Baulders by Moraleidahgo 2014-12-09T02:40:00
I laughed so hard there! Awesome job!
Foon → Ludum Dare Explorer → Users → Xorboo
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 43 | Sacrifices must be made | 👥 | GameDev Sacrifices | jam | 371 | 3.59 | 3.24 | 3.42 | 4.15 | 4.28 | 3.84 | 3.64 | 3.89 | |
| 2014 | 31 | Entire Game on One Screen | OJiJi | jam | 233 | 3.55 | 3.29 | 4.07 | 3.04 | 3.17 | 3.23 | 3.52 | 48 |
I laughed so hard there! Awesome job!
Really sad it isnt fool. I like the animations and movement, it reminds me of old console games.
This sprinkles from FIRE towers that collect souls are totally awesome. Placing towers under the buttons are quite sad though
A really good gameplay idea selected for the theme. The only suggestion as that screen buttons should be mapped to some keyboard keys, so player won't have to use the mouse at all.
A hint over the volcano was a really nice touch, i liked the game!
* Bananas in the bathtub, feels just like home * Who even keeps their phone on during a game jam? * Z-Fighting couch * Egg stuck in hand
5/5 would starve again, absolutely cute mini-games, although current state UI is "hidden" in the corners and kinda hard to keep track of.
Game gives a really good feedback on players actions, and with nice graphics and music it makes it a really good entry. Only complaint is that auto-shooting so i can hold mouse button instead of smashing it would be better.
Really fun game, its kinda hard to keep track of who hunting who without any special indicators, but still its interesting simply to watch on the screen, without even halving anyone, and placing bets on who will win :)
I liked the gameplay and how is it played, and both black holes and shadow zone work nicely. Although it is easy to "cheat" simply flying to the end through obstacles and gathering a bit of particles in the end. Removing hp recovery or adding timer/particle requirement could fix that probably :)
Well, that was unexpected, but mood change from "ugh, this darn grass" to "oh no help!" works really well.
And as mentioned, restart button could've been nice, also it's not clear if the fight is endless or i'm just that bad.
@yaroslav-kravtsov You should check how do sacrificed items change while moving to the next boss, you might have sacrificed something that you couldn't keep working on a game after it.
Music is done by @NikolsaNNN
@drikdrok I agree, when player is running to the next boss we "evolve" things in the bottom part too quickly and it is confusing which one lead to losing (but basically the one that turned red is the reason). I suppose we should have added a thing that you have sacrificed to the end screen (in addition to the "final" reason of losing).
About pixi - this was our first experience with it, so i can't say too much, but still. Overall it is okay, but it heavily relies on using external libraries. For example there are no tweening or timer functionality in the engine, and i've found at least 4 tweening libraries. Its better to know what to use before the jam in this case :) I would still prefer Defold engine for lightweight html games like this one
@rac-games @flying-dog-fish Thanks for feedback. We made i small update and added it as a Post-LD version, because the UI in the first release were quite confusing. Overall there are no specific goal of the game, except for avoiding the outcome where you didn't make the game at all. But what important is to "minimize the losses" and try to make the game as good as possible, so the final choices would be as good as possible. There is no "points" to maximaze, more like a story selection.
* So, an asteroids game? * Why is it like that? * Wait, wtf? * Oh, now i get it!
Pretty humorous (and sadly true) story given under a disguise of a simple game with nice minimalistic graphics. Extra kudos for ads, although it could have more memes there.
One downside - sometimes it feels that gameplay itself takes a bit more time than it actually deserves, for jam entry it would be nice to get the full story a bit quicker (and a way to know that the story is finished)
Graphics give a nice GameBoy'ish feel, i like it.
Interesting and catchy story and really unexpected way to tell it, really liked that.
>Do you svear allegiance? >*presses No I don't know what i expected :3
Good and cleanly implemented idea, which aesthetically looks really well. Only problem is that the battle seems to be full-random, which might be a bit annoying (also angels' action indicators are not updated).
UDnDUbC.png
Final boss seems to be "unbeatable" :(
Loved the "hand-made" art and sounds, reminded me about And Yet It Moves. Difficulty level is too low for the first 4.5 waves (and it takes quite some time), and then there is a giant zombie (~4 screens in height) that i didn't manage to kill. Also manually selecting all units in the beginning seems redundant, as there are no need to re-select them.
With some dark ambient music and at least some sounds from nearby orcs it would be amazing, but even without it its quite good for a compo entry. And idea of a map-from-a-texture is always pleasing to see in the game :)
@zelberor oops, I saw just 1 author of the game and automatically supposed that it is a compo.
All negative things were already said before me (controls, duh), so i'll just compliment excellent visuals and audio one more time i suppose, can't believe a 2-man team managed to do all this in 3 days :3
Game gives a nice "tycoon manager" feel from the beginning and it plays really well because of it. Although bank deposit seems to be meaningless (or i missed something) as you can just wait until you have 5k to deposit them all. Unity's webgl take up to 40% of CPU and mouse lags quite a lot - having an additional win build would be nice :)
Character animation feels a bit sluggish, but i liked the idea and all of possible sacrifices are fun, i couldn't stop till i sacrificed everything :3 Although it would be nice to have more than one level, because even in grayscale it is possible to differ lava and water textures.
I really like the puzzle idea and music/visuals, too bad it has just 2 levels - i would've gladly played more.
One annoyance though is that there is a huge (like ~1 second) delay between landing and when i can jump again. Its sad when i fall of and have to re-run everything just because the jump button didn't work when i wanted to.
Awesome idea and nice, although easy, levels. Probably would be nice to have some "negative" sound to blue tile, to give the player a feel that he is sacrificing something important
Beautiful idea, although quite uncomfortable UI. This type of games could be really nice in multiplayer
Visuals and synchronization with music is awesome. The problem is not the difficulty itself, but lack of checkpoints - it is kinda annoying to spend a minute walking over the same obstacles. Also floor obstacle colliders are quite large - they trigger even when i'm visually not standing on them.