Planet ZOOB by Pacifist Games 2012-04-23T21:07:00
Really charming and complete, I got 92 :) If you keep working on it, change the bullet color to something that contrasts more with the background! Love the circular black borders on the play area.
Foon → Ludum Dare Explorer → Users → YMM
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| 🥈 | 2009 | 15 | Caverns | Broken Cave Robot | compo | 4.08 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥈 | 2014 | 30 | Connected Worlds | Chaos Heart | jam | Audio | 4.52 | |
| 🥉 | 2014 | 30 | Connected Worlds | Chaos Heart | jam | Fun | 4.30 | |
| 🥇 | 2012 | 23 | Tiny World | Ra Ra | compo | Fun | 4.18 | |
| 🥇 | 2009 | 15 | Caverns | Broken Cave Robot | compo | Fun | 4.26 | |
| 🥉 | 2009 | 15 | Caverns | Broken Cave Robot | compo | Audio | 3.94 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 30 | Connected Worlds | Chaos Heart | jam | 7 | 4.31 | 4.30 | 3.61 | 3.41 | 4.67 | 4.52 | 4.23 | 4.24 | |||
| 2012 | 23 | Tiny World | Ra Ra | compo | 11 | 4.10 | 4.18 | 4.31 | 3.45 | 3.69 | 3.94 | 3.67 | 3.26 | 71 | ||
| 2011 | 21 | Escape | Action Monkey | compo | 44 | 3.64 | 3.64 | 2.64 | 3.00 | 3.36 | 3.14 | 2.56 | 1.67 | 1 | ||
| 2009 | 15 | Caverns | Broken Cave Robot | compo | 2 | 4.08 | 4.26 | 3.75 | 4.22 | 3.81 | 3.94 | 3.38 | 3.61 | 25 |
Really charming and complete, I got 92 :) If you keep working on it, change the bullet color to something that contrasts more with the background! Love the circular black borders on the play area.
I think the spike hitboxes are a bit too unforgiving (are they just the full image?)
A really good start. The shop and survival aspect was pretty cool. Some random thoughts:
-Health recharges should probably be cheaper. Like maybe $1 for one health. Coins also "die" pretty soon after they're dropped without warning.
-Mouse aiming might be better than having 8 input keys, and would probably allow you to try some more interesting enemy designs
-There's gotta be a way to make the level building more intuitive. Right now I just have to wait for the piece I want and place all the garbage pieces in random squares off in the corner. There's enough empty space that I never have to really worry about running out.
The screen shaking gets really annoying, or I would have played longer.
Cool twist on RPGs. There'a a lot more to it than it first appears when you start playing.
Hah this is awesome! Gives off old DOS-shareware vibes.
I always die at the same part and I never see what kills me. Zooming out and showing the surroundings on death would be really helpful. Presentation-wise, it's fantastic.
Cool concept and really polished, but I think the controls could use a bit more tweaking to make it easier to fling yourself the direction you intend to.
The player's abilities compliment each other well and are very interesting spatially. The rain and solid color tiles make for a cool, minimalist aesthetic. Great work.
Great concept. A bit hard to learn at first, but a simple, unobtrusive interactive tutorial could fix that easily. It's worth continuing development on this one I'd say :)
Making the text skippable would reduce the punishment for death a lot, right now it's pretty frustrating. Cool dungeon generation.
Feels really complete. I couldn't really get a hang of the flying - there's no static reference points so it's hard to tell how fast you're moving.
Not enough games feature a carrot rocket launcher. I feel like the character controls would be way better if he just moved exactly the way you were pressing (instead of doing loops and stuff when you turn around).
Really interesting concept. My main issues with the game:
1) The difficulty spikes waaaay up the third time you play the level, when suddenly everything kills you. Maybe have the shooting enemy not be able to kill you still at that size?
2) The player physics feel too stiff and jerky.
If you clean up a few things I bet it could be a lot of fun :)
The gameplay itself was interesting and kind of fun.
But I can't help but notice that the loading screen, menu, white bar effect and parts of the source code bear a striking similarity to my (uncredited) game Give Up Robot 2 ( http://games.adultswim.com/give-up-robot-2-online-game.html ) :S Credit would've been appreciated.
Hey, that'd be cool but, uh, I never publicly released the source code for that game! I'm glad I inspired you and I really don't mind people decompiling my stuff to learn from it, but straight-up using a reskin of my menu/preloader in your game feels wrong to me (especially since it goes against the spirit of Ludum Dare).
Really fun! I got pretty far. My only complaint is that, since you're treading such familiar territory, it's really jarring when stuff doesn't behave the way you expect it to (eg: piranha plants coming out of pipes while you're standing on them, turtle shell physics).
This is a really interesting idea. If you keep working on it, you should make the drop countdown more salient, like make the item you're holding flash before falling maybe, so it feels a bit more predictable.
Fun idea. The flatness of the level makes the monoliths further from the cave really dangerous to go for, which is interesting
Looks great, controls are smooth. My major complaint is with the screen flashing, it makes the punishment for a tiny mistake very severe. Without the screen flash it would be a lot easier to recognize and correct your mistakes. Also, it's annoying to switch between keyboard controls for gameplay and mouse for between-level menus.
Loooove the weapon switching mechanics. That plus the key system is giving me serious DOS game vibes.
Can you upload an EXE version so we don't have to install please?
Thanks for all the nice comments everyone :D we had a lot of fun making it