Foon → Ludum Dare Explorer → Users → yokcos700
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | Crown Virus | compo | 2.25 | 2.00 | 2.75 | 2.00 | 2.75 | 2.25 | 2.25 | |||||
| 2017 | 40 | The more you have, the worse it is | Units of measurement are notorious hoarders of francium | jam | 680 | 3.34 | 3.52 | 3.26 | 3.50 | 3.60 | 3.15 | 3.63 | 3.10 | |||
| 2016 | 36 | Ancient Technology | Robot Pyramid | compo | ||||||||||||
| 2016 | 35 | Shapeshift | Desperate Times | compo | 62 | 3.90 | 3.93 | 2.93 | 3.72 | 4.10 | 3.25 | 45 | ||||
| 2015 | 34 | Two Button Controls / Growing | Circle Strafe | compo | 218 | 3.59 | 3.73 | 3.23 | 4.14 | 3.68 | 2.43 | 46 | ||||
| 2015 | 33 | You are the Monster | Monster Discrimination Simulator | compo | 189 | 3.53 | 3.64 | 3.35 | 3.58 | 3.68 | 3.21 | 2.60 | 3.13 | 49 | ||
| 2015 | 32 | An Unconventional Weapon | Meal Time | compo | ||||||||||||
| 2014 | 31 | Entire Game on One Screen | Intense Wizardry | compo | 169 | 3.65 | 3.77 | 2.83 | 3.53 | 3.30 | 2.97 | 3.22 | 3.17 | 57 | ||
| 2014 | 29 | Beneath the Surface | Candyland | compo | 439 | 3.30 | 3.22 | 2.85 | 2.85 | 3.15 | 3.07 | 3.54 | 3.37 | 49 | ||
| 2013 | 28 | You Only Get One | Chain Attack | compo | 577 | 2.92 | 3.22 | 2.97 | 3.14 | 2.11 | 2.65 | 2.41 | 2.43 | 71 | ||
| 2013 | 27 | 10 Seconds | Speedrun | compo | 610 | 3.00 | 3.00 | 2.27 | 3.00 | 2.61 | 1.84 | 2.44 | 37 | |||
| 2013 | 26 | Minimalism | Dodge | compo | 398 | 3.32 | 3.39 | 3.25 | 3.96 | 2.86 | 2.35 | 1.71 | 2.69 | 80 | ||
| 2012 | 25 | You are the Villain | Deadland | compo | 158 | 3.39 | 3.23 | 3.19 | 3.06 | 3.45 | 2.04 | 2.54 | 2.78 | 60 | ||
| 2011 | 22 | Alone | Zombie Apocalypse | compo | 605 | 2.00 | 1.85 | 2.15 | 1.85 | 1.85 | 1.27 | 1.67 | 1.60 | 1.43 |
Here is something you may want to consider: After the first level, one can set the clip size of every gun to 0, then run through the level without opposition (other than aggressive gun-pointing) I used this to beat the game in mere minutes.
I'm not sure what this is.
I killed the Real Hero!
Could do with some gameplay variety, and maybe a shallower difficulty curve. But otherwise, very good. I particularly like the variety of hero names.
JoeKinley pretty much said everything I'm thinking.
Gargoyles, much?
It's a hilarious little game, and the difficulty curve is nigh-perfect. The animation and sound are great, and the concept is original and amusing.
Now, if you'll excuse me, I have flowers to stamp on.
Very fun. A bit bland and something I wouldn't play again, but fun nonetheless. Also, the difficulty seems to ramp up far too quickly.
Alas, I often found myself entering a room on top of an enemy. In fact, I died like that after getting to Level 7 (or something in that region)
Other than this, the game is great, and I would love to try this again once I'm done playing LD games at random. Good Job!
@Everyone: Alas, I ran out of time before I could implement any meaningful audio. Also, I suck at making music.
@Pixelbear: I wanted this to have a kind of puzzle game feel about it. Which brings us onto...
@Tumoxep: Go up and grab the missile, destroy the first wall. Then, go up and grab the fireball, burn the glass/ice. Then, burn the black plant.
@Jujule: I never thought of gameplay pace while I was making it. I suppose I should have, yes?
@Starspell: Thanks! I'll try to work on this more sometime.
@Devenger: I think the later levels (maybe not the one with the ice crystal) are fine. Nothing before them were really hard in the slightest.
While creative and innovative, I simply can't find this game largely fun. However, the idea is excellent and its workings seemingly completely sound. (pun intended)
I find it very entertaining that you hid a delightful game in what seemed just like an artistic showcase. Oh, and what a game! It wonderfully combines together interactivity, storytelling and looks and sounds beautiful, while still feeling like nothing unnecessary is present, and thus minimalist.
That's what I'd like to say, but it isn't true. While it looks good and sounds decent, it's not a fun experience, or even a game.
I quite enjoyed this game. It was pleasantly and surprisingly difficult to play. I'm actually finding it quite difficult to think of anything wrong with it.
An excellent game. While the floaty motion was a tad annoying, I think it also contributed to the overall mood of the game. My only solid complaint would be that there's not much difficulty once you start going back.
Scored 68 first try.
I like the concept of a game wherein collecting ammo also holds a penalty, and (although it wasn't obvious at first) where the number of lives is clearly on display.
Also, the graphics are just complex enough for one to differentiate between objects; the very definition of minimalism.
Correct me if I'm wrong, but it would seem that the Big Shoota is a large, expensive, useless troll weapon.
Could have used a bit more indication of where incoming platforms are, and upon death, the material of the level doesn't reset. The first time, that resulted in me being dunked into a hole at me spawn location.
It seems that sometimes, Basketball is impossible. I'm probably wrong, but that's the impression I'm getting. Other than that, great game! Could use more minigames, but then again, it was only a 72 hour jam.
I am impressed by the music mixing and the particle effects surrounding the... black holes, I shall call them. Although I only managed to progress a few levels before becoming frustrated and leaving, this is certainly an interesting and great game. The only problem arises when an R-B colourblind person plays it.
Probably the most fun I've had with a game this far in LD26. Great kudos to you.
Issues do include the lack of instruction in-game on whether to avoid or collect the projectiles, and the length I think needs to be shorter.
In a rare event, though, I will go back and play it again, so you've done a great job.
Also, there should be some warning before the projectiles appear.
Not the best gameplay or relevance to the theme, but I have to say that I found the sound absolutely stellar.
Although I don't consider it a game, this is a quite enjoyable series of conversations. 5 stars for humour.
It's a minor thing, but the fact that you quite often get stuck on the wall is a lot more annoying than it would be under other circumstances.
Loved it. As many others said, the mines are a bit annoying, but once you get used to them, the game becomes quite enjoyable.
"What the hell is that guy doing out there?"
While it is sometimes difficult to know what to do (the Triforce level being the prime example), I do have noting else to complain about.
I did encounter a bug wherein one of the time-giving pod-things became stuck in the ground, in such a way that I couldn't collect it.
Finished it. It was infuriating, but quite fun and indeed satisfying to finish.
As a large fan of music that resembles the ticking of a clock, I have to commend you on the music behind this game. Moving's a bit awkward and falling off ledges is a bit annoying, but nothing major or that causes me to lose unfairly. Good job implementing new things each level; it keeps the gameplay fresh.
The music is maddening (in a good way), and the gameplay is something I've never seen before. Not much reason, in my opinion, to play it for particularly long, but it's very fun.
Really very good. I've never found a legit reason to use the 'END' key more than this, and the fact that the mouse buttons get in on the fun as well only makes it even more intense. 5 stars for you, sir!
What XOR said. Too hard. I imagine there's some kind of technique to getting many peoples through narrow corridors, but I'm not seeing it.
I am experiencing the same jumpy bug as those guys.
Bit too hard for my liking; the cannonballs often went inside the blocks for some reason. Otherwise, not bad: 4 stars!
I sometimes had problems determining the difference between grass and spikes.
Other than that, the graphics are awesome, the music is good to the point where I would very much like a download link. The difficulty curve is fine, and I have no other major complaints.
Pretty repetitive; no real difference between the levels as far as I can tell, and the use of the theme is pretty bad. However, this is still a very fun game which I enjoyed for many minutes.
Graphics and audio are stellar, but once you look past the novelty of being confined to a single circle, there's not much unique gameplay to be had. That said, it's still fun.
Damn, that's very addictive. I'm glad to see that NOPE difficulty lives up to its name. No sound, unfortunately; this seems to be all fun, no bells/whistles. Not that I'm complaining :P
Doesn't much fit the theme, unfortunately.
One of the few games I've played thus far with sound of any kind, and it's great sound at that. The visual style is excellent, and the gameplay is frustrating, perhaps a bit unfair, but damned fun.
I have saved 80 people.
And now for some tangential learning: WTF is a chaosphere?
Having never played Asteroids, this is new to me, and the different forms of screen wrapping ate interesting, but I don't think they add anything much to the gameplay.
Damn, that last level is intense! Very fun; even when I lose, I feel that I can do better (then proceed to do better), and there's some great variety in the crystals, so it doesn't become stale. My only complaint is that the use of the theme is poor, but it's hardly a complaint worth making. Also, I'm impressed to see a game in multiple languages in Ludum Dare; it's something that perhaps needs to be more common.
Perhaps this game is a testament to why clear instructions are of vital importance. Most seem unsure of how to use this game, and I must claim a place among them. I'll come back in a few days and see if there's another version.
Also, I don't know if this is in the post-compo version, but the button in the ores menu says 'Black' rather than 'Back'.
I am ashamed to admit how long I played this. I like large numbers. I fear I would have played it longer, were it infinite in length.
That said, the game is pretty basic and doesn't look to great.
Never played a game like this before; only downside I can think of is (obviously) lack of levels, too easy, and mediocre audio. Still really great, though.
Having to start the entire thing upon death (I thought there was no Die D:) is annoying. Other than that and the crummy gunshot sound, all is well. One of the few games I've played that actually has sound, and a more interesting take on the theme than most would dare to do. Also, the music is lovely.
Attempting to rate this seriously is... hard. It's innovative, yes. I've never seen a game which is just a picture of a cereal box. But simultaneously, as a game, it's pretty awful. I mean what gameplay is there; there's just a maze. You could at least have made it a sudoku or something. I won't deny that there's a certain absurd humour in this, and visually, it's not bad even though some of your assets are grabbed straight from Minecraft. But it's not fun at all and that's the most important factor. My deepest condolences: 1/5 stars. Would not recommend.
It'd be funny if this wins.
Looks like we've got the next Cookie Clicker here. You've truly brought idling to a whole new level. I can't say I'm glad.
It seems you can't send all of your colony ships at once if you have more than millions. I don't know if that's intentional. It's disappointing though.
I think you should have all of the digits in the font be of equal width so it is easy and at later stages, possible, to determine what order of magnitude you are on. Do I have quadrillions of launch pads or septillions? I can't tell; the number keeps changing width every second.
Kind of slow after a point. I can't be bothered to collect 10,000 golds just to reach level 4. The enemies seem to be simultaneously invincible and unable to attack, and can be safely ignored. I wonder how my character (happy face) is carrying all these swords. I like the concept a lot though.
Technically that was on several different screens, I'm going to have to dock point for that. Yes, only three stars for theme. I bet you feel ashamed of your cheating ways. Totally ignoring the theme and making a game on many different screens. How evil of you!
It's a fun game. I like that, with enough skill, you can win from the get-go on your first attempt even though I doubt many will. The idea that you are simply told how to win interests me as well. "Simply type [CENSORED]", it might as well say on a crystal clear plasma TV with perfect reception that I unlocked. Most games hide their victory behind giant walls of skill (Super Hexagon) or gigantic investments of time (Cookie Clicker), but Follow the Screen simply asks you to type [CENSORED]. If you can't make out the instructions, buy a better screen.
Bit slow to move and the AI is a bit dumb and non-threatening. This could be an interesting game if it ever gets some PvP though and faster ships. I'd be interested to see that.
Good fun. Not a great fan of the constant fall/jump speed or the visual style, but the level design I dare say is sublime. Music's pretty great too.
I feel that I can't rate this fairly so I won't. I'm not entirely sure of how I'm meant to be giving my answers. I tried typing the numbers in, I tried WASD, and neither did anything visible. I can't tell whether or not my answer was even registered. Although I could hit enter to make the number next to the timer go up. That was cool.
I'd say this isn't great. There doesn't seem to be a distinct visual style and it does nothing new for the platformer genre. There's a lot of problems with collisions; sideways spikes can kill me from about half a block away, much to my disdain. On one level, I was able to fall through a block and die via the spikes immediately below. Instant respawn is a bad idea. Give the player a second or so to see exactly how they died, to process what they did wrong. At the start, people do not need to be told that spikes can be upsidedown and sideways. We can see that.
The music, however, is good even though it does not necessarily fit the game. The game technically fits the theme, but I think it was kind of cheaty with it but I can't really fault you on it; it was on one screen. The difficulty curve is pretty much perfect even though most of the difficulty is cheap and fake.
Holy hell, I did not expect a game from Ludum Dare to suck this much time out of me. I adore the visual style and the audio is satisfying in most cases. The level design is amazing; it's been a long time since I've seen areas be re-used like they are in Birdsong. You have taken the time to make use of almost all of the available space; my mind was momentarily blown when I figured out you can walk along the bottom of the screen. Some of the platforming is infuriatingly hard, but it wouldn't be just for the game to be a pushover, no? Solid game through and through.
Graphically and in terms of sound, Bullet Beat is great. The gameplay is unique and interesting enough to pique and to keep my interest. Superb: 4 Stars.
I like the use of the theme in this case; having a 'minimap' taking up the entire screen and the combat area being much smaller allows for a much larger and more expansive dungeon (Which looks like something out of Heat Signature). The combat is kind of delightfully simple which may not really be everyone's cup of tea. At times I was wishing there were a way to dodge or block attacks instead of every battle slowly chipping away at my HP which I have no way to regenerate without potions. (Please correct me if I'm wrong). Is that a werewolf you find that chases you from room to room? I didn't get a good look at it while I was running frantically between rooms for about five seconds before it murdered me. I'm sure you can defeat it by clicking on it enough, but I didn't think to try because I was panicking so much. The sound of the sword is very satisfying.
The means of exiting the game is very unique; I like it. In fact, this game is innovative in almost every way except the title. I have not played nor seen such a sandbox game and I really rather like what it brings to the table. Graphically, it's very clear what everything it; red moving things are hazardous, everything else is fine (that I saw) and in terms of audio, it's solid (although music would be nice)
Audio and graphics are kind of meh, but that's forgivable. The basic premise is good and the game is fun albeit frustrating when a damned white asteroid pops out of the edge of the screen when you're busy cleaning up red space debris and murders you horribly. I had good fun.
You know what I like? The fact that there are so many options for the controls. You can play pretty much any way you want. Good show! As well as this, playing as a burger who shoots at donuts while the ever-changing world threatens eternal death is a ridiculous situation and I love it. The gameplay is good fun, the difficulty is ideal (perhaps it is worth increasing the difficulty over time?), and I have few complaints.
The graphics and sound obviously are a problem, but other than that, once you get a bit of practice, the game's really rather fun.
eckcz: Your own bullets can kill you and enemy bullets can kill them. There's no difference between the two so why colour them differently?
Kind of uninteresting and repetitive. But it's a solid concept which I could see being enjoyed by some fans of puzzle games and it definitely has potential to grow into a larger more interesting game. I daresay sound would be a great asset to Square, as well as a less generic name.
RMB + LMB to shoot? Oh by Jove why? If the weapon doesn't have auto-fire, I find it *very* difficult to shoot at all, leading me to favour the default gun over any alternatives. There are no breaks in which I can check out the weapon options available to me. Other than that, I love me a good TDS and if not for the fact that the method of shooting is really rather dumb, I suspect I'd enjoy this.
I think perhaps some more explanation as to how this game works is necessary. My attempts to accrue have only been met with defeat. D:
2hard4me. Keep running out of ammo and there's not really any indication of when you've been hit/are taking damage. Death comes too easily and there doesn't seem to be a way to restart. Also, I resent that the download is an installer rather than just an exe. This is all really frustrating because I want to play this game and get good at it and have fun, but I can't stomach the difficulty and inconvenience of restarting every time I die.
I only played alone, so I can't comment on the multiplayer experience, but what I have played was good fun. The time mode is perhaps a bit pointless; a struggle to live very slightly longer than you otherwise would, but the classic mode is an absolute blast.
Very compelling. I really rather like the music. I got a decent score (>80) on Easy, and I may return to attempt the same on harder difficulties.
I'm surprised you didn't volunteer for judging on the audio.
The score/target aspect of the game makes it quite distinct from Super Hexagon even despite the obvious similarities. The way the levels move in time to the music is still immensely satisfying. My main quip would actually be that given the arithmetic requirements, you can't actually lose yourself in the music and the game in the same way you can other rhythm games. I tried that and immediately lost. Other than that, this is an entirely solid game.
The audio and visuals are sublime and some of the level design is really rather great. Particularly, the animations at the end of a level are very satisfying. But at its core, this is still a maze game which, while they have their niche, are not generally great. Probably one of the best mazes I've ever played though.
You know what? I've never seen a docking simulator before. I threw on the music from that bit in Interstellar and had a blast with this. But holy hell it is hard. I think this game is waaay harder than you realise. Either that or you meant to make these crises *really* severe. I'd be interested in playing more docking simulators now.
How many levels are there after the "REAL crisis"? Is it the last one?
I can't help but notice how similar this entire game is to that bit in Interstellar.
Forge: It is within the theme. You're watching the video feed from the front of a spaceship on a screen. Different spaceships, same screen (hence the fingerprint and such). Am I right?
Really great competitive fun here. I can see there being a decently high skill ceiling which would be why the dev #rekt everyone from the stream. Solid in terms of graphics and audio. Difficulty is a non-issue because it's a symmetrical competitive game. Good show!
davesoft:
I haven't ever played or even looked at GTA2 before now. I kind of want to play it now.
chaosed0:
Odd. I feel that the game ramps up perhaps too fast. Few minutes in and enemies are dealing 3-4 damage in one shot and I can only take 3 hits from them.
DavidVisscher:
Thanks!
SuperPokeunicorn:
Killing enemies sometimes drops spells. Sometimes these spells will be the locked ones (Freezing spell, cockroach spell, etc.)
Jupitron:
Also thanks!
pjchardt, DNS:
Sorry about the fireball/wall interactions. I thought it was more important to make the guns noisy.
I guess that error is what happens when you try to divide by zero D: Can't do anything about it now, and it seems the error you were given wasn't massively specific on where the problem is.
"Iggy. Fire the nukes."
Man, this is a fun game. Graphically, it's nice and consistent and I love the style. The music and sound is pretty great too. I like that in later levels, you added more stuff, despite the fact that the way to make it harder would be to remove stuff - more stuff is more fun. I appreciate that you don't start from the beginning on death. The whole thing feels like a very well made and complete game because it is just that - a well made and complete game. Good show, sir.
Best ending to a game ever! Everything before the ending was not so good. Because I can't see the bridge when I jump, I can't control whether I'm actually able to eat people or not; I can't aim for my victims. In that situation, I'd like to do a long horizontal jump to catch as much bridge area as possible, but that can't be done because the game area is too narrow. Other than the time limit, there's not much opposition. This all changes once the bridge breaks, though: The end is far more satisfying than it has any right to be.
tl;dr: Make sure the bridge stays lower, widen the play area, good game.
Graphically, this game is nice and consistent, and it looks good. Kind of inappropriate for a game about a monster slaughtering innocent hang-gliders and turning them into stars, but I can look past that.
Occasionally, a flying sea mine (sky mine?) or beehive will approach too fast for me to conceivably react. You should probably stop that from happening.
If I jump off a platform and land on the trampoline from a great height, my jump height is mostly reset. That was annoying.
I'm pleased that there are platforms in the sky though. If there weren't, it would be a much more frustrating game.
Man, what a game! It's very much a short game that I want to play more of, and a lot harder than I was expecting, but still very enjoyable. Sneaking through vents and destroying people and dodging bullets is immensely satisfying when done right. The audiovisual experience is sweet, the gameplay is excellent. I don't much like the controls, but rebindable keys is kind of a stretch for a game jam.
Not the most original game; it reminds me of what Super Crate Box would be, if it had no interesting features. After a while, the game feels very much impossible to win as the knights and golden men crowd around. It's gotta be said though: The aesthetic is great.
"What is my purpose?"
"You pass salt."
"Oh my god!"
"Yeah, welcome to the club, pal."
Worst UI design 2015. The buttons look just like the bits that tell you how rich you are. I'm not given much information about what 'Steal Money' and 'Pass Salt' do. This is frustrating because there could conceivably be a pretty good game there (although it seems to just be a clicker game) but I've no clue of how to play.
I'm not a fan of this particular game. I feel like you have a point to make and I'm not understanding what that point is.
The character seems to take a moment to react when I press the keys. It's not a terrible thing on the levels I played, but if there's intense platforming action later on, it'll prove to be frustrating.
I played the web version first and experienced some of the bugs you mentioned. So I then grabbed the windows version and had a crack at that. Completed it; good game.
I would complain about the background, and would suggest that it would be better if it didn't repeat. Also, when I stand on some vertical walls, I'm unable to jump.
It's a good puzzle game though. You introduce new mechanics reasonably often (although I don't know what the deal was with the yellow dots - I could finish the level without them), although you rarely combine these mechanics in interesting ways. The fact that much of the level is invisible to start is interesting. Mostly frustrating, I'll admit - INK did that mechanic way better, but it doesn't ruin the game.
48.2 seconds, fools!
So, you perhaps need to be a little better at explaining this game. I appreciate the sound play plays every time you complete a note, but it's not obvious at a glance whether or not a not is in range or not. When you complete one, it flashes again for a moment, which sometimes leads me to believe that it has not in fact been completed, and I need to go back to it. It also took me a while to figure out what the whole note-completion thing was about; I didn't fully understand how to play for a while.
That said, once understood, it's a very nice fun and compelling game. You've got a nice gem on your hands here. The vigorous shaking of the screen at all times, you would think would be distracting, but no. Instead it simply serves to make the whole experience more intense. I was urged to defeat my previous highscore before 48s, so it's definitely something that I like to play repeatedly. Fun stuff, sir.
FATAL ERROR in
action number 1
of Step Event0
Looks and sound fantastic, except for the jump sound which is rather too echoey. The gameplay, however, isn't great. As many people here are saying, slope collision doesn't exactly work. I'd say, however, that the game is too hard in a bad way. A lot of enemies kill you before you can react and the player is too large and too slow to reliably dodge. Jumping is incredibly slow, so you're super vulnerable in midair. The enemy variety, however, is great. Not necessarily fair enemies, but the fact that there's so many types of enemies in such a short level is great.
I reached the first (only?) boss and partway into the fight, this happened:
for object obj_boss_1_body:
Unable to find any instance for object index '9' name 'obj_test_body'
at gml_Object_obj_boss_1_body_Step_0
So, technical issues first:
For whatever reason, my cursor was able to leave the game window (Web), so looking around was kind of an inconvenient thing to do. Also, the right side of the screen was cut off a little because some of the text was offscreen.
I admire that you created an entire situation in this time, however small. Your game is clearly complete. The visual style, I'm not a fan of, but it's consistent and that's something lacking in a lot of games I see. Audio is kind of meh, but I very much like the alarm clock sound.
Moving the bullet is unnecessarily hard. Like, give us a crosshair or something. Slow-motion after hitting something only serves to increase frustration, as it's hard to know exactly when time will resume at its normal pace. I do like that it's there; having a moment of slow-mo after hitting something is a great idea. I just think the implementation leads to unfair deaths. Speaking of deaths, the restart time is way too long. It's about five seconds before I'm back in the action, forever in game time. Also, while every individual graphical asset looks good, they don't belong together at all.
I must say though, that the audio is fantastic. The ambiance and hit sounds are great. The general idea that you have here is great. I simply think that the implementation is a little lacking and it bugs me to no end because I very much like this game, but these few little things like the slowmo make it unpleasant to play. That said, I did play it to completion.
Suck it guys, 78,000 points: http://i.imgur.com/ZRIavhA.png
I am clearly the master of Oko Furia.
I feel like a monster terrorising a city, the alarms and such in the background are great, music is great, visuals are great (barring the bullets from the 'copters), getting 78,000 points is great, game is 5 stars. Imma go play more Oko Furia.
Well, I very much liked this game. I do indeed feel like a final boss or something. The enemy variety is huge, the skills and upgrades mean that you can raise the stakes drastically. The way this game deals with death is fantastic - immediately try the level again but with the XP you earned. And it's a very satisfying game to beat. 5 stars for you.
So, I like the concept and its various golf-like features. The notion of being some kind of incomprehensible darkness-spreading being is very appealing to me for some reason.
Although I must say that I found the game itself rather boring. After skipping to the last level, I discovered that there weren't too many game changing mechanics added, sadly. That's a pity because I think that with some more stuff there; some more variety to what I'm actually would be doing would be nice. Or maybe all the variety is outside levels 1-4 and the last level, I don't know. I must say that although the menu was slow to respond for me, the animations in the game itself were delightful, and filling in the screen with darkness was really quite satisfying, despite the mundane way in which I do so.
Such a clever game! I love situations like this where I am given some tools to solve a situation like this. Visually, it leaves something to be desired, but the gameplay and level design were fantastic.
The music was pretty fantastic, but I found it rather too hard. Maybe puzzle games aren't my forte, I don't know. I must say that I like the atmosphere you created here.
Score: 2489
The gameplay, obviously, is rather unoriginal. Usually games of this genre have you move with the keys, so to turn with the keys is a nice change. Visually, it works, but isn't fantastic looking. My main problem is how slow it is to restart and to access menus. There's an excruciatingly long fade out for no good reason. I had fun though.
I really do like this game. Great difficulty curve, interesting implementation of ice (+Speed as opposed to the usual -Acceleration) and a good variety of mechanics. I'm liking the scan lines and screen distortion, screenshake, audio and visuals are great. The only complaint I could fathom is that falling in pits is maybe a bit too easy.
I really like this! It's such a great idea and a unique take on the theme that I would never have thought of. Super good design and the difficulty curve is sublime!
My main gripe is the long respawn time. There's like a one second long animation before I can respawn after dying. It's kind of unnecessary. Just let me try again immediately when I die.
Also, the music's kind of repetitive. Obviously. But I think a game like this would do well with only ambient sounds. More effort in sound effects, less in music.
If you plan on developing this game further, I suggest adding a line from the player character to the cursor so you can see where you're going to go, but also to make it optional. It removes some of the challenge, yes, but it's much more welcoming to new players.
Man, if the robots actually went where I clicked, this would be pretty fun. It took me maybe too long to realise that I could possess other robots. The wildly rotating camera is quite nice, I like it. You've got a good game here, but it's held back by how non-obvious its core mechanic is, and by the inaccuracy of movement. If those issues weren't present, it'd be an easy five stars.
Ha. Because you can't build farms. Is joke.
There's nothing interesting or new here. Click on enemies to kill them and grow, if you're larger, you have less time to react to enemies. You grow too slowly though, so the game is boringly easy for the first thirty seconds or so, the sound effect and graphics are very bare, enemies always spawn in the same four places so there's no variety. It's not fun to me in the least.
The second level is far harder than any other. Even having completed the game, I'm still not sure how to deal with the green folks.
The music restarts when you die. Not a great choice, that.
The main problem with this game is the long waiting between waves. The main gameplay is fine, although losing quickly is very hard, but there's so much *nothing* between the waves.
This is a very frustrating game. Going offscreen and not being able to see where I am means that it's basically a roll of the die as to whether I can get back on screen in time or not.
Really needs to be more clear that the train is moving where you point it. Before I realised that, the game was very unfun and confusing. After I realised that (which I only found out from the comments), it was quite enjoyable. Having space as the shoot button is weird. It's probably be better to click to shoot. Great visual style, nice audio unless you're shooting constantly, at which point it gets a bit grating. No music, but it doesn't really need music.
I don't think I quite understood this game. It's got a great walkcycle and decent music, but all I fathomed how to do was pouring water on plants and picking up the apples, only to find that the apples weren't in my inventory. Given the limited supply of water, dying of thirst was inevitable.
Help me out here, what am I meant to be doing?
There's no reason for your bullets to be yellow pixels. It's a videogame, make them as huge and powerful as you reasonably can! Yellow pixels are just kind of disappointing.
You can't go wrong with evil exploding cyborg... dinosaur people..? Good idea conceptually, but the gameplay is just a matter of holding one mouse button then the other. I'd be alright with that if my bullets were huge and it seemed like the very earth were trembling when I shot, but my weapons seemed relatively impotent.
Great background and effects, though. I do like the screen drunkenly wobbling around and zooming in and out. I don't know why it does, but I', glad it does.
Kill (the)M all! Geddit?
A brilliant evolution on the old 'snake' formula. You've found an excellent way to make it into not a grid-based turn-based game, and it's just as fun as the original, perhaps more so. Love the blood splatter effect and the title. Although, I am not deceived by your lie. I can tell that I am in fact not killing anybody, that my supposed 'victims' are in fact being teleported elsewhere at the moment of potential death. I shall not be fooled!
My main complaint is that it's not a terribly deep game. I'm not kept interested in it past the first few minutes, for I am doing the same thing in the same situation repeatedly. The only difference is that I am larger, but past a certain size it doesn't really matter. Still, fun stuff.
Nice bit of weird grid-based bullet hell there. I like that there's a real sense of progression throughout the level; working your way to the heart of enemy camps to take them out. But why is the background music Megalovania? (Also, let me move diagonally)
Neat idea. I think, though, that the gardeners could be better implemented. I like the idea of a situation where you can carefully think about what you have to do, then do it fast enough for your beanstalks to not be chopped down, and you do do that in some levels, but often it's just a game of 'do this quickly while the gardener is distracted'.
Still, the first few levels are very strong. Good difficulty curve, nice mechanics well explored.
What a novel control scheme. It's wakened a bit by the fact that I can't see my cursor, but the platforming is pretty solid, the difficulty curve is great and the length it delightful. It doesn't stick around long enough to get old and repetitive. Every level is a new challenge. Could do with a checkpoint on the final level, though.
Surprisingly fun, and I appreciate the unusual source of difficulty. It's not the usual 'Avoid enemies and their projectiles' and more 'Push your way through all this crap and GET TO THE PORTAL!' Took me a while to get that. Calling it a portal doesn't help, you don't seem to really go anywhere. Enemies and XP stay on the screen when you enter a portal, from what I can tell. In lategame it's hard to tell the difference between yourself and your projectiles because they're the same size and colour and similar shape. Also I wish I could see the shockwaves around the portal from a bit further away. But damn, what an aesthetic! The audiovisual syncing is on point!
Not really much gameplay to speak of (but still fun) but my god the sense of humour is on point. 'Eating' people and birds and things is quite satisfying indeed, the juice is on point. ★★★★☆
So for some reason I was was able to go offscreen. Also I appeared to be immortal on my second run.
There's not really much reason to not turn into a triangle and just laser everything forever.
But my god killing polygons has never been so fun. You really nailed the juice factor here, killing things is so very satisfying!
There's a lot of problems here. Enemy hitboxes seem to be rather inconsistent: Sometimes I have to mash click on an enemy corpse to become them (awesome mechanic by the way), sometimes I have to punch an enemy in the face three or four times because the first times don't register. Hotline Miami is very generous with enemy hitboxes in this way. Also I can't help but think things would be nicer if the camera automatically followed the cursor. The lack of sound effects is kind of weird (enemies can hear gunshots but I can't?). In general I think this game suffers from death by a thousand papercuts: There's a lot of little things wrong with it which add up to make my experience generally unenjoyable.
Good fun, very well balanced, good sound design, funny ending. Main problem is how I have to stop to read text at the start of each level. If I could spam click to skip that quickly, all would be well :P
It'd be nice to have some warning before enemies spawn in or have them always spawn offscreen. I notice that the combat is kind of bland. Go ahead and add some juice! Some explosions, particle effects, screenshake! Even very rudimentary sound effects will really add to this game!
Man I like this one. Thrilling music, good difficulty (if maybe a bit too easy), solid aesthetic. Good stuff!
So it seems that when I die I get sent back to the start of the first level. No bueno.
The music's kind of meh, the gameplay's just kind of throw yourself at the guard and hope for the best. Seems like a solid idea but the time constraint really shot you in the foot for this one.
Thematically, this is pretty cool. Instead of HP you have some abstract notion of how asleep you are. The whole 'go kill all the enemies' phase is pretty cool... for a while. Gets boring once you're hunting around a reasonably large level for one last monster. The levels, by the way, kind of lack distinguishing features. You could have done something as simple as having different areas of the level be different colours to achieve this. (Speaking of level design, I often found myself in situations where I had to take damage) In general, I don't think this game benefits from being procedurally generated. You could have made a better game if it were simply set in a large rectangle or a more complex hand-made shape.
Protip: You can win easily by mashing space.
Yeah, cool idea. Obviously suffered from the lack of time.
I'd say it was easy to understand but I failed completely to understand anything about the boss. Collision boxes seem a bit iffy. Looks like you use c_green for the healtbar; c_lime is a much nicer looking choice. I love how the grown up wrecktangle looks.
Oh wow did not expect the cave to be shapeshifting. It's a pretty damn cool idea. Could do with some sound or challenge or something.
Sound effects would be nice and the music is a bit repetitive but my god that ramps up quickly! By jove I love the colourful trail behind you when you're white and the little dying animations of some enemies! Although I have *no idea* of how to survive when the game goes full bullet hell on me D:
Screenshot (166).png What's my prize?
Some problems: The AI seems to do quite literally nothing. All their networks set to just the default, at least as far as I could tell. So when I find out a viable strategy I encounter no resistance whatsoever. This would make for a good multiplayer game. I'd really like to be able to click the city name to send all packets there instead of clicking twelve separate hexagons, or clicking and dragging - or both. I restarted once. For some reason I was expecting something like random starting spots but there was not. Would have been a benefit I think. It seems weird that none of the cities you capture apart from "main" cities create any packets. I get that you have to stick to the theme but that strikes me as a bit of a flimsy implementation of the theme and makes the game a little more clumsy as a result. You can redirect packets endlessly between your core and one adjacent city and you'd have as many packets as any other faction, with the added bonus of being invincible. I enjoyed the process of *trying to figure out* a winnable strategy, even if implementing said strategy was a bit dull. Playing around with what happens if I do X, Y and Z in this system is a lot of fun. Visual style is superb imo.
@players: The strategy is to reroute all packets between two cities in an endless loop. You'll get a huge number of them bouncing between the two of them. You can then use this massive collection of packets to "nuke" an enemy city and very possibly get their central base too. You want to make sure that packets going to these two cities go through a bunch of your other cities too, make sure they don't get captured.
holy moly what a fun and cool concept - in order to win you have to really put your life on the line. it's like the russian roulette of audiosurf clones
Didn't expect to see an RTS in LD. Kudos for that alone. I find it interesting that having more units not only spawns more enemies, but also makes it harder to control them all to do what you want. While this is good in ways and is a nice secondary use of the theme, it's also kind of annoying not being able to select multiple units at the same time. I think that ability would really elevate the game. Music's serviceable. When attacking an enemy I'd expect the unit to immediately stop in place and start attacking but here they keep moving before attacking.
so pretty much the strategy is to spam buildings as fast as possible? I don't know if there's a way to control which building is built; it seems kind of random but for whatever reason I keep getting the same building several times in a row. Novel concept, I like that much.
Art, animations and music all really good. I like that this game has some motivation to sell towers, that's not really a thing you have to do in any other TD games except maybe to clear space. The little face and sound before every wave cracks me up.
hoo the upgrades in this are such fun! I know what the penalty is but I *can't pass up more damage upgrades!* This is great!
It's way way way too slow to start with but once some speed gets built up it gets pretty fun
This is so cool! Audiovisual style is rad, gameplay's awesome up to a point. When upgrades stop appearing, by that point the sound of one million bullets per second gets a bit grating and also the game doesn't really go anywhere. I guess that's the end of the game. Also some enemies appear to be randomly invincible? No matter though because they don't really offer much difficulty. One thing that's cool is that because all the bullets are flying out of the player radially it's super obvious where the player is at all times just glancing at where all the bullets converge.
yoooo this is cool! I love how needlessly glowy everything is and the music is hype
I like this, it's cool. One problem though, despite the colours and architecture everywhere still kind of looks the same.
For whatever reason it's super easy to accidentally hit spikes. Maybe the high gravity or something. Because of this the first two levels are way way way harder than the last two, very off-putting to me. I really like the createy-checkpoint mechanic.
I really like that the theme is incorporated in a natural way. Instead of directly saying "stuff gets harder when you have more X", you've made things harder as a natural consequence of having a huge chain of people hanging off the back of your bicycle
rad game. neat music, looks sick. i thought taking away abilities would be boring but i was wrong. responsiveness a bit iffy from time to time.
holy shit I love this freaking dog-bee and hippo-bee it's hilarious. I think the difficulty is good although it takes perhaps a bit too long to pick up the pollen. Maybe have flowers only carry 4 pollen each and transformations take 4 and 6 pollen? Or even less perhaps? Otherwise I'm sitting there jumping into the same flower over and over again.
Music and sound are pretty good and the chromatic aberration near the edges of the screen is very nice. Not being able to move diagonally killed it for me though, really not a fan of that, makes it feel cheap and clunky.
The audio is SO GOOD. The fact that the music cuts out for each tutorial room is a tragedy. Basic gameplay is really novel, I really like the idea of resource management in this way. Unfortunately at the end it kind of turns into "kite slimes and try to take just enough damage to be able to shoot the summoners" which is less fun. Enemies that spawn other enemies, it's a tricky thing to balance right.