Dig Hard by petey123567 2014-05-13T00:30:00
I am at a loss for words. It's just, so, damn, fun.
Foon → Ludum Dare Explorer → Users → Zarkith
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 40 | The more you have, the worse it is | Stay Small, Snowball | unfinished | |||||||||||
| 2017 | 38 | A Small World | 👥 | Astro-Bastard Drunken Rampage | jam | 632 | 2.92 | 2.88 | 2.57 | 3.74 | 3.74 | 2.88 | 2.65 | 2.76 | |
| 2016 | 37 | One room | Pib Gloob's Warehouscape | compo | 427 | 3.06 | 2.77 | 3.65 | 3.25 | 2.31 | 2.44 | 2.65 | 100 | ||
| 2015 | 34 | Two Button Controls / Growing | The Dice Tower of Babylon | compo | 313 | 3.45 | 3.36 | 3.73 | 3.26 | 3.00 | 2.83 | 2.81 | 100 | ||
| 2015 | 32 | An Unconventional Weapon | Weapon Quest | compo | 401 | 3.33 | 3.27 | 3.49 | 3.19 | 3.36 | 2.98 | 3.20 | 100 | ||
| 2014 | 31 | Entire Game on One Screen | Do Not Melt | jam | 582 | 3.12 | 2.77 | 2.85 | 3.69 | 3.76 | 3.52 | 3.33 | 94 | ||
| 2014 | 29 | Beneath the Surface | NecRobot | jam | 51 | 3.83 | 3.42 | 2.98 | 3.88 | 4.13 | 3.75 | 3.14 | 3.43 | 100 |
I am at a loss for words. It's just, so, damn, fun.
This is the closest I've come to playing an actual atari game and legitimately the funniest entry I've played up to this point.
Can't go into the green room 0/10 best game since sliced bread -IGN
(Really nice entry, wish there was more of it)
I really want to play this, but I don't have a gamepad! D:
Awwww, the music stopped for me when I got a massive combo on level 32. :(
At least that actually gave me a reason to stop playing. :P
The fact that it doesn't lock the mouse just kills it for me. :/
Where's the link to play it? :/
Reminds me of an old board game I used to have, can't remember its name though. Nice take on the theme, and I'm really diggin' the music too. (I'm a sucker for saxophones :P)
"Unable to access folder with ID: 0ABMraVf1F_TgUk9PVA. Check access permissions on the folder."
This was really fun to control, nice work. :)
This game physically hurt to beat, and I'm not even sure if that's a bad thing or not.
At least my mouse is still intact, but who knows for how much longer now. :P
Despite a lack of any goal or win/lose state, I still had a surprising amount of fun with this. Large squares really tanked the framerate, but I think that only added to the... I guess experience is all I can really call it. Nice work!
The mechanics were as simple and elegant as the sand garden theme. Well done!
I felt like the first all-white pebble level would have been better placed one level earlier, otherwise the difficulty ramped up perfectly.
The whole game was pretty slow to control though. I know it's supposed to be zen and all, but when art gets in the way of fun it irks me a bit.
The sound issue should be resolved now.
Must've been a minor outage, it seems to be fine now.
Well since it's all javascript, you can see the source in your browser. I've fixed the dropbox link though, not sure why it broke in the first place.
It's not against the rules to keep working on your entry, as long as you add the updated version as a separate link and don't overwrite the version you originally submitted. Most people call it the Post-Compo version.
I really liked the art style, especially how cute the snowman is.
The whole waiting in the portal thing is a good idea, but it felt a bit too long for some of the levels.
Jumping while moving was kinda janky, especially after respawning. At least I didn't have any issues judging hitboxes though, which pleasantly surprised me given how everything is a shakey doodle.
Funniest entry I've played so far!
When is the ☃ DLC and Season Pass coming? :D
This is one of the absolute very few games I've ever played where I can barely figure out where I am in 3D space, and all you needed to avoid this was to give the player a shadow.
I really loved everything else about the game, but that just killed the whole thing for me. :(
This was very satisfying to play. You really nailed the player feedback. I would've liked it to be a bit faster paced though.
Not really much of a hug when you're just shooting hearts at a distance now is it? Call it hugs all you want or make the projectiles cute, but that won't make the mechanics of your weapon anything close to unconventional. (Kind of a jab at all the entries that do this, not just yours. It's been irking me all week and I need to get it off my chest somewhere.)
I would've liked to have been able to change my mask after dying since I just wanted to see how they all played, but ended up stuck with my choice even if I found I didn't enjoy it.
The slow speed of the characters also hurt the game a bit, as with each restart of a level it became more and more tedious. If the entire game were more fast paced in general that would have not only alleviated this problem, but made the entire game as a whole much more fun to play. That being said, it was still fun as is, just not 4 or 5 stars fun.
Score: 99300
A shame the enemies don't get more health or move faster in later rounds, would've made this much more challenging. By the time I got enough damage to one-shot them it got pretty boring unfortunately.
It looks really good though, and definitely has a lot of potential.
I love the style of the skeletons, it reminds me a bit of Grim Fandango. :D
I found it a bit difficult to react to enemies as they came on screen because of how fast I was moving. Zooming out the camera would really help this game a ton.
I wasn't really bothered by the inertia though. It didn't take long to get used to, and if you guys work on this more it might be worth considering designing around it.
So that was... a thing... that I played... o_o
...and loved. :>
Somehow I managed to beat it with 231 clicks in 02:31. O_o
This is exactly what I love to see from LD, fun games with super satisfying player feedback.
So I just finished two rounds of playtesting with some friends, and it turns out the game is way more imbalanced than I realized. :S
I took a ton of notes on things to change, and I'll try to implement it all ASAP and start on making the missing decks.
If you own Tabletop Simulator, click the green +Subscribe button on the Steam Workshop page. The next time you launch Tabletop Sim, the game will check for updates to mods you have subscribed to and automatically download them.
While you're in a singleplayer or multiplayer lobby, go to Games -> Workshop and click on Weapon Quest in the list to load it.
I don't know where on BGG to put it, but I'll look into that after I add monsters to the game.
If anyone was thinking of picking up Tabletop Sim (not just to play this of course) it is currently 30% off on Bundle Stars: http://www.bundlestars.com/store/tabletop-simulator/
Best time: 33 Seconds
That last level desperately needed to be split into two or have checkpoints. It wouldn't be so bad though if the cannon enemies didn't have brutally unfair reaction and firing times.
Did you have anyone from outside your team playtest this during the Jam? If not, you should strongly consider this for the next LD.
Best entry I've played so far! Aside from trying to climb hills with almost no momentum, I loved every minute of it. :D
I didn't see much point to jumping though, especially since all of the animals seemed to corral themselves in the starting area. Not that that stopped me from jumping around everywhere or anything. :P
Judging is over and I'm still on the top 10 highscores list! :D
My mission is complete. *blasts off into space until the next LD*
Despite the lack of a map or radar, I managed to find all 70 parts! :D
The last one had me stumped for a while though (far left). Not gonna lie, that was a pretty lame spot, but I guess it could've been worse. (Like above the spiral in the top-middle, even though I almost cheese'd my way up there. Damn you parachute cooldown! *shakefist*)
This was super fun despite its lack-of-time induced flaws. I'd love to play a bigger and better, more polished version.
Oh my goodness oh my damn it's a Super Crate Box rhythm game! :O
<3 <3 <3
Would be nice if the flying enemies' bullets didn't go through platforms. It's hard enough trying to dodge the spikeballs while also getting yourself in a good position to fire on the next beat.
This is so brilliant I'm nearly speechless.
I'd normally rate low for audio like this, but it's exactly what it needs to be and anything more I feel would ruin the experience.
I don't understand why the computer was always annoyed when I made the correct choice, or why weedkiller destroys giant mechanical blade towers.
Still an amazing entry though, despite the randomness.
I made it! To Moon! :D
I also got too many growth points and the UI overlapped with my health. Having the GP meter go down the right side of the screen vertically would have not only fixed this, but shown more available points before clipping offscreen.
Still a nice solid entry though. Glad to see your art improving too! :)
Sweet! I'm not the only person to make a tabletop entry! :D
Do you mind if I port this into Tabletop Simulator so I can try it with a full lobby of 5?
@StaNov This is a dice game that needs real life physical dice on a real life physical table to play.
Tabletop Simulator is a physics sandbox game that has tools to simulate real life physical table games.
It's only required to play this if you cannot physically print out enough of my custom dice, or don't have enough spare regular dice lying around your house.
@Neonlare It's not impossible if you have a printer, scissors, and glue. ;)
The last section was pretty annoying to beat without checkpoints, but the cute ending made it all worth it. <3
Final Score: 3039
Not sure if a pause button counts as a control, but this was still a really fun and unique entry regardless. :)
Instantly losing the second you go off the top of the screen made a few of the later levels a chore to beat.
It makes getting the right angles unnecessarily precise, especially on level 9.
At least the physics were consistent though. I never had to deal any wonky or unexpected behavior, so kudos for that.
It's a shame we never get to know how much money we have outside of the betting game and shop.
Would've been nice to have a high score to aim for, especially with how addicting this is to play.
Always love to seem ROM entries, and this is the most fun out of any I've played from any LD. <3
Also I found a bug that let me fly straight upwards at max speed without pressing anything by instantly pressing and releasing both A and B at the start. (Not sure about the exact input, I kinda spammed 'em. But I have been able to replicate it consistently)
I can't believe I played this silly little Roomba game all the way to the end. Well done, sir!
I also can't believe there actually WAS an end. (Thank you for being a kind, merciful soul)
Finally got around to playing this! My only regret is not trying it sooner. :P
Kinda reminds me of Miegakure, but with one less dimension. Not sure if that's what the tangent effect is supposed to represent or not (moving in the 3rd dimension from the perspective of the 2nd dimension), but if so that's an excellent take on the theme.
Awesome twist on the theme, excellent effects, and thoroughly funny!
Really curious what the 9th room is though. Aside from None and Gone, none of the words I tried seemed to work. I even gave up and looked up all the possible 4 or 5 letter -one words and none of them worked either! (...that weren't required to beat the game)
Your Web link leads to 404 error :(
I feel like the game would play better if platforms didn't block your shots, but that might break the game balance. :d
I don't own a copy of Super Mario Maker, but now I'll never need one! :D
All it needs are a search function, jump to top/bottom, and beaten/heart filters and it'd be perfect.
This is such a mindfuck without pressing Q.
On the one hand, the view reset is a really handy quality of life feature that makes the game playable...
...but on the other hand, it kinda feels like it would add more to the game if it weren't there. And I don't just mean difficulty.
This was a thoroughly confusing experience, but I somehow managed to find the poster.
Movement speed is a bit too slow for my tastes, but it wasn't so slow that I couldn't deal with it.
Not sure if it's supposed to feel sluggish to control or not, but a little more movement speed would go a long way.
This was surprisingly fun and addictive, despite delegation becoming very repetitive very quickly.
Is there supposed to be a way to fire minions? 'cause I couldn't find one and had to throw my golems into adventurer's as fodder to make room for better dudes.
Wow! This is incredibly deep and polished for a Compo entry! :O
Last level took me a good while to solve, but it was so satisfying once I did, even without there being any extra dialogue or whatever.
Only problem I had was the music getting annoying after a while, but it wasn't anything a quick trip to the options menu didn't solve.
Not being able to turn in midair made the boss pretty tricky to kill. Took me a few tries to get the inputs right, but thankfully you didn't drag the fight out, so I think it ended up as a decently challenging ending to an excellent little entry. :)
I always look forward to playing (and hearing) your entries. Really solid stuff as usual. ;D
The way the avatar says they need to do something fun for motivation is a little misleading though. The ways to gain it make sense, but it would be nice to have a watch videos or a check out another LD-er's stream option.
Maybe even a Jam mode as well!
The layering audio of a dozen cannons all firing is a bit much, but other than that this was pretty solid. Really loved the window resizing effect. :D
Not sure if my rush economy strats were ideal or not, but my highest score was 892.
There doesn't seem to be much point to building non-steel walls though. If you need to spam walls to buy time at the end, the cheapo bricks will just get immediately crushed anyways.
As I try to go for gold times/scores, the lack of a reset button was a bit frustrating.
Thankfully I was able to just Esc back to the menu when I mess up a good run, but a simple press of R would've been a nice little addition.
That's pretty much my only problem though, aside from the hitboxes which weren't actually that bad.
Also what's the deal with the coins in the Kitchen? I managed to collect them all, but the last 4 didn't get added to the final tally on the leaderboard, even though they did get counted while I was in the level. RIP all golds :slight_frown:
@caramelcode Keep moving for how long of a while? I didn't add any code to queue input, so that shouldn't happen for more than a frame. Maybe it's the animations are making it seem like it lasts longer?
Yeah, the plan was to have tiny inhabitants attack you, but of course time ran out. If we get around to making a Post-Jam version, that'll be in it for sure. :grin:
After 3 or more fire rate upgrades, the shooting sound became a bit unbearable to listen to. Lowering its volume would improve things considerably.
Really love how the difficulty scales with your upgrades just by virtue of increasing your hitbox. That's super clever and I don't think I've ever seen any wave shooters like this try that before.
You should edit your entry page, you'll find the opt-out buttons there.
It didn't really feel like the meteors were sync'd up to the music/beats, but maybe that's not what you were going for since it appears to be an endless looping pattern.
Would've been cool if the arrows were 1 to 1 with the beats, and the more levels you progressed through, the more beats you would have prompts to hit.
If this doesn't make any top 25's, I'll eat my hat.
And I don't even wear hats, so I'll start wearing hats just so I can eat them.
**EDIT: CALLED IT**
That's what my plan was, but health and wellbeing comes first.