Snowball Rolling Simulator by Connors 2015-12-14T03:53:00
It does hit the theme. If only it had a British narrator reading something like Narnia...
Foon → Ludum Dare Explorer → Users → yumaikas
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 38 | A Small World | Omega Llama in: Bullet Surfing | jam | |||||||||||
| 2016 | 37 | One room | Fateful Cavern | jam | 476 | 3.29 | 3.43 | 2.57 | 3.90 | 2.95 | 3.10 | 2.47 | 2.90 | 48 | |
| 2015 | 34 | Two Button Controls / Growing | Omega Llama! | compo | 792 | 2.83 | 2.65 | 2.73 | 3.26 | 2.45 | 2.54 | 2.86 | 2.61 | 61 |
It does hit the theme. If only it had a British narrator reading something like Narnia...
Wasn't able to multiplayer, but seems good.
Good game, L-R arrow keys would be nice to have.
Controls are a bit.... Hard to get used to.
Liked the music, but it was hard to figure out how the monsters were supposed to work.
Really good song and sounds.
Music was not as bad as advertised.
Definitely try this game. #nospoilers
There's not much here other than a decent song and large grid of cells to click into. On the positive side, it's not painfully hard.
Nice game. Level 3 was a bit of a difficulty spike.
I am getting a "Number of vertex components must be a multiple of two" error.
It's funny how the music for this game sets it in a very steampunk place, even though the art is rather abstract. Good Job, TaylorAnderson.
Very peaceful game, pretty to look at.
Not being able to restart kinda makes it hard to replay.
Interesting mechanic, a bullet hell is still a bullet hell hard. Some music would have wrapped it up very nicely.
Needs some work. It's hard to tell where you're going to go, or how you go there.
OP codes are an interesting idea though.
Not bad, would have been better with a some kind of music.
Protip: You can turn around, give that a shot.
Best 360 degree snake controls I've seen so far this LD. Great game, biggest way to make it better would be a soundtrack.
A timer for the next log would really round this off. Fun regardless
The twitchy controls are a bit to get used to. If you expand this game later (and I would, it would be lots of fun with a little polish), definitely make better collision sounds.
8/10 would recommend.
One of the best sounding games so far.
@Deimitri0xFF
The Löve runtime is now bundled in the .zip
Sorry about the packaging problems. I've tested it and it is working on windows now.
It lets you jump between planets.
@timtipgames
I was thinking of making more progression based on the rope, but I didn't have time to write code to switch the camera, among other things. I may revisit this in a future LD, or soonish.
rxi:
It should all be fixed now. The game is winnable, but it's currently 35 waves long. I'm beginning to realize that without making that specific, most people don't even try for it.
Good soundtrack, but the level design is *very* hard to navigate, which makes it hard to get into it.
Man, that song is nice.
Could use a soundtrack, other than that, very fun. Hard to complete though.
Could use a soundtrack, other than that, very fun. Hard to complete though.
Player needs more dakka. http://tvtropes.org/pmwiki/pmwiki.php/Main/MoreDakka
It was a little hard to figure out at first, and it seems rather fiddly, since the puzzles are based on a grid, but the movement is on an analog sort of thing. Interesting idea, seems like something that'd be a good fit for mobile phones.
I would add something that lets you know when you've found all the differences. Other than that, not bad.
This game was missing...something to keep the player engaged. Most idle games have a little animation, or pour out snark, or something.
Pretty fun, couldn't get past the green alien snakes. Controls felt fluid, other than the "skating on ice" feeling.
This game was quite fun, though a little tricky to figure out. I'd make your down-jump a bit stronger, but most everything else was quite enjoyable.
The shooting in this is a bit wonky/hard to use. It's backwards of what it should be in terms of windup/charge. The animation on the player movement is pretty decent. Some gun sound effects and/or an ambient sound piece would have helped a lot for setting some kind of atmosphere.
Quite funny!
Man, what an interesting game. It makes me think of a pared down version of FNAF, almost. The balance of aggression/not gameplay was also interesting.
Overall, this game needs a bit more feedback, so that players can see themselves on the background from the get-go. Sound would add a lot as well.
This game needs a *lot* of work on it's first impression, so I'd focus the polish there first, either by adding a tutorial, or by increasing the feedback that players have on how to control the squad.
This game meshes realtime gameplay with controls that feel like they belong in a turn based game. The enemy spawn rates are not tuned to allow for learning these controls without dying 3 times. My squad also feels rather dim witted when they won't turn around to shoot what is shooting them.
I'd make the vision cones of the squad always visible, and I'd widen them up a bit. I'd also add a little feedback when your mouse hovers over a squad member, to help indicate that they might be clickable.
I've also had the game crash multiple times, that will need to be cleaned up a bit.
The audio also needs to re-mixed a bit, either to make the lasers less loud.
The game could be interesting as a top-down shooter that focuses on juggling 3 teammates, but I'd like to have the idle AI be a little smarter about what it does when I'm not controlling it.
Ok, this is finally pretty much done and (hopefully) bugfixed, if anyone wants to give it a go.
Karai17: We've been working on polishing the game, but didn't want to post a link to the updated version yet, so as to not bias judging if both were linked here.
Nifty mechanic and art. It seems that the player orientation gets a bit confused when holding/releasing arrow keys.
If there is an end to the game, it's tuned a little on the difficult side. Other than that, nifty movement.
Good job with getting the simulation working well. That part was pretty impressive. My only complaint is that I'd like to have OR gates at some point, instead of running wires together. I did get stuck at Add 3, and I did spend a decent amount of time on it, though I'm ready to move on at this point. (Logic gates can only stay interesting for so long).
Quite a well executed take on Tsuro-style gameplay. I did not hear any music when I played the version in itch.io. Is that how things ended up, or did I accidentally mute it? (Edit: Never mind, it was just very quiet)
The sweep animations looked slick, and the bunny animations enjoyable. I will say that I was initially confused about the tutorial until I looked closely at the itch.io page. Is that the usual?
Somehow you managed to inject emotion into a pen-click. Even with the lower level of gameplay, what's there is really good.
I do agree with @stuntdude that the camera needs to track a bit closer to the moving player thing.
There's promise here, but a few things are a bit off: Most Tower Defense games have a pause button. For me, on a laptop screen, the hit detection for the GUI was really off. The planets moved *way* too fast, even when you were zoomed in.
The few times I was able to zoom back and watch as waves came in, it was a fun to watch, but the UI is really hard to use.
Overall, pretty well executed. A little ambient space music might add a bit, but the writing and intro was quite enjoyable, and the core gameplay seems about as good as a 2D asteroid crashing sim could be.