crammed in to two text boxes, and the only fight is a really difficult boss. A few smaller enemies at the start would be good to get people used to the controls.
You need to give the player a moment to realise what's happening. Start them a bit higher up on the screen so that they can see that the water is rising without having to evade it straight away.
When I first saw this game on the listings I exclaimed "Fuck yeah!"
Sadly, it seems the game isn't all there yet. The buttons don't seem to do much and it isn't clear what's what. A complex game like you're going for needs a streamlined UI and everything to be well explained, so as to avoid confusing and alienating newcomers.
I opted to ignore new weapons and instead go for the machine gun of doom.
Sometimes you can fall through the floor post-it. Otherwise, great game, new mechanics were introduced at a good pace which kept it fresh and fun.
(Also, try my game again. It's fixed now).
I've never liked Scratch and never will. I like this in spite of that.
The sound is nice and the aesthetic is lovely, but it's a bit too short right now. Fleshing it out post-compo would be an idea.
I got endings 2, 3, 5, 6 and 7. I did end up having to resort to hints.
It's hard to come up with a truly original game idea. I don't think I've ever done it. Really nice looking as well.
The first thing I thought when I started playing was "Oh cool,it's Antichamber". That impression stuck pretty well too, except that this is a lot more light-hearted.. I really like Antichamber, so you can probably guess what I thought of the game.
It's hard to make a balanced financial game in 48 hours, but you've more or less done it.
The music gets quite repetitive after a while.
The web version leads to a download.
Well clearly they shut down the mines because they were infested with monsters.
Well I wonder what inspired this.
The way the music layers as you progress is great, it creates a bit of tension and suspense.
This is the funniest game in the compo, no question.
Could do with being a bit faste paced. As it stands it'f far too slow.
Took me a while to figure out how to play it, but once I did I realised that this game is great. The only thing is that the "Scan" button seems to do far more harm than good, and as such I see no incentive to use it.
5 for innovation.
According to this:
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=10313
We're the only two entrants from Ireland. Thought there'd be a few more, but ah well.
I really liked this game. So ambient, and so pretty. Wish I had more to say about it, but I don't.
I said I would be back, so here I am.
I got to the ending. Pretty nice game, really captures the ambiance of the original Antichamber. Breaking out of the "Unity look" is always great.
But damn it, that last comment was supposed to be a hint to make a Linux build.
This game is fun and that arrt style is great. Too bad it's so short.
This game is great, and I commend anyone who can make a Unity game that doesn't have that default "Unity look".
One problem, however, is that the mouse sensitivity was far too low. It was fine once I turned my mouse up to 1500 DPI, but most people don't have adjustable DPI mice.
You can do pretty well by just spamming buttons right now. I would fix that.
Also, bring back Don One. We want Don One!
I have a theory that you don't actually exist and this whole thing is just a ploy by your father to get higher ratings on his games. Bu assuming that's no the case (it totally is):
The art is very nice and cute, but to be honest grinding minigames aren't a great game mechanic. Minigames are only good if they're short enough that you don't get bored of them.
Also it''s hard to read some of the text on the phones in the third minigame.
If you press space while a "Game Over" screen is up you can keep getting dialogue.
I always like Twine games, because I like a good story.
I play a lot of Ace Attorney so I expected things to be explained in a cool plot-twisty way at the end. As such, the ending was a little disappointing. Ah well, my standareds are probably just too high.
Game doesn't open for me.
Running Iceweasel (Same thing as Firefox) on Debian Jessie.
Thanks for making a Linux build. So many people who use Unity just don't for some reason
I decided early on that this was a game to be won by spamming out ships to destroy the enemy. I thus decided to forego all buildings but shipyards, and took techs which allowed faster ship construction time at the beginning. I would immediately pause after capturing a planet to fill it with shipyards.
This strategy handily won me the early-game, and I thought it would be a smooth sail to victory from there. I was wrong.
As my horde of ships delved further in to enemy territory I realised the flaw in my plan. The planets further back were too interconnected, too well influenced to be taken even by my mighty fleet. The enemy was able to recapture many of his cities using high influence growth rate, coupled with a flotilla not one twentieth the size of mine. I began to panic.
Thankfully my swarm was able to re-re-conquer one of their cities, which I instantly filled with radio towers, having realised my mistake. Thus began the period of stagnation. My infatile influence was able to sustain the cities I had against the meagre force of their squadreon, while my Grande Armee continued to fling themelves against the walls of their influence.
I was eventually able to capture one contentious planet. An insignificant speck in itself, but its fall marking the beginning of the end. I soon after took their capital (or whatever that asterisk means). There was some back and forth with them retaking it twice, but it was only a matter of time until my victory.
http://minus.com/lb2qdzEwPawueh
In conclusion, an amazing game. Consider porting to tablet.
I spent over an hour playing a Ludum Dare, game. I think that says it all, really.
Please build a Linux version. It should be right there in your Unity build options. Web Player doesn't work on Linux.
Please make a native Linux build. Unity Web Player doesn't work on Linux.
I got to a number of colony ships that went through the Research, but it stopped growing and now I am unable to send out colony ships. My number of planets now says "0".
A cool game and REALLY HARD. Then again I've never been any good
at rhythm games. (This looks really weird now.)
First - the Linux version works great.
Second - Would have been nice to have a win condition. I got to 10/10 suppliers and over 2000 BTC and it didn't seem like I could have ever lost from there. Also the similarity between the words "contact" and "contract" can make the instructions quite difficult to parse.
I've had an idea like this in the back of my head for a while now. Top-down with jumping. You beat me to it fair and square. Nice game, gets very difficult after a while.
Building art was nice but the rest was lacking. Triple arrows feel more like a downgrade because of the 3 arrow cost to fire. You left some print statements in the game which probablu shows it down a lot.
Sweet game. A lot of different enemy behaviours for the allocated time. I beat "The End" but "After The End" was just too hard for me.
Wouldn't work for me just a completely grey screen. I'm on Manjaro Linux on the latest version of Firefox.
Lags like hell for me when I try to draw lines. I'm using the latest version of Firefox.
The random level option is a really nice idea ofr the LD. It allows people to get a proper look at your game without being good at it, whereas otherwise they would only see the first few levels.
The game can basically be won by strategic spacebar use, and it would be nice to have a "press space to start" on the intro screen.
The art was very nice, especially on the two saleswomen's sprites. The phone added some urgency to it. "Dammit would you ever pick up, lives are on the line!".
The controls for placing things are a bit iffy, I found myself placing a lot of things where I had not meant to. An undo button would be really nice to remedy this. Furthermore, descriptions of what utility all the blocks serve would be nice. (As tooltips, maybe?)
Once the final block is placed the game works perfectly well, but it seems a bad idea to rob the player of all agency at that point. You should probably give them something more to do than just "watch it go". I have no suggestions for what that might be though.
Sorry if I've been too critical. I enjoyed the game and it's a damn sight better than my first entry. (I know you were in that Mini LD but this is your first "full LD").
The sound design was pretty nice. It was a little anticlimactic that she just fell over at the end, but maybe that's poignant.
Could you please build a Linux version? It's right there in the Unity build options, come on.
Please release a Linux version. Unity Web Player doesn't work on Linux.
The game was a little bit hard because I kept getting distracted trying to read the names. The best was "Richard Head".
Only one real choice which is a let down, but the art and music are nice.
The game hangs for me on Firefox 37, but I still get sounds for correct and incorrect typing.
Unless I'm mistaken, you have to restart the whole game if you run out of time, which is annoying. Brings down an otherwise good game.
If anything but this tops innovative it will be a crime.
Lovely music
This is the kind of clever humour you don't usually see in LD games.
Lagged like hell for me in firefox, had to use chrome. Felt pretty luck-based, with the out come having seemingly more to do with my cannon type than skill. It's pretty visually noisy and the background should have been faded out a bit.
An unorthodox entry.
Having "factory" classes and that sort of thing isn't very Pythonic. The docstrings are nice but it could do with a few more comments.
I might use this some time and return better feedback, that's just what stood out from skimming the code.
I might
Linux link is broken. Redirects to "Oops! That page can’t be found."
Nice game. Thanks for fixing the issue with the Linux link.
Since this appears to be a Unity game, why don't you make a Linux build?
Sometimes when I right click a tree or bush I get no dialogue, sometimes I get the dialogue but I can't search, and sometimes I can search but I can't take the stuff. I also got some sticks but I can't seem to start the fire with them.
A great game as always Quill. Linux version works fine on my machine.
The particle effects in this game are gorgeous. Everything looks great. The end scene was cool and trippy.
Either this game is really hard or I'm really bad a t it. Either way, good idea including the cheat so everyone can see the end. The only problem was that the music gets pretty repetitive.
Since this is a Unity game, could you please make a Linux or Web build?
On the Linux version I get stuck on a screen at the start which says "Defold: Waiting for Connection"
The controls could really have been better laid out. Jumping felt very floaty and walking slippery. Also, there seemed to be a bug where it looked like I had the bow equipped when I actually had the other weapon.
Nevertheless it's a hell of a lot better than my first entry to this competition.
@Yngvarr Sorry about the cursor and scrollbar. That's a bug that only seems to come up about 1 in 20 times. I don't know what causes it.
Hi, could you make a Linux or Web build, since this is a Unity game?
The story was enticing, well-written and detailed. The twist at the end was, while weird and kind of impossible to figure out without being told, very clever.
I haven't seen a puzzle system like that before, it worked really well, and they were sometimes really difficult. However, the puzzle I had the most difficulty with was attempting to ask "what could it mean?" in the middle, so the difficulty curve could be a little off.
The music really compliments the atmosphere.
I'm sorry but I can't figure you how to trash items. My instinct is to drag the item over the trash icon at the bottom, but this doesn't seem to work, so I inevitably lose after 3 minors with alcohol.
I was on 9 points per ball at the end, so the final challenge was ridiculously easy. Nevertheless, the game is fun. Nice physics for such a short time.
As others have said, it would have been nice to have more indication of victory. Also, it would have been nice to be able to talk to the person rather than just kill them. A little more scenery description also wouldn't have gone amiss.
Still, cool engine, and figuring out the map was fun.
The pixel art in this game is lovely. The music, though basic, was subdued and atmospheric. There were a couple of typos in the subtitles. The voiceovers were quite well voiced, but the dialogue itself I felt was clunky. Also, the door ending could have stood to be slightly more impactful, although I thought the fear ending was fine.
Well, there's the obvious criticism that that's not how Pythagorean cups work. Nevertheless, this game is fun. I went up until there were five cups and had a score of 5070 at that point.
Oh, and great idea for the theme by the way.
It would have been nice to have different art for each area, which I imagine you probably wanted to do but ran out of time.
The constantly draining bars made things stressful, which is probably a decent representation of what the character would feel in this situation. Whether this is a good thing depends on what you're going for. However, as another commenter said this does discourage reading text, so you'll have to remedy that either way.
Here's a little screenshot to show how it looks in my terminal on Linux with Mono: http://i.imgur.com/mHgPfbd.png
The only thing that doesn't work is the beeping.
I went through the vent and got the "There was no way out" message, which is the same message I get when I die, so that's confusing. I didn't see anything else I could do though.
It's possible to grab the screwdriver while the drawers are closed, and to clock on the vent and get the "I need something to open it" message while the bookcase is in the way.
Really nice visual effects, super trippy. Would have liked some visual to show what was killing you on the far wall.