Stargazers by Cake&Code 2013-04-30T10:00:00
Wow really nice!
Foon → Ludum Dare Explorer → Users → YM
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 34 | Two Button Controls / Growing | Sluggy's Fruit Emporium | jam | 10 | ||||||||||
| 2015 | 32 | An Unconventional Weapon | Heist Time | compo | 238 | 3.54 | 3.50 | 3.48 | 3.48 | 3.37 | 2.83 | 3.21 | 76 | ||
| 2014 | 31 | Entire Game on One Screen | Space Docking Sim 2014 | compo | 331 | 3.42 | 3.08 | 3.92 | 3.61 | 3.92 | 2.33 | 3.48 | 57 | ||
| 2013 | 26 | Minimalism | Vortex Runner | compo | 293 | 3.44 | 3.27 | 2.53 | 3.64 | 3.84 | 2.30 | 1.90 | 3.03 | 72 |
Wow really nice!
@Diventurer Width of the vortex, corner sharpness, ship speed and asteroid density all increase over time. My personal highest score is just under 8000 though I know it'll be possible to get much higher.
@Voxel It's not ideal but it always shows your highest score in the top right and if the tweet button is what you're after, dying is easy enough, then you're free to edit the tweet with your highest score.
@xatulu you can invert the controls by pressing i!
I'd love to know how that's happened tikilittle, every button except back/start, the sticks and d-pad shoot for me.
I've heard something about macs having different input names for the xbox controllers, I have no idea why Unity does this. I'll have to look up how to get it working on both in future!
Liking this. It's a simple and easy to understand game initially but there seems to be quite a bit of complexity in the explosions wich would add depth as you learn more of the strategy.
I was only playing by myself but I had a few surprises where the losing colour came right back and won in only a few turns.
Only thing it's missing is a "replay" button once somebody wins.
:)
116s 38 conversions. :)
I kept losing the balls because my mouse was in the wrong place as the 20 seconds ticked down.
Losing balls quickly combined with the occasional 20 seconds of indended nothing meant about 70% of the time I was doing absolutely nothing feeling quite frustrated :(
I like idea of doing something new every 20 seconds, but the implementation was off, too much waiting around.
252 clicks. Neeeaaattoooo little thing. Reminds me a little of dontclick.it or whatever that experimental site was called.
I'm not sure if falling through the blocks more and more as the game goes on was intentional, but it stopped me progressing beyond the first screen of circcledom :(
Not sure if I found prosperity or not. I found the bitter plant, that was the last message I got before reaching thousands of people/resources with all the buildings placed I could. Nothing happened in the last 10 minutes so either I missed the objective or the objective is just to continue on.
Please don't force fullscreen if you don't know my resolution, it messes everything up with multiple monitors! :(
Beautiful
Dead ends :(
Love the visual style and sounds, hate the jump mechanic. It feels so artificially slow and forced. There's one jump that's just to get over a knee high platform, that really illustrated how wrong your mechanic feels.
There were lots of low jumps where you jump as though you're going really high, but hit your head. Awkward.
To improve it I'd split it into two kinds of jumps, short and long. Short requires no breathing but is really small, longer requires the breath mechanic. I'd also allow inhaling and walking so you can maintain the flow when approaching a jump instead of having to stop before each one. Being able to breath and move at the same time would also prevent all the (many) miss-fires where I started moving a split second before pressing space resulting in a cancelled jump and a fall to my death.
:)
Really like the idea that each colour does something different, controls felt just a little too slipery for fine control and wall-avoidence but overall very nice. :)
This is beautiful.
As everyone else says the collisions are _very_ unclear.
I must have been wandering around for half an hour, I can't find my body. I used up all my explosions, barely any of it is left still hidden and no sign of my body. I realised once I got to the opposite end that I didn't even know what I was looking for! What does MY body look like? How is it distinguished from the 50 or so I've left lying around the battlefield from stubbing my toe and falling to my death?
Anyway, this is really good and with a teeny bit more polish it could be great. :D
This is probably my favourite so far. Lovely aesthetic, lovely ambiance, interesting gameplay. Floating space toilets :D
I did the first go trying to shed all the junk and had quite a bit of difficulty, then the second time I tried to collect as much junk as possible instead and had far more fun!
I liked the random (or reasonably extensive) enemy shape design.
It starts off incredibly slowly and takes quite some time to build to an interesting pace but even then enemies seem to be limited to one at a time which makes the concept of any of them reaching the tower quite unrealistic and pushes a game with potential into the realm of wasting it.
Pretty good :)
After the introduction of the + particles I didn't realise the - particles couldn't be merged with them so I spent quite a frustrating while trying to do so.
The click+drag mechanic was quite tricky and the movement of the particles didn't seem to add anything of value to the puzzle of merging the correct ones. It only seemed to be a source of frustration.
Graphics were good, level of polish was high, just needs sounds and this would be complete.
Had a red spawn half in a wall and get stuck, also seemed to lose a life if I went in the top left corner, otherwise pretty neat :)
Fantastic!
Simple, clean, challenging and fun. Couldn't ask for more in a puzzle game
39 soldiers used.
Ballin
Really nice concept. The limited vision mode was a bit harsh but I suppose that's the challenge!
Never saw more than 2 rainbow sprites on screen at once and even 2 at once was quite rare.
Lowscore -315,296
I can only assume the noise devoured me lots. I had incredible trouble collecting the rainbowsprites. I could circle around one trying to hit it and missing every time for ages and ages. Then the noise suddenly vanished, my score jumped into positives and I can only assume the game reset, though there was no indication of that being the case.
Haha there's no way I can click fast enough for this D:
Thanks for playing guys. I'm sorry to say, none of you will be progressing to astronaut school this year, maybe next year?
Axial alignment is the key, if you're in the right position, but the ring is rotated a few degrees it wont lock.
Thanks for all the continued comments guys :) I'm glad you're liking it.
Clearly very similar to lemmings, but that's ok if you're going to continue to take it to new places (or just learning)
Is there a functional difference between bricks and struts?
Windows link is a 404 :(
Hahaha letting me save the canvas afterwards, what an idea!
Character is a paintbrush and yet shoots paint? butt-hearts?
Love it.
Died first time and when my sprite reappeared the controls did nothing, died a second time and got a fatal error:
FATAL ERROR in
action number 1
of Draw Event
for object O_RopeBridge:
Push :: Execution Error - Variable Get -1.Sag(100033, -2147483648)
at gml_Object_O_RopeBridge_Draw_0
Besides that, this is a nice interpretation of the theme. I like the idea that it's a zelda like world, but screens are large enough now that you can draw the whole map at once.
Could probably have done with 2x pixel scale, it's really tiny.
I like it. Simple and effective.
I crashed that plane too many times to admit. heh
I am -terrible- at this kind of thing but this started going neat places. Had a nice "ahhhhhh" moment when reaching the first start and the next level popped in.
ooooooooOOOOOOoooooooooEEEEeeeeeeeeeeooooooooooOOOOoooooo
Nice.
Feels like its a multiplayer with only one player.
10 seconds between minigames is a long time, especially as it makes you wait that at the start.
Prettty fun. Took a few goes to work out what was going on. It'd be nice if the creep's text was the right way up, made me think it was an alternate use for the card rather than a response.
With a little bit of polish and some audio this would make a really nice little game. :D
Ye gods, "Entire Game on One Screen...and the surounding walls, the ceiling and the floor too" How big is your monitor?
The music was nice, pretty comical actually, but it faded out to almost silent as soon as I moved the goat away from the start position.
I must admit, I can't get beyond the little avalanche, I'll try again later.
Love it
15170 was my best score. It tails off and gets a little sparse between 5000MB and 10000MB with all three powerups (were there more?)
The graphics and sounds that are in there are nice, it has a very polished feel to it.
I was really hoping it would start using GB, TB and so on as my score got higher, it really felt like that was going to be a thing. Still, a great overall entry :D
Heart warming to hear all your kind words :)
Really glad you all like it.
I've never been good with audio, when it game to tasks for day 2 I figured I'd skip it and focus on things I knew I could polish properly.
Great work for the jam, love the aesthetic and music.
Couple small issues for me:
You lose all momentum when you jump off a moving platform. The jumps are all stupendously hard because of it. It's also super hard to tell what you're currently level with.
The camera is really keen to move on from the relevant area, right where you make the first wall jump, I kept missing the target and the camera basically had me off the bottom of the screen. Again where there's a staircase made of the shaky-falling cubes, you're looking at the bottom 15% of the screen max until you're at the top of the staircase.
haha I love the idea that you have to earn basic functionality like attacking. Really fun to play
ew groossss
Really nice entry. Being able to jump and charge an arrow mid air, slowing time makes you feel really badass.
Areas for improvement:
-I ran out of arrows every time with no clear way to get more, I didn't seem to be able to pick up enemies arrows.
-The way the camera follows the player's aim means it's virtually impossible to aim at anything directly above/below you. The camera should be more relaxed about its positioning rather than zipping all over the place as the character moves around.
Got art and sounds down, it all looks great.
The idea of personal demons was cool, though I couldn't tell which of the enemies was my personal demon because they're facing away and the portrait is facing you
The big area of improvement here would be how enemies spawn, they spawn and move slowly and very predictably, once you've got the 3-split weapon every single enemy will enter its path if you sit in the middle, and they're all slow enough that nothing will ever get beyond halfway with this stationary method.
Lots of potential
Getting lots of fatal errors :(
action number 1
of Mouse Event for Left Button
for object obj_spaceButton:
Push :: Execution Error - Variable Get -5.fakePOW(100024, -2147483648)
at gml_Object_obj_spaceButton_Mouse_0
Never figured out what this button does because it always crashed, also if I tried to fire once the Earth was destroyed, similar message.
Once I stopped doing those things though I made it through the whole game. Getting near misses is hard!
I like the idea that sometimes Aliens just need a hand with something. At least, that was my interpretation, did I get that right?
Love everything about this. The trade off between reviving guys quickly and losing lots of blood, or piece by piece staying topped up on enemy chunks. The nice glitchy effects when enemies pop in. The clean low poly blocks that are almost unity's default cubes, but so much better.
Rocks.
I don't think I can get to these stairs: https://dl.dropboxusercontent.com/u/2126504/stairs.JPG
It'd be really nice if the evil turnips didn't always come at you in single file, it makes standing still and holding down space the best way to win. A little randomisation or patterns in their motion would go a long way. They don't walk into the grinder either which is a little disappointing.
Everything looks great though, it's a solid base for 48 hours. Lots of potential :)
Aiming with the mouse wasn't working for me for some reason, nor with the right stick, it was however taking the triggers as aim input, so with some very hamhanded aiming I was able to get through a little bit. And what I saw was great. The flying by spraying out purple juice is great, as is jamming up gears and swamping hostile...things...
Really nice
Very impressive for a compo entry, the break time when you lose focus is a really nice touch.
Enemy patterns aren't too varied, so it's possible to stand at one side(halfway up the screen), face the other and spam fire. You'll hit virtually all of the red dudes and miss with virtually no bagels, this wouldn't be the case at all if they didn't pause when eating.
You need lightning reflexes, the enemies who are at the veeeeerrrrry edge of the screen still mostly obscured by the vignette keep killing me. Exiting stairs near an enemy is also a pretty unfortunate situation.
Other than the gruelling difficulty right off the bat, it's pretty nice. I like.
x to start is a reaaaallllly unintuitive key. Frustratingly odd choice.
Otherwise, this was awesome. Lots of fun. And hard :(
I drew a poop in the toilet. 5/5
I am struggling with the controls, and having to swap manually to the hacked person after performing the hack takes time and wastes it.
It doesn't seem very responsive to where I'm pressing. I can't really tell if it will actually drop the bomb where I click or not. Nor can I tell what kind of area the bomb will actually effect.
It's an interesting idea even if it's a little rough around the edges
What a neat concept for a roguelike.
I got to floor 19 on my third run
Neat idea, well executed. It would have been a little nicer if the movement was grid based, since the levels were all grids, would have helped smooth things out a little
First 3-4 attempts ended at <10s. Wasn't sure what was going on, but I think because I didn't realise you could move, I was shooting the first alien to get angry but the hit detection was grazing the alien between me and the angry one.
Sooo once I realised you could move around the scene things got a lot better.
The voice chatter from the aliens is great, they look like jellytots too which is pretty amusing.
The mouse sensitivity is stupendously low so I cut my successful run short at just 45 seconds to avoid getting wrist pain.
So overall, pretty funny. Lots of potential if developed further :)
@Theropod, are you starting it with or without SteamVR running?
It only uses two buttons for the controls! :<
This would be an awful lot better if the movement between spheres was more linear and didn't have that horrible slow down as you land. It works counterintuitive to everything ever. As you fall you speed up not slow down!
Anyway, this made me uncomfortable. I've got good 'VR legs' as they say, I have no problem zipping around like Iron Man, but evidently your spongy landings is where I need to draw the line. I played for maybe 3-4 minutes before stopping.
Walking around the spheres didn't phase me, but it was a little bit lost, I only noticed it was really happening because I have my floor bounds on permanently and they ended up splayed away from the initial sphere. If they'd had a texture it would have been far more obvious that they were rotating beneath me.
Can you upload a built exe please