Foon → Ludum Dare Explorer → Users → zairon
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 26 | Minimalism | Gut Buster Zombie Dash | compo | 770 | 2.97 | 2.91 | 2.51 | 2.41 | 3.03 | 2.51 | 2.45 | 2.66 | 59 | ||
| 2012 | 25 | You are the Villain | Lunch Hunter | compo | 387 | 2.94 | 2.90 | 3.03 | 2.84 | 2.83 | 2.46 | 2.75 | 2.57 | 66 | ||
| 2012 | 23 | Tiny World | Atomic Bug | compo | 782 | 2.38 | 1.92 | 3.30 | 2.52 | 2.00 | 1.50 | 2.00 | 1.71 | 48 | ||
| 2011 | 22 | Alone | Spaceman Samotny | compo | 448 | 2.46 | 2.57 | 1.62 | 2.15 | 2.31 | 2.31 | 1.78 | 2.09 | 2.50 | 45 |
Well, I don't really like QWOP type games but they make me laugh. So it was a balance of thinking this game is funny and not liking playing it. The funny won out.
I thought it was kind of well executed although the physics were buggy. On more than one occasion I shot the ball through one of the blocks, and often it would fire well below the trajectory I gave for a shot. My only real problem though is that I am not good at these physics games and so don't really like them, sorry!
Too bad you didn't get a chance to elaborate on this game. I liked breaking stuff, but it needed more sound effects for the breaking. I had trouble seeing how this had much to do with the theme though. Also, I think keeping track of highest score would have made this much more fun.
I just found out that it didn't work myself. It has something to do with libgdx and lwjgl. So much for cross-platformyness. I will try to fix it, but I think its something deep in the libraries I am using, so it is unlikely.
Sorry about that.
I tried other libgdx games for LD22 on my Mac, and they don't work either, Safari or Chrome (like Lonely Miner, http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8170).
This is a bummer. :(
I made a downloadable version of the applet if that helps (but it didn't help me on Safari):
http://db.tt/LlNBbWWR
The problem with OSX was related to LWJGL. The Libgdx devs updated to the latest version of LWJGL, and that has fixed the problem. Sorry about that!
I ran out of time to add the effect, but the yellow piles heal you. I was supposed to add a yellow hue to you to show your health going up, so if you can't collect them you are at full health. And I think it is fun to fight the aliens in the outside of the ship :) Too bad I didn't mean to add that feature.
Really cool game and I loved the premise. The ending was great. Nice song too. But for something like this, it needs to be a little flashier, maybe some neat geometry-based fireworks as you pass checkpoints in the song?
I actually laughed out loud at the end, which made playing through worth it. However, I hope that there wasn't a masterwork of music that played because I had lost all hearing when I chewed off my ears from the awful music that played during the game.
Really fun game, had a good time playing this with spectators pitching in hints.
The ultra-low-fi-ness of it was interesting, but I didn't really get it. Just a little too hard to use the sword of swords, and the music was really grating.
I clicked on the dropbox link for Windows but there is nothing there.
It was interesting and I wanted to finish the story, but I am not sure how much game there is here. The exploration is very limited, but that could have been offset by a little more on the story.
I couldn't really fire a bolt laterally. I tried pressing left and right and pressing space and just pressing space but nothing happened. I could fire down when crouching though I didn't find a reason to.
I thought the controls were really weird. Having your character slow down as you get closer to the mouse made for some really weird movements when I try to get away from the mobs clustered in the top left. Other comments I agree with too...the game is pretty unplayable right now.
I liked the game a lot. I wish that it was more replayable though.
I liked the game a lot although the difficulty using the controls (using keyboard) made the game too hard for me. It was a bit too hard to tell when you were being hit, so I was doing great and then I would get overwhelmed. Maybe a shield around the ship that flashes when you take damage rather than the ship having hps? Still, one of the better games I have rated.
I don't mind the platforms disappearing when you enter subspace, but it is unfair moving the background once you do jump. If you kept the playfield static while jumping, then I think I would have a chance to hit my jump target. I guess that the platforms disappearing is an interesting mechanic, but I don't see many ways to make it work without being just too hard (at least for someone bad at platformers like me).
I don't really get the play mechanic? I found myself at dead ends a lot waiting for the timer, just trying random paths until I found the kittens. It would be more interesting if opening some bins revealed other paths the kittens could have traveled on, or if the bins added time. But is the intent for it to work this way? Or is there a pattern to be able to search all the bins?
Fun game, although it was a little easy. But balance is a thing for after LD!
The automagic system is interesting. The game is really hard really fast though.
Really great game!
Fun puzzle game, but a stretch for the theme!
Missing the source...
It's not your fault! I ran out of time to implement anything other than water. Time management was my worst enemy this LD.
I am working on a post-LD version. Your criticisms are well taken! Some new features:
* Single clicks from the periodic table for adding atoms to combiner
* Recent and favorite recipes list that if you click on will automatically add the ingredients to the combiner
* An arsenal toolbox to store up already combined molecules.
* Bunches of new recipes, although for game purposes some of them are not "realistic". For example, Ca2C makes a very tough wall for the bugs to chomp on or move around. Another neat one is FeH2O, which makes blood! The bugs will be attracted to this to eat.
* Adding more bombs/blocks adds more tactics to fight newly added bugs, like ones that jump over walls, bugs that fire their own bombs at the blocks you place, bugs that can shield other bugs from bombs.
* Ladybugs are your allies! I need to think up a good recipe for them, but you will be able to drop them and they will head the other direction to eat enemy bugs.
In other words, all the gameplay things I didn't get to add because I spent too much time on the code. Someday I will learn.
It took a long time, but I did update it a bit. Atomic Bug still needs a lot of work. The idea isn't panning out the way I should, but OP delivers: http://www.zairon.com/applets/java/AtomicBug/
I like the game a lot, but why not allow diagonals with a single key, like with the num pad? Or am I doing something wrong?
This could be a really great game...
I like this game. I thought the sound effects were funny.
Fun game, but a pain to get it running.
Sorry about that...I messed up with the jar on the site. It should work now.
Yeah, I had a couple of strategies for the last item of food that all have to do with new units. For example, I wanted to add a unit that can drop water to put out ants (a firefly, get it) and units that can make illusions of the lunch items so you are not sure which one is real without some detective work. I also intended to modify the AI to allow more random pathing to the targets, but time ran out for both.
I have the super fire upgrade in the code! I didn't get a chance to make the powerup drops. I also wanted to add other weapons, like a rock obstacle that the bugs would have to bypass until a destroyer unit demolished it.
I was going for a space invaders-type old school arcade-y feel, and having distinct waves was my intent. It comes out being kind of relentless though, which in retrospect I kind of like.
@Mista Koo "I think I was trying to suggest something about the duality of man, sir."
Hm, it came up for me, but that doesn't mean much. It is a Java applet, if you don't have it installed.
The graphic style is really great, but I don't think this fits the theme at all unless I am missing something. It's just like a game you guys made for the jam and put it up for LD26?
This is a pretty fun but hard game.
This is a nicely executed, and I had fun playing marbles. It doesn't have a lot of game components though, like a win condition.
I have the same issue with the controls, but they never grew on me :0
It is fun though, and I like the bouncing around. Once I got the hang of moving around it kind of didn't have any real incentive to finish the win condition. Good game though!
I had trouble figuring what is going on as well. I tried to save the bunnies!
This is a pretty complicated game, so I am not sure if just the graphics make it fit the theme. There needs to be spacing between the clone lists in the UI, because it is a little hard to see what information applies to what clone. Oh, and you misspelled "Healthy" :)
I like this game, although it's weird when I can outrun my own shots. I am not sure how this fits the theme at all, though.
I agree that mixing procedural generation with a repetition skill is counterproductive. Without being able to practice, it is just too hard for me.
Wow, this is pretty minimalistic.
Yeah, I think I will have to patch the wall thing. I didn't really hang out near the walls while developing it and found out near the end of the LD that they were lethal. It's just supposed to be a boundary! Sorry about that...
I made a patch to the collisions with the walls. I hope it helps you enjoy the game better!
As you pick up items they can add to your weight so it slows you down. I was going for the theme there, to say you need a balance of things that help to reach your goal. The game needs some balancing, for sure. I would definitely add more things, and they were on the drawing board but got cut due to time (more powerups like a zombie repellent, fast zombies that come after you, a pre-canned maze of walls to navigate, etc.)
And remember you can drop things. My strategy has been to use the hammer and then drop it. I ran out of time to have the equipment items remain after you drop them so you can go back and get them, but I wasn't sure if that was a good design anyway.
Agh, you guys are tempting me to fix my wonky collision detection. I hope its not too bad to keep you from trying to win. I wanted it to be hard, but not so that you die because of my bad code :(
This is an interesting idea, but I ended up trying to lure the shots on some of the levels without much success. Not being able to move diagonally is a real problem, where the problem is the lack of precision you need to get the shots to hit the enemies. Or did I miss some other control besides moving?
Maybe if the enemy shots were bigger, or a powerup to allow you to fire back or something. I just ended up walking back and forth to no avail.