Keep It Brawl by agrdev 2020-04-21T14:46:29Z
Really loved the art and the whole concept. Great fun.
Foon → Ludum Dare Explorer → Users → Yskuma
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 54 | Limited Space | 👥 | Tetryian | jam | 682 | 3.45 | 3.64 | 3.57 | 3.81 | 2.83 | 2.88 | 2.67 | 2.92 |
| 2022 | 51 | Every 10 seconds | 👥 | R-Corn | jam | 1093 | 2.93 | 2.84 | 2.86 | 4.02 | 2.84 | 2.71 | 3.13 | 3.02 |
| 2021 | 49 | Unstable | 👥 | Everything's Unstable | jam | 1129 | 3.22 | 3.38 | 3.00 | 4.08 | 2.88 | 3.36 | 3.05 | |
| 2020 | 46 | Keep it alive | 👥 | Piggy Defense | jam | 1972 | 3.15 | 3.30 | 2.95 | 3.55 | 3.00 | 3.07 |
Really loved the art and the whole concept. Great fun.
Fun game, the idea of having barriers you can shoot through but not move through is nice. Really struggled to get past level 3.
Really cool concept behind the game. I enjoyed playing it. I would have been interested to play it with the audio direction based on the direction your ship was pointing instead of global, just to see if it made it easier or harder.
Also getting the same error as Elmos. I'll take a look later on.
Hotfixed version works for me. Interesting concept, I made the mistake of putting my first servers too far apart and it took ages to get enough money to link them.
Thanks for the comments folks.
We really wanted a display of how the turret stats were changing as you were building but ran out of time. We also wanted to show a list/stats for the wave that's coming.
A hitpoint bar is a good idea too!
@steffo Thanks for the feedback, all good points. We realised in the last few hours while testing that the build tiles are too small but didn't want mess about with the code so close to the end.
Turrets target the nearest enemy, they should probably target the enemy closest to the danger area.
Er, nope. There should be infinite lives and 10 levels... :worried:
A restart button is also a good idea!
Fun game, it took me far too long to realise I was supposed to take the plant with me... :-)
Really enjoyed the concept behind this. It took me a few trys to clear a level.
Fun game, I like the graphics and sound.
Won on the second attempt, I had to save up a load of cash in the first minute and then spend the second minute chucking as much as I could afford in the reactor.
Interesting combat simulation. It does seem best to dump all of your guys on one point and then give them all the buffs at the very beginning. When and where to place the debuffs on the enemies needed a bit more thought and timing.
Wow, the art is amazing. Loved the concept behind having a platformer with time/positioning pressure.
I found it pretty difficult but platformers have never been something I've been good at.
Really good job overall!
I really like the graphics, audio and mechanics behind balancing the planets. The controls were pretty intuitive. One balancing point, it felt like once you got one planet habitable and some colonists spawning, you can afford to just spam machines onto the other planets to keep them in check.
Really enjoyed the game, probably one of my favourites so far, good job!
Loved that! The mechanics were great!
Thanks for the comments folks.
Yeah, we probably shouldn't have assumed people would know how the control rods work. You lower them into the reactor to slow the reaction down and raise them out to speed the reaction up. The reactor is actually running a semi accurate simulation that takes into account all sorts of variables including the heat capacity of the reactor and coolant... this is what happens when you let a physicist design game systems.
In hindsight we probably should have made the pump for adding coolant back into the reactor more obvious too. It's pretty key to making it to the end of the game.
Interesting game, I like that the cards are a limited resource and you've got to think carefully on how you want to use them.
You really need to get those advisor positions that give extra cards filled as soon as you can. I didn't realise that the advisor bonuses were different for each slot at first and ran out of cards quickly.
The art is solid and the monster AI works. The random effects from the wand was a fun touch.
The controls are a little weird, at one point the camera angle meant that I was pressing the opposite button to the direction I wanted to go. It makes the battle with the wizard really tough.
Cool music/audio and interesting mechanics. It took me a couple of attempts to figure out how the mechanics worked, but once I did, I really enjoyed it. I got lucky on my last run and the pirates got locked out of the engine room :-). Awesome work.
Love the art and idea, it turns out I suck at multitasking. Good job I don't have a real cat, I wouldn't get any code written!
Well done!
Wow, hard to believe that's pure HTML and CSS. Really enjoyed the aesthetic and concept behind the game.
Great work!
Loved the graphics and concept. It was fun enough that a got all the upgrades and played to the end. Great job!
Great little game given the Pico-8 restrictions. The game is fun and the music is great.
I did struggle a bit at times to get things placed because of not being able to turn without moving.
Well done!
(680 seconds for me btw :smile: )
Enjoyed this once I figured out what I was supposed to be doing. No matches on the first try but spoilt for choice with 5 on the second. The art is excellent.
I love the aesthetic of the game, both the graphics and sound, and ended up playing a few rounds.
My main criticism would be that it seems to be very RNG heavy, maybe you could have less storage space and make the boat input and empty truck amounts for each colour always equal? (Unless they already are and I'm just rubbish at the game? :smiley:)
Really_interesting_game_and_a_great_take_on_the_theme.
I've_got_to_admit,I_fell_at_the_first_hurdle_entering_my_name.
Well_done!
Very fun and polished game. Probably the best game I've played so far this Jam. The little things in the sound and graphics really make it work well.