The evolution of Blocky by Digitalduck 2012-09-02T15:36:00
I really enjoyed this. It was simple, but effective. Nice art style too. I wish there were a bit more variety, but overall... great job.
Foon → Ludum Dare Explorer → Users → zatyka
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥈 | 2015 | 33 | You are the Monster | Earth Was a Bad Choice | compo | Fun | 4.45 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 33 | You are the Monster | Earth Was a Bad Choice | compo | 4 | 4.37 | 4.45 | 3.91 | 3.80 | 3.80 | 3.85 | 3.82 | 3.92 | 100 | |
| 2015 | 32 | An Unconventional Weapon | Ring Retorter | compo | 137 | 3.70 | 3.76 | 3.15 | 4.19 | 3.56 | 3.21 | 4.25 | 3.49 | 85 | |
| 2014 | 31 | Entire Game on One Screen | The Reaping | compo | 409 | 3.33 | 3.10 | 3.22 | 3.76 | 2.70 | 3.28 | 2.46 | 3.61 | 72 | |
| 2014 | 30 | Connected Worlds | Warp Paint | compo | 29 | 4.05 | 4.11 | 3.89 | 3.71 | 3.69 | 3.52 | 2.57 | 3.40 | 100 | |
| 2014 | 29 | Beneath the Surface | Acceptance | compo | 594 | 3.15 | 2.18 | 3.66 | 3.78 | 3.24 | 3.00 | 2.00 | 3.79 | 47 | |
| 2013 | 28 | You Only Get One | Sixteen in One | compo | 38 | 3.87 | 3.92 | 4.06 | 3.49 | 2.87 | 3.24 | 2.88 | 3.20 | 88 | |
| 2013 | 27 | 10 Seconds | The Ones You Love | compo | 64 | 3.78 | 3.10 | 3.52 | 3.35 | 3.66 | 3.25 | 2.46 | 4.06 | 100 | |
| 2013 | 26 | Minimalism | A Simple Circle | compo | 105 | 3.76 | 3.80 | 3.27 | 4.11 | 3.09 | 3.25 | 2.33 | 3.50 | 100 | |
| 2012 | 25 | You are the Villain | The Best of Me | compo | 167 | 3.37 | 3.15 | 3.17 | 3.78 | 2.68 | 2.93 | 2.69 | 3.33 | 79 | |
| 2012 | 24 | Evolution | OS: Evolution | compo | 246 | 3.20 | 2.98 | 2.62 | 2.45 | 2.92 | 2.98 | 3.00 | 3.16 | 100 |
I really enjoyed this. It was simple, but effective. Nice art style too. I wish there were a bit more variety, but overall... great job.
Interesting idea. I wish there was more of a goal though.
Nice use of the theme. I think the game is easier without leveling up.
I had a lot more fun than I thought I would. Nicely done.
I wish there were a bit more to this game (though it's still impressive for 48 hours. I think I can see what you were going for, and it has plenty of potential. The camera was a little buggy on the 2nd world... at least for me.
Great concept. I felt all the movement in the game to be a bit slow.
The controls were little off, but the last guy made me laugh.
Fun, but the dialog was in a very inconvenient spot.
The physics could use some polishing. I liked the graphics style, but it took a while for my eyes to differentiate between objects and the background.
Silly, very easy, but enjoyable.
I'm not sure what this had to do with evolution, and it was a bit disorienting.
Having said that... I LOVED the concept of this game, and the simplicity of the audio (when hitting/being hit was a very nice touch.
Nice graphics. Other have already mentioned the attack issue. It also would have been nice to have clear indicators of damage (both given and taken).
Great job. I didn't care for the petting/hitting concept, but the rest was awesome.
That was just ridiculous (in a good way). My main complaint was the clunky controls.
Great visuals. Cool concept but I feel like it was a bit underdeveloped.
I couldn't get this to run on my Mac.
I like the concept of evolving graphics.
I got stuck on 8 bit. I'm not sure if it's a bug, but I couldn't get out of one screen. The walking sound drove me a little insane.
For what it is, it's really nicely done.
I liked it, but I wish there were more too it.
A bit laggy, and the collisions seemed a bit off, but I enjoyed the gameplay.
Very silly, but still fun. I wish there were more to it though.
Sorry about the whole "falling through ground" bug. Chrome seems to minimize that bug.
Thanks for all the comments guys... I very much appreciate them.
Rylgh: I just updated the background color. Thanks for the suggestion.
Thanks for all the feedback guys. One mistake I made was not having someone other than me test the game sooner. If I had, I probably would been able to properly balance the difficulty. Next time will be different.
Josh,
Sorry about the whole "falling through the floor" bug. Lower frame rates combined with small, fast moving sprites does not play nice with the collision detection. Chrome seems to minimize the issue, and the ending (if you can really call it that) can be seen on the youtube video, but I know it's not nearly as satisfying as beating the game yourself.
For what it is, it's great. Felt complete.
Very simple, but enjoyable.
I really enjoyed the game. Great style.
Very silly. A little clunky, but I liked it.
Cool concept, but definitely incomplete. Please continue with this as I think it has TONS of potential.
I enjoyed this quite a bit. Your implementation made it feel like a more "modern day" text adventure.
Nice little game...cool mood. The final stage was pretty painful to play.
Very cool game. As others have said, autofire would make it much better.
The Space Stage was very satisfying :)
Very nice concept, and it has TONS of potential. I'm going to play with my roommates later.
Very nicely done. Simple and addicting.
Very ambitious given then time frame. A little hard to control, but an awesome concept.
Fun and addicting. I think it could have used a bit more variety, after a while, it was the same few steps over and over again.
This brought me back to older times.
Very fun and impressive in 48 hours. I generally don't like this type of game, but I enjoyed this.
Very addicting but difficult.
I couldn't get this working in firefox, but it played fine in Chrome. A little confusing at the start, and very difficult.
Cool Concept. I wish there were more of a reward for the player though.
I really wish you didn't have to start over every time you fall in the green stuff.
Tower defense games aren't my cup of tea, but I enjoyed this. I found the graphics and menus to be a bit confusing.
My criticism matches other comments for the most part, so I'll skip it. What I want to say is that I think it's so awesome that you did this with a bunch of students. I would have LOVED to have something like this when I was in highschool. Seriously, rock on.
I'm really not sure what I just played.
The click detection could use some improvement. I liked the originality, but I couldn't quite get the hang of it.
Same as the others, no window opened.
Fun concept, but the game ended before it got interesting.
Amazing that you did all this in 72 hours.
Awesome Game. I really enjoyed it. I died a few times near the end of the game, and wanted to tear my hair out when it started me back where I last evolved, but I had to finish such a well done and fun game.
The controls and style were interesting. I'm not sure if there was a goal, but I stopped when I got up to 1000.
I really wasn't sure what the goal of each level was.... but I still managed to beat it somehow.
In game instructions would have been very helpful.
Very silly,a bit slow, but I loved it.
I enjoyed this quite a bit. The bouncing was a little squirrely though.
It didn't freeze for me. It wasn't my cup of tea. The controls fels a little clunky and the enemies slowed the game down too much in my opinion.
It took me a long time to get the hang of this. I enjoyed it.
I liked the style, and the simplicity. I just wish there were a bit more to it.
Simple, short, but enjoyable. I found the style charming.
I enjoyed the opening and the art style. I tried about 6 times and couldn't get past the first level. Once the big bunnies get on top of you, you don't stand a chance (at least I didn't).
Very well done. It was short, but felt very polished. Great Job.
That was a lot of fun. A lot of LD games forget that the player thrive on little rewards. Even as simple as a massive particle bloodbath can make all the difference.
I would have enjoyed it even more if there were some more guidance in the game. But overall, very nice for 48 hours.
P.S. Ironically my game is also a platformer with a flamethrower (but the similarities end there). Cheers
Just ridiculous (in a good way). A bit buggy though.
Very nice. The collision detection was a little off... but other than that I thought it was great. Well done incorporating the theme.
Nice use of the theme.
Cool idea, but hard to get the hang of.
Very cool concept, and well executed in 48 hours.
I found the background a bit disorienting.
Nice idea. The AI needs improvement, he died 3 times without me having to do anything. Cool idea, and cute little art style.
I enjoyed it quite a bit. Very nice.
Very fun and simple. I wished there was some more blank space on the top, left, and bottom so the paths wouldn't need to go off the screen.
Pretty fun. I especially liked the simple 2 color graphics.
Simple, and pretty fun. It did get a bit frustrating after the first 2 levels though. Nice job, especially for the first time.
The game play wasn't really indicative to the theme. It was mildly entertaining, but I wish there was more. It had some good potential.
Very fun gameplay. Awesome graphics. The only gripe I have is the controls for hanging off a ledge. They felt very unnatural. Awesome as always!
Hi Logun,
Here's a hint. If your stealth power is on, the guards can't see you... which would make your cell look empty :)
@Rex Peppers - Use the stealth mode (up arrow key) to get past him.
@TwilightFlandre and prettymuchbryce - Understandable... I knew it would be a bit annoying. I wanted to add the ability to move forward and backwards through the dialog, but ran out of time.
@raincole - Probably a bug, but it shouldn't be game breaking.
@CoffeeOnimal - Thanks. The room with the 4 guys is the very last one.... you were so close to seeing the ending. Thanks for playing :)
Thanks for the feedback everyone!
@vandriver - There is a definitive ending. Sorry about the bug... especially because the ending is an important part of the story. I think I know the problem and will probably fix in a post compo version.
Again, thanks everyone for the comments.
@ethankennerly - It's really up to the player to decide, but I certainly imagined him as a villain, who had done terrible things, but lived in denial of who he was. To be honest, I'm not sure what your second question is asking. If you'd provide some more, I'd be happy to answer... but I'm not planning on developing the game further.
Very nice job. Awesome graphics, fun gameplay. It doesn't get much better than this.
I didn't like the text coming up over incoming ships.
I enjoyed it for what it was. I kind of wish you used the art style, and maybe even game mechanics, but in a different way then Terry did.
Pros: Funky little platformed with a nice geometry theme.
Cons:I found the sword slash difficult. Many times it would not work on the triangle shaped components unless it was a jump attack. The collision detection seemed off in general.
I wish there were more to it.
I don't see how this is beatable without shooting through the walls. I enjoyed it, but became frustrated. It would have been a lot more fun if the main character wasn't the exact size of some of the openings he needed to jump through.
Nice art style, fun gameplay, but the controls weren't sharp and it was a bit too difficult in my opinion. Overall nice job though.
Nice take on the theme and tower defense genre.
FYI - When I tried loading it in Firefox, my players would not appear. It worked in Chrome though. I was on mac OS btw.
Fun idea, a bit difficult at first to understand where to bite your victims. Would have been nice to have some sort of way to extend time while searching for victims.
Very interesting. Simple gameplay, but you made it feel interesting and unique.
Nice use of the theme. Short, and silly. I do with there was more too it though.
Nice graphics. A little short, but simple, and very fun. I hope you develop it further.
Very interesting idea. High learning curve, but I enjoyed myself once I got the hang of it. I don't think it was possible for me to beat the last level.
Cool idea... I had to mess around a bit before understanding the layout. I wish there were more to the game (this is actually meant as a compliment). Definitely enjoyed it.
It became repetitive pretty fast, but a cool idea. Reminded me a bit of warioware.
I liked the idea of being the creeper. It seemed like it needed a bit more development though.
Pros: I enjoyed the simple style.
Cons: The controls could have been a bit sharper. I had to mute the music.
Cool music, but after getting caught several times, the beginning of the song became pretty repetitive.
I also wish you didn't restart at the very beginning when you die.
I didn't quite understand how the weapons range worked. I was getting hit by police who were not near me... and I couldn't tell if I was actually shooting one of them. It seems like it has potential. Dear gawd!
I most enjoyed the visuals. I wasn't a huge fan of the controls. Glad you took part in the competition, I hope you enter another.
Cute graphics. I found the game a little too simple. I would have liked some indicator that the guard was going to turn around... even a subtle one.
Very refreshing to play this type of game in Ludum dare. It really brought back some memories. It was definitely buggy, but I had a lot of fun playing.
I enjoyed playing this. Not sure what the actual goal was though.
I hard a hard time telling which text was bold. I really like text adventures, so I was excited to play. It was a bit frustrating to be so limited in what I could do, but I'm still impressed that you did it all in 12 hours.
I enjoyed myself quite a bit. This isn't typical, I liked that there wasn't any goals, and I just had to figure things out myself. High on the fun factor.
Very nice job. Simple graphics, great animation, interesting idea.
Well done. I enjoyed it quite a bit. Nothing major to complain about.
I honestly had no idea what was happening. Nice visual style.
Silly, short, but quite enjoyable.
Nice little puzzle game. I found it pretty easy, but that didn't take away from the fun. There's lots of possibilities for expansion. Nice job.
Silly, simple, and very funny.
Unfortunately there wasn't a whole lot of depth, but I really liked how you used the theme.
Enjoyable, and definitely impressive.
Nice concept and well executed. Controls were solid. I do wish there were a bit more to the gameplay though.
I really like this one. The graphics were perfect, and the game felt quite polished.
That was fun and remarkably complete! It reminded me of a few dos games I played in my youth.
I loved it. Lots of fun.
Great art. A fun game overall. My major complaint is the player seemed to have way too much inertia, but that may just be me. Keep up the good work!
That was pretty cool. Definitely a very interesting experience.
A rare type of game to see on Ludum dare. I really enjoyed it. Keep up the good work!
I really like how you used the theme. You exemplified getting the maximum effected out of a few objects. Nicely done... I couldn't make it past level 7 :(
Nice implementation of the theme. I was expecting it to be too difficult to get an image correct, but your hints made it just the right amount of challenging. The controls were a bit hard to take since we're all so used to paint programs that can be manipulate layers so quick an easy, but this really isn't a major issue. I definitely enjoyed this one!
I enjoyed this a lot more than I thought I would, and played several times. Very nice job!
@Foxtacy
You asked me what I meant by "The platforming mechanics could be definitely be tightened". Specifically, I was thinking 3 things.
The fall feels very floaty. I believe you're moving the hero down at a constant velocity instead of an accelerated velocity. It gives falling an unrealistic feel.
Also,if you hit space while holding left/right arrow, you lose all of your horizontal velocity. Also, the light doesn't turn on/off unless you tap space a second time.
Finally, (and the least important) if you hold up, you will jump as soon as you fall. This isn't a huge deal, and may be by design.
I hope this helps. None of these issues really took away from the enjoyment of the game.
Very pretty, and very silly. I enjoyed it, but wished there were more to it.
Very fun to play.
Very cool concept, and I think the graphics fit perfectly with the theme. I agree with _Rilem that I had to retrain my fingers to do something when landing, but that's not a bad thing. I also found a few game-breaking bugs:
-Camera lost focus on me, and I rolled off screen
-Stuck in a wall
-Hover in mid-air
They usually occurred when hitting multiple keys.
@RealyUniqueName
So sorry to hear that, you can always use the Windows or OSX downloads instead. Unfortunately I'm unable to duplicate the issue with the web version.
If you'd be so kind, could you give me some more info. Are you using the most recent version of chrome? Did you happen to try on any other browsers. When you click "Click here to begin" does the screen go straight to black? Does it fade white, and then go black?
@yann I completely agree about the indicator. It was on my to-do list, but I ran out of time, and felt that it would be too much of a new feature to add in after the deadline. Thanks for playing and the feedback!
@Tyro
Thank you for the kind words (Actually, thank EVERYONE for the kind words), but I can't take a huge amount of responsibility for a majority of the physics. The engine I used (Construct 2) is powered by Box2DWeb that does the heavy lifting.
Thanks for the feedback everyone. Believe it or not, I've never actually played any Incredible Machine games. However, after looking it up, I can definitely see the similarities.
Whoops. Just added the music controls to the description. Thanks!
I enjoyed this. My favorite twine game so far.
I didn't think I'd enjoy the game after seeing the first level, but I finished it, and enjoyed it (1430). I especially enjoyed rapid firing the apples. Nice job!
If your goal was to clone simon in a 3d environment, you definitely succeeded. My major complaint is the slow speed. Entertaining for a bit, though I'm terrible at at memory games. I hope to see you at LD 27.
Kudos to you on the creative idea and use of the theme). This type of interesting game is why I love LD.
Great job. Great potential for a successful mobile game.
Very nice game. I enjoyed the progression. I especially loved when you would rip through the blocks in breakout. Very nice job!
Nice blend of 2 very different genres. The movement wasn't smooth (possibly because I'm playing on a macbook air), so it was difficult to time everything. I'm going to have that little song stuck in my head for the next hour.
Awesome game, I just beat it. I loved the art style, and simple gameplay. This one is going to be a frontrunner for sure.
Interesting and original gameplay. It was a challenge to thing ahead of each pieces moves, but I eventually got the hang of it. My only complain is that I found the first couple levels a bit frustrating due to the slower speeds, and me getting used to the controls. Overall, very nice.
Definitely could use a speed boost. I loved the false sense of security you get when all the blue tiles are on the board drifts away as they disappear. A very simple game, but I enjoyed it.
I definitely enjoyed that and dug the music. Keep up the good work!
Great atmosphere, style, and animations. It took me a few rounds to really get the timing. It would have been great if there was an option to play the computer.
You don't get much more minimal than this. Like others, I really enjoyed the music. I also like how you gave the player so many choices of how to play the game.
I couldn't make it very far. I couldn't tell if it was because the controls/collision were a bit choppy, but I kept dying over and over. I did like the graphics and music though. I'd love to see a post-compo polished version.
Instructions would have been helpful, but I eventually figured it out. You rarely see this type of game in LD, so it was quite refreshing. I enjoyed the style, and simplicity of gameplay. Nice job!
Definitely had fun playing, and I was really digging the graphics. Some action-y background music for battles would have given the game a really epic feel. An option to make the battles system "active" (meaning that the time bars wouldn't stop when it was someone's turn) would have been cool. I hope you keep working on this!
Great use of the theme. The music added to the experience as well. Nice job!
Nice use of the theme. I played a few rounds, and definitely enjoyed myself. I imaging this being a mini-game in warioware type game with similar mini-games.
Not the most original idea, but executed very very well. Very polished and most of all, fun. I played it for quite a while.
Great job on the atmosphere. Everything blended together quite well. I wish it were a bit longer though.
Christ that was both a lot of fun and a pain in the *** to control. I loved the idea and style. Great work overall!
It took me a minute to realize what the "shadows" were, and I found the controls a bit too unforgiving. Basing movements on shadows is an idea that could be very interesting if fleshed out.
Cool little game. I ran into a few bugs (spikes getting stuck in other blocks, and not being able to let go of pieces), but it didn't stop me from finishing the game and enjoying myself.
Challenging, but very fun. Never got boring with such diverse level mechanics. Awesome graphics too!
Nice use of the theme. The music really helped the atmosphere. Interesting little game.
Loved the idea, and the art style. If you threw in some ambient music, I think it would totally draw the player in. The choppiness of jumping was a little much, but aside from that, I really enjoyed this one. I hope you keep working on it!
Very simple and fun puzzler. Nice job!
The pong stage was fun. I didn't understand what was going on with the balancing game unfortunately.
I especially enjoyed the fact that the 2 buttons were next to each other for 2 people. I'm guessing that was a conscious choice.
Very simple, but very cool. I loved the style of just about everything. It took me a little while to get acclimated to the controls, but that didn't take away from my enjoyment of the game. My only complaint is the sound rubbed me a wrong way, but overall, excellent job!
I enjoyed the audio most of all and I was digging the old DOS style. I found the levels were a bit tedious, mostly because I would look at them, almost immediately see what needed to be done, and then have to slowly move my way back and forth across the screen. However, the levels did get more interesting as the game went on. I'd suggest making the first few levels more compact, and make them large as they get more complex.
That was pretty neat. It looked like little google chrome logos were getting shot out.
This was great. I liked your take on the theme. Very silly, but very fun. The controls were a bit choppy. It would have been nice if there were a way to skip the opening (because I had to restart a few times). Nice job overall!
I found the controls and red blocks a bit unforgiving. The controls because sometimes my momentum would kill me (though this may have been intentional), and the red blocks because sometimes they'd appear on top of me. Other than that, I enjoyed it! :)
Great puzzle design and difficulty curve. My only gripe was the text between levels. I found it interesting at first, but ultimately I just wanted to get to the next level. Great job overall!
I don't really know what I just played, but I loved it. Great job!
Pretty neat. I found it very difficult to accurately aim my hit. A nice use of the theme.
Nice job remixing an classic game. I enjoyed the art. I'm not really a fan of memory games, so I only went through 8 or 9 rounds. My only suggestion would be to let the player repeat the pattern as fast as they want.
Simple and beautiful. Very nice job creating a suspenseful. Excellent work!
That was really great. I really enjoyed learning all the aspects of the story. My only suggestion would be to either allow the player to advance the text, and/or speed up the game clock. Excellent story telling!
Very very pretty, and quite fun. Nicely done!
I hope you're feeling better. I think I figured everything out. I eventually just offed my little guy because I didn't feel like literally putting up with it's crap anymore. Overall, I enjoyed the game; I just with it were more fleshed out so I could have enjoyed it even longer.
It took me a while to figure out what to do, but afterwards, I very much enjoyed the game. The graphics and sound really created a nice atmosphere. Adding a fast forward button was an excellent idea. My only major complain was the text was a bit small, and hard to read. Making it a bit larger, and giving it some kind of background would help a lot.
Nicely done! You can do some pretty amazing 2D stuff with C2.
It ran fine for me on Windows 8. There wasn't much to it unfortunately, but I liked the graphics style. I hope you keep with it and create the game you wrote about (it sounds pretty interesting).
Very clever level design. It took me a little while to really understand the mechanics, but that didn't stop me from enjoying the game. Overall, great job!
Awesome use of the theme, and quite fun too. Keep up the good work!
At first I was like "What the hell is this", then when I got the aiming, I really really liked this. I thought you did a great job interpreting the theme. I hope you keep working on this!
You're actually the reason I started doing Ludum Dares. I found Endeavor, loved it, tracked its origins, and here I am. Anyway, I always look forward to playing your LD games; you come up with very interesting ideas. This one has a very "choose your own adventure" feel to it. Very simple, but tons of depth. I very much enjoyed playing it. Keep up the excellent work, and I'll be keeping an eye out of your LD27 entry.
I thought this was excellent. Great implementation of the theme with the battle system. Thoroughly challenging, without being frustrating (at least for me). Very nicely done, and keep up the excellent work!
Wow, what an interesting idea. Very well executed as well. The opposing graphics are quite nice and effective. I'd love to see an expanded post-compo version.
Well executed mechanics, but it got repetitive pretty quickly. I got slaughtered twice by a random hard spawn (or maybe I just sucked). I hope you keep with it, and flesh it out because it definitely has potential!
Very simple, but very entertaining. The sounds, graphics were very appropriate. Nicely done.
The controls felt a bit off. I actually enjoyed the graphics... probably because you so often have to figure out what is a good floor, or what is a bad enemy. I hope you keep working on it!
Has potential, but was too short. Also, ran into some strange collision detection in the narrow passages.
Go C2!
Definitely enjoyable. You don't see to many games with that ridiculous an opening scene (I loved it). It was very satisfying to collapse the structures, but collecting the souls did get a repetitive after a while. I also dug the art style. I'd love to play an expanded post-compo version.
Creating a fighting game is quite an undertaking in 48 hours. I enjoyed it. You nailed the mechanics. I'd love to see an enhanced/polished version with some better AI (and hadouken).
Go C2!
I really enjoyed this one. The art reminded me of LOOM for some reason. Would love to see this expanded into a full game.
Very nice! Played with my roommate. We had a fun :)
Very fun game. Interesting game play mechanic. I played it quite a few times before I finally made it to the end. I hope you participate in the next LD!
I really liked this one. Great surprise opening, and fun game play. Nice job!
I love point and click games. It's quite ambitious to create on in 48 hours, so nice job. The graphics went well with the theme, but I personally found them too distracting. Overall, nicely done!
Nice job for such a short development time. Things get awfully crazy very quickly. Not much to it, but whats there is quite enjoyable.
That was fun. Very difficult, but my super meat boy experience prepared me. It would be very nice with a bit more polish and graphics.
Like others have said, the jumping could definitely use some tine tuning. Otherwise, a nice little platformer.
Well done sir. Great graphics, well through out levels, and very polished. My only issue was the side dashing controls. I hope to see a post compo, or complete version. Keep up the good work.
Nice 48 minute game. I liked it.
Like others have said, great art style, and extremely polished. Fun game, but some more instructions would definitely have been appreciated. Has potential to be a cool iphone/android. Well done.
Things got repetitive pretty fast, but the upgrades kept me going. I maxed out all my gear, and opened the treasure chest. Is that the complete ending of the game, or was I missing something?
I ended up muting my speakers because the sound got a bit too repetitive. The graphics were well done. The character movement was a bit shaky, but I eventually got the hang of it. Overall I found it quite fun.
I hope you continue working on this one (maybe for the October challenge), because it certainly has potential.
@PixelMonkey
Glad to hear you might keep working on it.
This was lovely, and very well done. My only wish is that it was longer.
Hi rxi,
Thanks for the info. I'm really surprised, and I'd be happy to be wrong about the game requiring webGL. If you don't have webGL enabled, the game will default to Canvas2d, which makes the sprites look terrible due to scaling issues. If you happen to see this comment, could you let me know what version of the game you played, and if you played the web version, which browser did you use.
@rxi,
Thanks for the info. I'm still not sure what to make of i., but happy the game worked for you! Hopefully others in the same boat will be able to play.
Thanks again!
@diptomam
Each time you replay a room, it's the same 10 seconds being replayed, so it makes sense for the mom to be fine when you replay the kitchen. If you play a scene after she gets burned, she's dead..
Hi TobiasW. Thanks for the thoughtful feedback, it is appreciated. Regarding the two items that bugged you:
The "premonitions" - I definitely see your point, and I had the very same thought as I was writing out the gameplay. There are 2 "flavors" of premonitions to consider. One is the premonitions within the story. There are 2 of them, but let's discuss the one you mentioned regarding the phone charger. When you first play the game, if you were to click on the chest of drawers in your room before seeing the fire in the kitchen, you wouldn't even notice the phone charger. I did this because I wanted the player to get the charger only after they understand its importance. So, when it's time to go into the past and actually get the charger, I felt like I needed something to push the character to actually find the charger in the drawers instead of passing it by. The premonition was a quick and easy solution. The other flavor is the text that appears during the selection screen. This is mainly used to help give the player hints as to what they need to do next. Perhaps the game would be more fulfilling without it, but in Ludum Dare, with players usually only giving each game a couple minutes of play time, I want to ensure players wouldn't get stuck, and quit prematurely. If I were to develop this into a full game, I would most likely cut the hints on the selection screen.
The 10 second limit - Yep, I have to agree with you that it ends up hurting the gameplay more than helping it. I had originally planned to have more things happen in sync with the 10 seconds (like in the hallways when your sister is pacing back and forth), and the player would need to perform certain actions at certain moments within the 10 seconds. However, I ran out of time, and had to simplify things.
Regarding the lack of a father, I had considered adding him (my original notes actually have him in the garage), but cut him because I wanted the family, specifically the sister, to be a bit more unstable with having 1 parent. This is somewhat common in literature except the mother is usually the one missing. The reason he isn't mentioned, and doesn't have a portrait was because I didn't want the player to think it was somehow possible to "unlock" him, or a room he was in. It also strengthened the idea that your character should be a role model to your sister.
Again, thanks for the thoughtful comments/feedback/review. I'm very happy that you enjoyed the game. I'm also happy that you realized that last scene was far into the future, and could go there to see the results of your choices in earlier time periods. I've watched a few people play through they game, and they tend to miss that game mechanic.
Cool vibe to the game. The music and sound effects really add to the game. I also really liked the different modes... I became quite good with them. My biggest gripe was that the enemy red dots would sometimes spawn right next to, or on top, of me. Fun little game.
It took me a while to really wrap my head around the strategy of gameplay. Once I got the hang of it, I definitely enjoyed it. I do wish it was more clear when the board was going to rotate... I didn't see any indicator so it seemed to move at random.
Overall, nice job.
Nice job for such a small amount of time. I played it for longer than I expected. Simple and entertaining.
Wow. That was pretty intense. It took me a couple rounds to really figure out what I was doing, but once I got the hang of it, it was quite fun. Like others, I thought the music really stood out. Nicely done.
Very fun. Well done, and quite polished. It felt real nice with an Xbox controller.
Cool little balloon fight/joust clone. The AI was a bit too much for me, I found the computer players more frustrating than challenging. I enjoyed the graphics.
The wall sticking really threw me off since I'm so used to that not being an issue in platformers. I kind of liked having to re-train my brain to adapt. There's something very satisfying about bounding off the walls.
The jumping mechanics felt a bit off. For example, when your momentum was going right, and you hit left, I wouldn't expect to immediately have all momentum move int he left direction.
As others have said, this could definitely use some polish, but it's quite fun, and I enjoyed it.
Not a whole lot to it, but the each level was different enough for the game to keep things fresh and enjoyable.
Brings me back to my days of playing NES olympic games. I sucked at them before, and I still do... after multiple tries, I couldnt even come close.
I really hope you continue working on this game. I really ate up the graphics, music, and mood.
Very nice graphics, and fun rotating level mechanics. My only issues are the jumping control, and the lack of more levels. Nice job through!
Very well thought out and executed game. Nice graphics, and clever gameplay. I found the jumping a bit frustrating, which made the game feel a bit unfair too quickly. The sun really gave a sense of urgency, which added to the mood. It was also nice that you added the distance as well. Nice job!
A cool and unique use of path finding. Simple, fun little game.
That was ridiculous, but I enjoyed it quite a bit. I'm looking forward to the redone version you mentioned.
Very silly, but a unique, fun little "game". definitely a fun entry.
Nice use of contrasting music. I found it to be a little on the easy side. I was hoping there would be a bit more strategy involved. I hope you keep working on it.
Pretty cool, would have been nice if there was more of an objective. I enjoyed the animations and particle effects. Also, WASD would have helped laptop players... not that I counted that against you. I hope too see a more developed version.
Nice graphics. I liked the way pictures move accross the screen when someone talks. Nice platform design. I found the slow moving a bit annoying once you get to 5 seconds. Nice job overall!
Very nice atmosphere. It took a while to hunt everything down, and since it was easy to lose your bearings due to the rotation, it would be helpful to have some kind of map. It's quite a lot of content for 3 days work. Very nice job!
Nice game, with awesome music. Well planned, and challenging levels. Cool death effect. My only complaint is that the 10 second time limit never seemed to have a huge effect on game play. Overall, very nicely done!
Really nice job. Definitely one of my favorites. This has iphone/android app potential written all over it.
I beat it. You have a nice start here. It was fun, and I liked the setup you had, but I was hoping there would be more. I can see the potential in this though... tons of ways to expand the game.
The gameplay was pretty difficult to get used to, but I really liked the art great style and music. Pretty cool overall.
I found this game quite refreshing since you don't see this genre often in LD. I actually laughed a few times. The 10 "seconds" really game the player a big sense of urgency. Keep up the good work.
Pretty neat. I ran into a few bugs... mostly when trying to skip the level's demo. I still beat it and enjoyed it. Nice idea, and cool dragon.
I hope you keep working on it.
I liked the style you used. The jumping was a bit floaty... but that was probably intentional. Best implementation of the theme so far, and it was nicely polished. Keep up the good work!
Ridiculous... but I enjoyed it quite a bit. It had me hooked for a lot longer than I would have guessed. The game could definitely use polish, but you have a really nice, enjoyable prototype here. Very nice job.
Unfortunately I couldn't make it very far. It was just too hard. I hope to see you at the next LD.
Hey Zillix. I always make sure to play your ludum dare entries. As usual, I found your game to be very interesting, and made sure to replay it to get each possible ending. You did a really nice job of creating your own little world in the game, and when the golem finally comes alive, it's quite exciting. The movement and jumping mechanics worked out well, and the graphics were nice too.
As others have said, the objective isn't too clear in the beginning of the game. I'm not saying that isn't a bad thing for the player to have to figure it out, but I can see why others may have wanted a more clear path laid out.
The only thing I would suggest (and this is getting a little nitpicky) is to possibly change the music when the golem comes alive. I found it to be a little "gameshow-y", and some more epic music would add to the excitement of it coming alive. Overall, I loved it!
Keep up the good work. I'll be looking forward to your LD28 entry.
I enjoyed playing through this. The art style was pretty cool, and I liked swiping my fingers across the number keys... nice subtle use of the theme. I just hope there was a bit more to the game.
This one just SCREAMS of potential, but the rushing around to get things done in 10 seconds, combined with the falling items shifting everything around just made it more frustrating than challenging. I really liked the style of graphics, and the interesting mechanics of each part. I'm hoping for a post compo version because I really would like to play it. Like I said... screams of potential.
Dude, that was awesome. Great art, and very funny. One of my favorites... I just wish it was longer.
Really cool idea, with a lot of subtitle strategy involved.. It could definitely be polished up, but this definitely has potential.
My reaction time is not good enough for this game. I couldn't make it very far. I think slowing things down, or giving the player some more room to see what's ahead would make the game a bit more fun. I do like to silliness of it all though.
The theme was missing, but otherwise, you have a very rich game. Very nicely done! I loved the story, the mechanics, the graphics, and the sound. Quite an accomplishment!
That really brought me back to my days of button mashing NES olympic games. I tried about 8 times, and couldn't beat the computer. However, it did keep me interested... it became my goal to beat the CPU in at least 1 event. Nice job for something made in such a short amount of time.
Very cool idea. It was refreshing to play a uncommon genre of game in LD. I just wish it worked better to be honest. It ended up being more frustrating than challenging because many of the board objects felt unfair. I think there's loads of potential though. You have a cool idea, and a nice style of graphics. I'm hoping for a post-compo version.
I liked this one a lot. A unique kind of strategy game. Very nicely done. I'm looking forward to the updated version.
The text was way to small, and I wish some of the animations were a bit faster, but overall, a very nice job. Great graphics and audio. Gameplay was quite tricky, but definitely got me hooked. Hope to see you in the next one.
You have a nice start here. I had to play it a few times before I really got the hang of it. I enjoyed the non-stop action and cute graphics. My only complaints are that the controls were a little wonky, and there wasn't a whole lot of variety to the gameplay. I hoped you add onto what you already have, because it has potential.
I had some nasty intermittent lag, even in chrome. Graphics were cool. Nice idea, and fun gameplay. It could definitely use some polishing.
Neat little puzzle game. The music went well with the game, but got a little repetitive after multiple plays. A lot of the game comes down to luck, but I played it a lot longer than I would have expected because it was simple and fun.
Very nicely done. I enjoyed this one quite a bit.
Very catchy graphics for a very nice platformer. My only real critique is that some of the areas were frustratingly difficult, especially bouncing on the dots.
You did a really great job overall.
Unique idea. Nice use of music as well. Simple, but very enjoyable.
The artwork was awfully cute. The levels were simple, and pleasing. The bear level could use some work. The bears didn't reach me, and I don't think the candy did anything when I hit them. I found the font a bit distracting, but it didn't take away from my enjoyment of the game. I also liked the tie in with little red riding hood.
Congrats on your first Ludum Dare. I hope to see you at the next one.
I got in a bug with the 3 vertical green wires, and the level kept looping. The text was hard to read at times, and it was kinda hard to keep track of the next text that was supposed to be read. I did enjoy the intentionally ridiculous art style. I hope to see you in the next LD... Construct 2 is a great tool, especially for these competitions
Very nice. One of the most fun games I've played today. I liked the art style tool. The scrolling at the beginning of each level got a bit tiresome, it would be nice if you could skip it. I also wish there were more levels. Overall, very nice!
The controls were a bit difficult... things were a little "slidy". It would have been nice to move diagonally. The game also froze when I beat the 3rd level. A reset function would have also been nice. Nice graphics... reminded me of pokemon. I was kinda bummed out that there were only 4 levels because I liked the mechanics you built in there. It definitely has potential.
After the first couple levels, I didn't think I'd like it as I thought it was just a "how fast can you tap the keys" game, but it ended up being pretty fun in later levels, when you had to visually analyze the board and plan your moves strategically. The art really added to the experience. I wish you could hold down the keys to move, and you could replay a level instead of having to restart. Overall, nice job.
Quite entertaining and fun, although I wasn't a huge fan of the camera perspective. I liked the laser sword, and the music was bad ass.
Beautiful entry. Some of the things in the game made me chuckle. I enjoyed it... very fun. I just wish there were more to the game.
Clever game. Great level design. It's a really nice prototype with a lot of potential.
I beat it, but I was getting frustrated by the end. A reset button would have alleviated that a bit. I liked the hacker theme though, and I thought it worked well, but I feel like the 10 second time limit actually hurt the game. By the end it just felt like a "how fast can you click" game. Never the less, well done being self taught, and participating. Hope to see you at the next one.
This one had me hooked for longer than I expected. It's very simple, but enjoyable. It also feels nicely polished. Nice job.
Cool music, and wild background were my favorite parts. I really don't know what that was.
Interesting idea, but it felt unfair when you had no options other than taking a negative move. I think if you added a bit more to this game, it would be an addictive little puzzler.
As others have said, a nice choice in music. I enjoyed it. Highest score was a 110.
That was a whole lot of fun. Really nice job. Action packed. Great graphics as usual. Great work.
Fun game. It definitely kept me interested. I liked the style of game as well. I think it has a good amount of potential.
FPS are definitely one of the hardest types of games to make in Ludum Dare, and you did a very nice job. I played this for quite a while. The sound effects were over the top, but in a good way, and the graphics were interesting. I also loved that it wasn't a flat level.
I liked this. I would have liked it a lot more if it hadn't moved so slowly.
The controls were a bit finicky and difficult to grasp, but once I got the hang of it, I could finish levels pretty consistently. I definitely like the concept and enjoy an expanded version of the game.
Congrats on you first Unity game.
This game really had an interesting vibe. At it's core, it's just a simple basic platformer, but you added a nice spin with the real world analogy. I think it could have been even better with giving the player more choices that affect the game's outcome. The movement and jumping were a bit wonky, but overall, it was quite nice.
Nice job, I enjoyed it. Cool old-school graphics. Somethings very satisfying about kicking in the doors.
I really liked the mechanics, and strategy involved. Things can get quite out of hand quickly, and you can get overwhelmed, but that's not a bad thing. A nice turn out for 14 hours of work.
The shaking effect gave the game a nice sense of urgency. The game had a good amount more strategy than I had originally though. It could definitely use some polish, but I enjoyed it.
Nice platformer puzzle game. Clever level design. Very nice for your first time. Hope to see you in the next LD.
Very nice job. Loved the art style, and very nice story. I didn't realize you had to perfectly run to that spot in the western screen for a while, and I just kept searching around, which was a bit frustrating. Other than that... I really enjoyed it. Very nice job.
Seriously, this thing is awfully tough, and can get quite frustrating. I finally made it through though....but man, when I fall down 2 levels of floors, I just want to chuck my keyboard against the wall. If that's what you were going for, it was a phenomenal success. I mean this all in the nicest way possible of course :)
Kinda interesting. Nice color selection. I'd be interested in playing a more complete version.
I enjoyed playing this. Very nice level design, and beautiful graphics. It feels like its missing a few thing (story, music, sound), but I'm happy to hear you're continuing with it. I'm looking forward to a more complete version. Congrats on your first game!
A bit too difficult, but otherwise, very nicely designed. It was very fun and very well polished. Graphics definitely stood out.
Cool idea. I liked the graphics. It's way too hard at the moment through. If you make a few adjustments, this could be most awesome.
It's a platformer, but I don't think I'd call it generic. I enjoyed the different mechanics. Clearly you put some though into the level design. The only thing I really didn't like was the piercing sound effect each second. There's definitely room for improvement, but it was still pretty cool.
Fun spin on a physics game. I enjoyed it. I'd recommend setting some kind of limit on the number of items to created. I found out that spamming items all over the level was usually easier.
Great graphics, a nice tie in with the fairy tale, a bit silly, and very well polished. My only major complaint is that the jumping mechanic was a but unforgiving. I also with the platforms were jump-through so you could just up through them from the bottom. Overall, very nice job.
I made it up to level 6 before I couldn't take the slowness any more. Otherwise, a decent little platformer. I liked the guillotine.
Congrats on your first Ludum Dare. There wasn't much to the game, but I found it briefly entertaining.
That was trippy. I really liked the different weapons. Nice job!
Nice use of theme... it was actually an important point of gameplay rather than an annoying limitation. I wish there were more levels because I found it quite interesting.
Very cool. Nice cartoony graphics and atmosphere. Best use of the theme I've seen so far, but I soon found the game incredibly frustrating. As others have said, I think the game would have been better overall if the wait time was eliminated, and controls just shorted out until 0 buttons were pressed. I hope you continue working on this, because it definitely has potential.
Cool idea, and pretty well executed considering the circumstances. As you noted, there are definitely balancing issues. I hope you continue working on it, because I think this has potential. If you do, please change the font.
Also, kudos for a fighting game in 48 hours.
@SaintHeiser
Two levels stretch a few blocks, and a couple others activate block movement. If I didn't do that, the mechanic in those levels would have been pointless. For what it's worth, the entire game is a single layout, with the same objects.
Interesting mechanic that definitely kept me interested. Very nice level design. Personally, I think the game would be much cooler in lower resolution, with more pixelated graphics. I found most of the backgrounds more distracting and contrasting than anything. I thought the link to the theme was kind of weak. Overall, nice job. I enjoyed it! Hope to see you in LD29!
Pretty cool. Nice visuals. Thanks for putting 360 controls in, it was a nice break from using the keyboard/mouse. It was also nice playing something that felt complete. Great job!
Very cool. Great art style, music, and interesting mechanic. Nice job on level generation too, I know that can be a pain in the butt to build. The "blast" jump was quite satisfying. My main complaints is the weak connection to the theme. Otherwise, I really enjoyed it. Nice job!
Controls and difficulty could use some work. It was really easy when staying in the middle. I liked that you made a game for your brother :)
Spectacular graphics. The intro was a buzz-kill though. Aside from that, quite a lot of fun!
I'm not sure why, but having the game within the game made this one really stand out, and feel a whole lot more fun. Nice idea, and cool graphics. It's simple, but feels very polished. Nice job!
Great job! Awesome visuals, audio and fun gameplay. Parts of the game felt a bit unfair, especially when moving forward, and it did get a bit repetitive, but I really enjoyed playing this!
I tried playing on my PC, and while I enjoyed the visuals and the music, I quickly got frustrated with the controls.
So then I pulled it up on my phone, and it was quite an awesome little game. Definitely one of my favorites. My best score was 1085. I have one suggestion:
Try and eliminate the need to use virtual buttons for player control. I played on an iPhone 5, and occasionally missed the buttons, but moreso, having to hit the button took my eyes away from the enemy. If you could implement an all swipe fighting interface, I think the game would be stronger.
I hope you keep working on it because it definitely has potential.
Very cool mechanics, great visuals, and I loved that you made a 2 player game. There's a lot of potential in this.
The turning speed was a bit frustrating, but otherwise, it was quite fun. Nice job!
That was fun and strangely addicting. I played it for quite a while. Adding some more variety to battles would give the game a lot more replay value.
Very nicely executed!
I enjoy how ridiculous it is. I definitely had fun playing it. Great art, awesome music, lots of polish, and pretty cool game mechanic. My only complains are poor connection to theme, and that it was so short. I hope you keep working on it, because I would certainly like to play a few more levels. Overall, really nice job.
I enjoyed the simple visuals, and it was pretty fun. I think it would have been a bit more fun if the triangle continually fired when a mouse button was down instead of having to continually click. Also, like many games, I think the game would have been more fun without the 1 life limit.
I think you could expand the whole 2 color theme into a full game if you chose to.
It definitely needs some polishing and more levels, but its a fun little foundation of a game.
I like the idea of controlling 2 objects at once, and using one object to protect the other, but I think it could have been more cleanly executed. Switching between turrets felt a bit unnatural. Also,the bullets were a bit hard to see. Perhaps making them larger,or with a more contrasting color would help.
I don't think jump is necessary either. Beefing up the capabilities of the turrets would replace any need for a jump.
I enjoyed it. My framerate wasn't the best, so I had some collision issues, but I won't hold that against you. Cute graphics. Difficulty was almost too frustrating... almost (not enough for me to quit or stop enjoying myself).
Pretty cool. Took me a few tries to really understand what was going on. I liked the positional audio... at least I think it was positional audio.
That was fun, but I felt like my actions didn't have much meaning. Cool art style, and I appreciated the uniqueness. This has potential, so I hope you keep at it.
I always like interactive stories. I was hoping the story would carry on a bit longer. A couple suggestions:
Having to click to hide the dialog box took away from the gameplay. I'd suggest changing it to a keyboard key.
When the ship was falling and changing angles, its movements were jagged. I'd suggest tweening the movements. The lerp() expressions is a quick solution.
Congratulations on participating. I hope to see you in LD29.
I managed to get all the good endings. The text background flashing on and off while playing was a bit distracting, and I didn't see many ties to the theme, but I enjoyed playing through. Cute graphics.
Unique concept, and you get high marks on the theme category, but I think the player experience suffered. I played through twice, and there was no possible way for me to win either.
Nice use of the theme. Its one of the few games where it doesn't feel shoe horned into the game. I think the difficulty curve was a bit high, and you sometimes re-spawned on your enemies. Pretty good overall.
Pretty cool. Very nice visuals. You really nailed the space atmosphere. I just wish there was more to the story.
As a side note for next time, Compo participants must create/generate game audio during the 48 hours. Just a friendly reminder :)
Awesome music. Cool idea, but needs polishing. I enjoyed playing it.
It could definitely use some polish, but it was a fun little game. I especially enjoyed the simple visuals. It was also cool that this game used some rules not typical in infinite runners.
I find a lot of game shoe horse a theme into the game, and it hurts the gameplay. As far as the single-jump mechanic goes, I think the opposite...Nice job there. I didn't care for only having a single chance at each level though.
All that aside, it was quite fun. very nice job!
Cool idea... pretty original too. I played it a couple times. You did a nice job making the player feel the suspense. Eventually there were just so many zombies that I just gave up on using resources, and just ran away. It felt unfinished, and definitely needs polish, but it has potential to be really interesting, so I hope you keep working on it.
As a side note for next time, I saw that you used pre-existing sound effects, which is against the compo rules. Just as heads up.
I wish it were longer and harder. I only had to block 5 times.
Cool concept, and great visuals. The character interactions were interesting, but I felt as if it were all bit too random. Has great potential to be expanded on.
Picking up and throwing people was quite satisfying. After dying a few times, I found that staying to one side in the mid-level made the game a whole lot easier. Enemies tended to get stuck on the right side of the ring.
It was fun, and I enjoyed it, but probably would have gotten bored had it gone on any longer.
Lots of fun. good job. One of the few "only get one <insert weapon here>" games I though used the theme nicely (as opposed to shoe horning it in). Loved the graphics.
It wasn't much of a game, but it was cool for what is
Whoops, hit post accidentally. Let's try this again:
It wasn't much of a game, but I don't think that's what you were going for. It's cute for what it is. I enjoyed the art style. Congratulations on participating. I hope you participate again!
There isn't a whole lot to it, but it certainly made me chuckle.
Great visuals and mood. Had a cool Prince of Persia like feel for me. Holding people to one life definitely goes with the theme, but it's a bit harsh for the player. The multilayer functionality you mentioned would have been pretty cool.
Overall, a very nice job!
That was a lot of fun. Simple, and satisfying. The gameplay affecting the audio was a very smart decision, and added to the experience.
Well thought out, and quite fun. Great use of the theme, and really cute graphics. I liked this one quite a bit.
Cool idea, but definitely needs polishing. The interface was the biggest roadblock for me. The visual styles clashed, but that didn't take away from the gameplay, which I found quite interesting once I got the hang of it.
Congratulations on your first LD!
Black and white was perfect for the mood. It was quite interesting. Very nice job, I liked it a lot.
I don't know if I'd can call this a game, and I'm not exactly sure how I feel about it, but you did an excellent job. You made me feel helpless... very effective.
Simple and fun. The art style worked nicely. My biggest complaint is the unforgiving collision.
I was hoping there would be more to the gameplay. Nice use of theme. It's begging for sounds, and a full screen option would be great considering how nice the visuals are.
Very QWOP-ish. I wanted to be able to play this more because I typically really like vehicle physics-type games, but the controls were just too tricky and sensitive to get the hang of. I loved the graphics, and it had a nice dark mood to it. I really wanted to see more, but the learning curve was just too high for me. When you make the game, you tend to not realize how difficult it can be for a new player. That's a trap that I certainly fell into my first Ludum Dare.
Congratulations on participating. I hope to see you in LD 29.
I like what you've done so far, but it feels very incomplete. I didn't feel much tie to the theme, but perhaps it would be more prevalent later in the story. Cute art style.
FYI, r78 is WAY out of date. Current stable release is r152, which is infinitely more useful.
Really cool interpretation of the theme. I had lots of fun playing, but the difficulty curve felt a bit too steep. Nice job.
Lovely ambiance with the audio and visuals. I liked the ending. The difficulty curve was steep, and I was hoping for some more variety, but I still enjoyed playing it. I look forward to hearing about the sequel.
Very cool. My main gripe is that is encourages the player to move slowly, when it's just so tempting to move fast. If you polished up the mechanics, and added some more levels, this would be great as a mobile game.
That was pretty silly, but quite enjoyable.
That was ridiculous and hilarious. The controls felt a bit stiff, and the knockback when getting hit was a bit much. Despite it's flaws, I refused to stop until I beat it, so it definitely kept my interests. My favorite part was the sound effect. :)
Wow. That was really fun and satisfying. Definitely one of my favorites.
Great game! Felt very complete. Great graphics, and well thought out levels. One of my favorites.
I really liked watching the pieces flipping around. It felt like a rube goldberg machine. The difficulty felt inconsistent. Well thought out levels, but there were some that I could only solve with trial and error... maybe my brain just couldn't process so many moves ahead.
Very well done. I played through a couple times, and really enjoyed it. It's one of the few games I played where the theme had an actual meaning to the game.
The camera seemed to have a mind of its own, and the game intermittently froze for a few seconds when there were a many sprites on the screen. (FYI window 8.1 with chrome v34)
@dartsdev and @hampa
I clarified the game's description.
@wespaugh
Thanks for the kind words :)
Thanks for the comments everyone.
@BadgerPriest
I'm sorry to hear about the bugs. I haven't experienced the issue you described on any major browser or OS. Could you confirm that your graphics card drivers are up to date?
There's not a whole lot, but what you have is really cool. I love the graphics, and commend you for taking on this genre of game in LD. I hope you keep working on it.
I really enjoyed the game. Graphics, music, effects, controls, and the other gameplay elements really fit together for a great experience. I liked that there wasn't a lot of hand-holding, and I had to figure out how to proceed on my own. Later "forms" really felt powerful and beating the shrine really gave a sense of accomplishment.
My only major complaint is the text was often-times away from the action, and the first time I played through, I often missed what was said.
You're games usually have some eastereggs, or alternate endings, but I didn't see any in this one. Did I miss any? I'll probably play through again later just to be sure.
Overall, really nice job. Keep up the good work. I always look forward to playing your LD games.
Well done. Very interested gameplay, and stellar graphics.
I'm exactly not sure why, but I loved it. Great music and visuals.
Congrats on you first LD. I enjoyed it. Nice retro graphics. The controls and physics need some tuning up. I got to a point in level 2 in which I couldn't reach a platform.
This was a whole lot tougher than I originally thought. You did a nice job increasing the challenge of each level while not making the game feel unfair. I think some additional game mechanics would add more strategy, and really improve the experience. There are definitely areas for improvement (sound/visuals), but what you have is quite fun.
Due to the wandering, and controls, I found it a bit to onerous to play. I'm wondering why you didn't use a button input for the attack. Using the mouse for an attack kept making me that that I would swing in the direction of the mouse. Excellent visuals, sound, and atmosphere though.
A refreshingly unique concept, but it did get tedious after a while. The flickering light was nicely done. My favorites were the freaky wall-eyes and the girls ridiculous expression. Congrats on making the compo.
Very silly :)
While I felt immersed in the experience, I didn't feel like what I did really mattered. Never-the-less, it was quite interesting, and it did have an emotional affect on me.
That was so much fun. I loved it.
That was great. I liked figuring out what part each of the animals played. Nice implementation of the them, and perfect music choice.
Was there any particular reason you used the V button. I didn't count it against you; I'm just wondering since it felt awkward to use V and the space bar together.
Level design was nice, but I think I found a solution to a couple levels than you intended... either that, or you put in some red herrings.
On level 11 (I think... the one with 7 switches), my game kind of got stuck. My active character was no longer visible. Space bar and the R button didn't do anything even after I focused on the canvas. It wasn't frozen because I continued to hear music, and sound when I click the arrow keys.
I'll probably try again later because I was enjoying the game quite a bit.
Well designed and executed. Excellent difficulty progression, and adorable art style. Definitely one of my favorites.
That was an affective experience. Obviously not a real game (nor meant to be one), but unique and interesting. My favorite interpretation of the theme thus far.
I kept asking myself what my character represents... victim... martyr...bystander. I guess it's open to interpretation, which was a good choice.
Also, nice sprites. They reminded me of early adventure games
Everything felt very sleek and visually pleasing. At the beginning of each level, I felt a bit helpless, but as soon as I started messing around, my brain subconsciously just figured out what to do. It was very cool.
I can understand what other said about wanting a tutorial, but to me, half the fun was figuring it out. Very nice job, especially for 10 hours.
I wouldn't call it a game, but it was an enjoyable experience.
Excellent level design and implementation of theme. I too ran into the death loop a couple times. Holding X when coming back to life seemed to keep me alive long enough to get to safety.
I though the subtle passages was a very good choice. As a player, it's always fun to come to a dead end, ultimately figuring out an out-of-the box solution.
There's definitely room for expansion and polish. Never-the-less, what you have it quite good. I wouldn't mind playing a longer version of this game. :)
Thanks for the feedback everyone. A major game-breaking bug had been fixed, and it should be a whole lot harder to get stuck now :)
Remember, if you do get stuck, just press R to reset the level.
@danidre14
Sorry to hear about that. It's the first I've heard of it. What OS and browser were you running?
@RHY3756547
Thank you for the bug report. It is appreciated. Off the top of my head, I have no idea how the player could have been transported to above the stage. Oh well... these things happen. Since this is the first report of it, and you can reset the level pretty easily, I'm not sure if I'd classify it as a game-breaking bug, so I'll probably leave it in.
Regarding the music, it's a fair question. It was generated during the 48 hour period, which is allowed per LD's rules. The specific music generator was cgmusic.
@WiErD0
The music was generated in the 48 hours using a music generator called cgMusic, similiar to abundant music
@rawboSaurX
Thanks again for the thoughtful play through. The bugs you ran into are due to drops in FPS, which I'm guessing were partially cause by you streaming at the same time. If you gave the game a go when you weren't streaming, I'm guessing you wouldn't run into the same problems. Either way, thanks for playing, it's always great to watch another player live.
Each mini-game could use some polish, but together, it's impressive for 48 hours.
Overall, an enjoyable experience. Thoughts I had while playing.
I wish there were some more polished graphics to go with the nicely tweened animation.
The theme was a bit shoe-horned in.
The enemies definitely need some better AI.
I couldn't figure out how to get the collectables on stage 6.
Even though it was probably unintentional, I liked how the dog head would pop out on Level 8. It was a cool little surprose.
Some of the dogs didn't disappear on the last level after being killed on level 9.
I liked the message in the sign of each level.
That was great fun. Playing on an XBox controller was awesome.
You did a lot of things right. Movement felt great. Triple jumps, and slashing gave you lots of great movement options. Slashing makes the player feel mighty. Graphics were a nice, I especially like how unique enemies were.
One issue I had was that enemies seemed to get really bunched up at times, and I'd end up having to try and slash though like 10-15 of them at once, wasting 2-3 lives.
Great stuff. One of the best LD30 games I've played.
The unique and clever gameplay really stand out on this. Audio and visual fit nicely together. I was hoping for more of a constant difficulty curve. Once I figured things out, and was used to coordinating my fingers, it was really easy.
It was quite disheartening to miss that last jump twice before beating it. A bit short and unpolished, but still a fun little game.
Very fun little game. I think you did a lot of things right.
- Simple and polished
- Graphics were simple, but engaging
- Music set a nice tone for the game
- Easy to pick up
- Difficulty was added by new elements instead of increasing speed/rate of existing ones. This kept things interesting.
My only real issue is the no-win scenarios. Sometimes the game would just present a no-win situation...at least I don't see how I could have gotten out of them. After playing for about 15 minutes, I got my high-score of 52 obstacles before the no-win. I can't help but wonder what other obstacles I would have run into had I been able to keep playing. So I guess my suggestion would be to try and avoid too many obstacles at once.
Aside from that no-win scenario, I think you did an excellent job.
It may be unfinished, but what you have is just so sexy, and very impressive for 48 hours. The battle system felt great. Animations and attacks were top notch. Graphics and audio were great all around (as usual). I loved all the little easter eggs in the game.
My only complain was the walking speed. It became a bit of an annoyance after a while, but didn't really take away from my overall enjoyment.
This game is begging for more development.
My major complaint was the controls. Moving around was initially frustrating.. A reset button would have been nice as well. Also, the connection to the theme was a bit weak.
Otherwise, I thought it was great. Cute cartoony art style, interesting gameplay, fun dialog, and I loved the last level. It took me a while to figure out but I got it. Very nice job.
FYI, it ran perfectly on my core 2 duo macbook air using chrome.
Well done, and very unique. At first, I had no idea what I was doing, but my brain started subconsciously figuring it out after a few levels while. I played it for quite a while, and ended up with a very pleasing visual.
You did a nice job of making the game feel challenging, but not unfair. The whole thing was nicely polished... slick visuals, appropriate music. This is the type of game I could waste time with. Also, I think touch controls would work great with the game.
My only complaint is that there wasn't a lot of variety, but what is there is great.
Nice puzzle design. I'd suggest trying to shorten a few of the levels that had many pieces that needed to be moved around, I found them a bit tedious. Things got a whole lot more interesting when additional game elements were introduced.
The controls felt good, the 2d and 3d graphics blended well together, and most of all, it was fun. The boss battle could definitely be improved. It felt a bit slow, and you had to either be really close, or far away from the boss to fight him appropriately.
I played this for quite a while. Very nice use of filters to give off a mood. The player felt a bit heavy. The level design was good, but repetitive. I had a big ah-ha moment when I realized that the enemies died in the yellow fields... it made things much easier.
That was fun. One of the more unique games I've played. The opening cut scene was awesome. The gameplay was simple, yet entertaining. The hand drawn graphics worked well with the genre of game.
My only complaints were the the controls feeling a bit unrefined, and the lack of variety. Otherwise, I enjoyed it quite a bit.
Another very interesting LD game from Zillix. I'm happy to say that I reached all 8 ending on my own. It's remarkable how you manage to create entire worlds in 48 hours. I also enjoy how you've linked your recent entries together.
So about the game. It was one of the best implementations of the theme that I've seen. The graphics and animations were simple, but fit perfectly. I never felt as if I was at a loss to do. Each time I played through, I got a hint, or came up with an idea, for the next play through.
The audio was the only thing that bothered me. After playing through ~15 times, that audio loop became a bit repetitive. Other than that, I thought it was an excellent experience.
I beat all but the 2 hardest levels. At times, it definitely felt more frustrating than challenging. There are 3 things I thought were very good choices:
-The "replay/reuse" mechanic. It made things more interesting and strategic.
-The screen shaking when the bombs went off. I made the game come to life.
- Letting the player skip to the next level. Oftentimes, difficult games like this cause people to rage quite. Skipping levels alleviated that, and allowed users to see all the different levels.
That was surprisingly interesting considering how simple it was. Very nice use of colors. There wasn't a whole lot to the game, but what was there was potent and enjoyable.
A somewhat unique game among LD... it was a bit refreshing. I like your interpretation of the theme. The round were a bit long IMO, and clicking the Done button felt a bit frustrating when you're working against a time limit.
Excellent sprites that really boosted the feel of the game. Music helped a bit with that too.
It definitely could use some more varied game play mechanics, but a nice submission overall.
Online multiplayer in 48 hours is quite remarkable. You nicely implemented a simple, but effect method of encouraging cooperation. No one was on when I played, but I'm going to play through tomorrow with my buddy. I could talk about polish, or more variety, or improving graphics, but I I'm guessing you accomplished what you want to with this entry. Well done sir.
The graphics were very pretty, I found the shader a bit distracting at such low pixel density. I liked the cut scenes quite a bit. The game mechanics could definitely use some polishing. Seeing where you throw would have helped. I was hoping there would be a bit more variety to the gameplay. Mood was great, and the game's message was quite nice.
Unity web player worked fine for me.
The graphical tone, music, and glow effect of the orb gave a very nice mysterious atmosphere. I wanted to keep playing, hoping there was some underlying story connecting things (i.e. what does the orb mean, and why a mailbox?).
Movements and controls were nice and tight. There wasn't much gameplay, but that didn't stop me from enjoying what there was.
That was a lot of fun. Very nice job.
Absolutely beautiful, but far too short. It's begging for more.
As others have said, the ship speed dragged the game down. Otherwise, it was fun. The music was a great match to the game. It kept my interest for quite a while (although I would do other things on my PC while the ship was travelling between worlds. The mini-map was great. I wasn't sure what benefit there was to zooming in. I kept my magnification as low as possible.
I'm glad to hear you're turning it into a full game. Keep us posted.
I think it could definitely use some polish though; things just felt rough around the edges. I laughed at the animations, and enjoyed playing.
I enjoyed the game. I think it would have been better without the time limit though.
I ran into a number of bugs:
- Using the whip would sometimes throw me much farther than intended
- The whip didn't disappear after I had let go of the right mouse button, but I was able to get out of that one.
- Music stopped all together
- If I jumped, and my head hit under a platform, I didn't fall back down.
- When hitting a platform hovering right above spikes, the game would sometimes register it as a death.
That last one actually stopped me from playing because I tried about 5 times, and every time I landed on one specific platform, I died. Fortunately, I'm guessing it was pretty far into the level.
Aside from the bugs, the controls felt a bit clunky, and the game could use some overall polish. I did find it entertaining though. The music was a bit loud, but I thought it set the mood well. It's a shame the music didn't repeat. My favorite part was when the rock came rolling after me, it gave me a real sense of urgency and adventure.
That way quite entertaining, even though I felt like I was mindlessly clicking some of the time. I finally made all the connections. Sexy graphics and animations.
I liked that the game admitted to not making any sense.
Brilliant level design. I enjoyed the game quite a bit.
That was cool. I'd never played anything like it.
That was the most engaging twine game I've played in a while. Well written, very natural to read, and enhanced with all the effects.
I found parts of a story a bit confusing, especially the ending... it seemed to come out of nowhere. I suppose I was invested enough to feel a bit gypped that things weren't explained more... the relationship... the drug... I really wanted to understand them better. I suppose that leaving the reader wanting more isn't the worst thing though.
You did a nice job of making simple graphics looks appealing. Smart level design, with a nice building of difficulty. My brain was pretty well trained on the mechanic by the end. The music was lovely. I enjoyed this quite a bit.
Making the enemies go flying was quite satisfying. Graphics looked good. Pretty tight jumping controls. It's a shame that it wasn't more complete.
Really great game. It had me pulling at my hair at times, but I just couldn't stop playing. My only real issue is the controls for the jet pack... they took some getting used to. I think it would be more user friendly if you didn't have to let go of Z to change directions. Other than that, I really liked it. Definitely one of the best I've played this LD. You should be proud.
Great implementation of the theme. I enjoyed adding some more pieces to the narrative.
There's not a whole lot to it, but it was addicting. Fun little game.
Somewhat addicting, as I refused to stop until I actually killed on of the monsters. After about 15 tries, I finally did it. The barrage of enemy fire made the game feel unfair. I'd suggest tweaking the enemy fire, and making the player's fire a bit more visible; the small bullets were so hard to see, especially in the air area.
Simple, but pleasing graphics.
You had a nice hook. I immediately wanted to know what the other world was like, which really compelled me to complete the game. I was a nice surprise when we got to actually go to the other world... I was half-expecting the ending to be firing the catapult. The cliff hanger was a bit of a bummer since I wanted to know more of the story. As others have said, the walking was a bit tedious, and the game was begging for more polish. Never-the-less, I enjoyed it.
Nice menu system btw.
The game mechanic was pretty cool. It took me a few tries for my brain to adjust. The controls were a bit unforgiving (I almost rage quit a couple times on the last leve), and it felt a little glitchy when switching between a couple of the gravity zones. I think it would help if, when changing to a new gravity zone, you make the old one unavailable for a moment.
I loved the world transitions.
I think you did a lot of things right:
- You made the levels in a way that the player learned how to play the game themselves.
- The minimal graphics look quite nice.
- Fun and interesting game play mechanics with very few objects.
Lots of fun stuff. My major complaint was the jumping, specifically when you have a block above and below you, and you need to jump to the side and up. I player with a smaller collision box would help with that.
After many many tries, I only got about halfway through the first level. I think you made the same mistake I made in my first Ludum Dare, and make it way too hard. It's an easy trap to fall into since you usually become proficient at your own game as you make it.
You may want to post a video of you playing through the game so everyone can see the rest of the game.
It definitely feels unfinished. The character felt so slow, and the shell patter got a bit ridiculous. I liked the mashup of different worlds. It was funny :)
Bummer only having 1 level. The theme felt a bit forced. Cool graphics... nice use of color. I'd suggest giving the option to jump with the up key; I think it would feel more natural.
I'm glad you learned a lot, and hope to see you in the next LD.
Impressive for 9 hours. It was entertaining, but at some times felt more frustrating than challenging. As you noted, it could definitely use some polish.
Absolutely lovely visuals. Solid controls and movement. I thought it started off a little too hard, and I had to mute the music, but otherwise, it was quite enjoyable.
It was a bit hard to get the hang of, but I got pretty nimble after a while.
Nausea mode would have definitely have given me motion sickness, had it left it on longer. I'd suggest adding a non-full screen mode, as I think it would make the experience a bit less harsh on the eyes/brain.
A "Back to Menu" button would have been nice too.
I thought the bison was great. There's a serious lack of bison in games :)
That was fun. Nice job blending active and inactive worlds. Aside from the generic player-box, I really liked the visuals you choose.
An RPG, even just an RPG battle system, is incredibly difficult to do in 48 hours. Kudos for putting something workable together. Unfortunately there wasn't much else to comment on other than the very lovely art. Very nice use of color.
Nice level design, and use of the theme. The platforming controls were tight, but the movement speed was a bit too slow. Simple and enjoyable.
This was a somewhat unique take on the theme. It could definitely use a bit more gameplay and polish. Even after playing a few times, I wasn't able to do very well. I'd suggest making the purpose of the satellites more apparent. Also, one of the round I played had 2 planets named the same.
It was a much better experience on my phone.
It was a bit tedious finding planets... you would speed over to them, but your momentum would make it so hard to either not crash into the planet, or fly right by it.
2 things would help this game a lot, a mini-map, and capping the speed of the ship. Otherwise,I enjoyed it.
This game has improved my eye-thumb coordination (used an xbox controller). I had to resist the urge to rage quit a few times along the way though. I appreciated the story you fit in. Nice job.
Some of the time limits felt unfair, but that was really really funny. By far, the funniest game I've played.
This was a breath of fresh air. It was relaxing, and felt remarkably complete. I played twice, and did a far nicer garden the 2nd round.
I like how you set up a way to share gardens. I would have posted mine, but I don't really have social networking accounts.
It took me a lot of trial and error to really understand what to do. A couple of beginning gradually-more-difficult levels to start the game would really help. The controls were a little clunky, especially when trying to open doors.
The game already has a fun mechanic, and a fun art style. With some refinement and slower difficulty curve, it would add up to a very nice game.
Very neat game. I wish there were more levels.
The mechanic was fun. Really nice graphics and effects. The theme felt a little forced. The difficulty just killed it for me. I wanted to be good at this, I really did. It was so exciting to play, but after it took me about 10 minutes to get past the 1st level, I rage quit after trying to beat the 2nd level for 15 minutes. I had 2 suggestions:
- Lowering the gravity
- Give the player a few levels to warm up to the mechanic, each with slightly increasing difficulty.
Slowly building the player's muscle memory to the game often gives a much better experience.
Aside from the extreme learning curve, this was a very nice entry.
Alright, I wanted to give this one another shot because I really think it's a fun game mechanic. I was surprised that I breezed through the first 2 levels in about 5 minutes. Level 3 though...that took me about 20 minutes to beat. Level 4 was fun, but level 5 kicked my butt and I stopped.
I still stand by my previous comments about it being too difficult, but let me be clear, there is a big difference between a game feeling difficult and a game being unfair, and your game was not unfair.
I did feel the theme a bit more with the 3rd 4th and 5th level as you stated. Also, I can understand you wanting to be sure to showcase the mechanics depth, I've been in that position before. Unfortunately, many Ludum Dare participants don't have the patience to stick with a game that has such a high learning curve.
Just to emphasize what I said before, this was a nice entry, and a lot of fun once you get the hang of it.
Once I got to the main game, It seemed like I was just playing through the same level over and over again... maybe I was missing something. If so, let me know and I'll replay.
It could definitely use some polish.I was really missing vertical animations/firing. Firing felt good... the sound effect definitely worked well. I liked that you had an intro, and an underlying story.
What I liked:
-It's an adventure game.
-Nice little short story.
-Good length.
-Controls felt good.
-Cool graphics.
-Implementation of the theme.
What I thought could be improved:
-Camera was a bit odd, and was sometimes not focused on the main character... normally during cut scenes.
-Sound effects felt out of place.
-Some of the graphics were different styles.
-It would have been nice to be able to press a button to progress the text.
Overall, a very nice entry.
Beautiful graphics and interesting gameplay. The music added to the mood. I was having quite a bit of fun figuring things out, until one of the blobs became un-selectable, and the game ultimately froze.
This is a great example of taking a simple idea and making it look polished and professional. Excellent LD entry.
There wasn't much to it, and it wasn't very original, but it was fun. I laughed at the creepy human-like mouth.
I've never seen a game like it before, which is one reason why I really like Ludum Dare. I felt sort of lost while playing, and replayed it a few times. I must admit that I enjoyed just watching the game more than trying to beat/win anything.
I had to mute it after a minute or so... the bass was a bit too much for me. I love the graphics, great use of color.
Short and creepy. I don't think I'd call it fun example, but I enjoyed it quite a bit. It felt so unique, and is an example of why I really like LD.
I just wish there were a bit more to it. Very nice job... one of my favorites.
Took a while for me to figure things out, but was quite fun once I did. I liked the stealth mechanics, and how much strategy was involved. It was very challenging without being frustrating... especially with that damn eye bal.
Excellent visuals and sound effects, which created a distinct atmosphere. A very nice LD entry, with plenty of potential to be expanded on.
For what it is, it's pretty good. The clues were well done.
This was very nice. The graphics and audio were top notch. The game mechanics were challenging and strategic. My only complaint is how slow the battles are. I think it would be a much more potent experience if you doubled the speed.
Made it to the end. I appreciate the atypical platform setting, and think it worked out well. Graphics were cute, and the levels were fun, though a bit repetitive. I was hoping that more game mechanics would be introduced.
It took me a few seconds to realize I had to click the mouse, or hit space to respawn. is there a reason you didn't want to auto-respawn after dying?
I found the gameplay to be a bit too "busy", with so much stuff flying around on the screen in different directions. I'd suggest further differentiating the projectiles from the enemies.
Congrats on making a multiplayer game in 48 hours... I know that's no easy feat. Unfortunately, no one else was in the game with me when I was playing, so things got repetitive pretty fast.
I like this entry a lot, but would have liked it better if it were more plausible to deduce all the solutions. In my play though, about half the solutions made sense, and the other half were me randomly trying things.
Lovely atmosphere. I liked the point and click interface... it felt very natural.
That was ridiculous in a good way, but I think I enjoyed your description more than the game :)
That was sort of fun. While it incorporated the theme well, the game would probably be better without the whole phone simulation aspect.
The well designed gameplay and balance really stands out. The visuals were ok, but didn't take away from the experience.
Very well executed. One of my favorites this LD.
That was one of the funnest entries I've played this LD. The control scheme was simple and effective. The square graphics were crude, but the colors blended nicely together, and along with the music, created a playful atmosphere.
One suggestion would be to make some enemies that only the player can defeat. After getting a few helpers, it ended up being safer and easier to just avoid projectiles and let the helpers attack the enemy.
Others mentioned that they had difficulty beating levels, but I managed to beat it on my first try. I may have gotten lucky, but the difficulty felt good to me. I appreciate the random generation, and multiple bosses. I plan on playing a few more times.
That was silly, charming, and a refreshing change to the normal LD game genres. I liked the variety of the different resolutions. Things could certainly be polished and expanded upon if you continued working on it.
I also appreciate how you really used the theme, instead of shoe-horning it in.
Within the first few seconds of the intro, I recognized the art and sound style from playing your last LD entry. Wonderful, top notch, professional audio and visuals. The intro got me really hyped to play. I appreciate how you try to fit a story into a LD game.
The main issue I have with this entry echos what others have said... it's just not much of a game. I felt the same way about your last entry. I don't mean to sound discouraging, you clearly have talent, but IMO, gameplay must be prioritized.
I look forward to playing your games (LD or otherwise) in the future.
I was excited to play this, as you don't see this genre of game in LD very often. It was quite fun, but frustrating at times. My main issue was with the controls. Using the mouse to both move the dropper and select the items to explode seemed more annoying than challenging. I'd suggest maybe assigning them to either separate mouse buttons, have the arrow keys control the dropper.
The explosions were very satisfying. I liked that you have the player choose which groups to destroy instead of doing it automatically at some point.
Also, 10 minutes felt a bit too long. I think either reducing it to 5 minutes, or making the gameplay endless and gradually increasing the drop speed, would make the game a bit more enjoyable.
Overall, a nice LD entry.
I enjoyed playing it. The level design stands outs. I'd suggest letting the player jump with Up/W, and there were a few times I died and respawned unusually far away... at least it felt unusual.
You clearly put a lot into the atmosphere (visuals/audio). I just wish there were more to do.
Another nice entry from 7Soul. Nice level design and difficulty progression, though it took me forever to get out of the lower right room after beating the boss (my own fault).
The retro visuals were quite pleasing. Them, combined with the lighting effects and audio, created a nice feel to the game. I especially liked the boss fights, and was bummed that there wasn't a final boss fight at the end.
Definitely one of my favorites so far.
I really liked the single boss battle, they're often some of my favorite LD games. It was lots of fun, but very hard. I finally beat the reindeer, thought I was finished, but was pleasantly surprised that there were more forms. Unfortunately, I never made it past the 2nd form... were there others? I think I would have had a better (and probably easier) time, if I could change my horizontal direction in the air. Was there a reason you didn't allow that?
Impressive for 9 hours. The spriter animations looked great. A very nice little LD entry.
That was a lot of fun. I found it challenging without being overly frustrating. The level design was clearly well thought out. I think black and white graphics were a great choice, as it fit with the whole retro look, were probably easy to create, and most of all, you managed to make them look good. Even the little particles really added to the experience.
I did get stuck once while playing my first time through. When transitioning levels, I got stuck in one of the shooters, and had to restart. No big deal though, it didn't happen the rest of the time I played.
My only gripe is that the theme didn't really feel represented. The game really did have multiple level, despite the player remaining in the same spot on the screen. Please don't think that stopped me form enjoying it, as it really was a great idea, and executed very well.
One of the best uses of themes I've seen so far. Cool retro graphics. I really liked figuring everything out.
Nicely fitting music, and funny sound effects. It was fun and challenging, but got repetitive pretty fast.
That was way more fun and strategic than I expected. Clever weapon and enemy design. The graphics could use some polishing, and the controls were a little unnatural at first, but this was a great little entry. I'd suggest a scoring mechanism, and allowing switching weapons via the scroll wheel.
Great entry. It was strategic, fun, and challenging without being frustrating. The audio and visuals worked great and blended nicely together. Definitely one of my favorites this LD.
You did a lot of things right:
- Not too hard
- Definitive ending
- Felt complete
- Easy to pick up and play
- Very charming
It wasn't an epic game (nor do I think it was meant to be), but it was an excellent LD entry. The little wink at the end was my favorite :).
The best visuals I've seen this LD so far. Seriously, professional level quality. I found the gameplay a bit too taxing. You couldn't attack in the air or while moving, and when you could attack, it didn't do much. Also, this game is begging for checkpoints and an easier way to recover health. It took me 5 tries to get to the first power up, and being forced to start back at the beginning each time was brutal. I really would have liked to have been able to see more of the game, as it is quite beautiful, and I wanted to see the other power-ups.
Fortunately, it looks like you're fixing a bunch of this stuff in a post-compo version. I'll be sure to check back and play it.
Also, unless I missed something, I didn't see any connection to the theme.
Mouse movement didn't translate well to character movement, which made controls difficult. It got pretty repetitive pretty fast. Congrats on participating though; I hope you learned a lot and will participate again.
Playing on a laptop with a trackpad was pretty much impossible, but after switching to my desktop, I found it to be a pretty fun little game. The audio and visual elements blended nicely together. I was hoping there would be more variety to the game... I ended up spamming missiles most of the time.
This game definitely has tons of potential to be expanded upon. A very nice LD entry.
I love the idea and visuals of this game. I really wish there was a bit more to the gameplay. I played several times, and things seemed a bit too random. Every time I played, a missile killed me, and I don't see how I could have avoided dying. It would have been nice to get some more warning when a missile was about to come down.
That was simple, fun, addicting, and awfully silly. I played quite a few times. It felt nicely polished, and the time dilation was a excellent choice.
My main gripe is that I was hoping there would be a bit more variety... it got really hard, really fast. Overall, a very nice LD entry.
It took a little while to understand what was going on, but once I did, it was pretty fun. Nice audio, and cute visuals. My main complaint was the length of the game. If you continue working on this, I'd suggest making the game a bit shorter, or adding some more content. For a while, it did seem to get a little repetitive as the clock counted away.
A nice LD entry :)
That was simple, but fun. The jumping felt a little unforgiving... I most often died when trying to jump off the edge, but the jump didn't register, and I fell to my doom.
I was hoping there would be a bit more variety to the game, and look forward to a post-compo version.
Interesting idea with effective visuals. Sometimes reading the text was a little difficult. I think the UX would have been better if the options were selected through buttons rather than typing it out.
I think your idea is one that really makes use of the theme instead of shoehorning it in. You made an impressive number of levels. I just wish there were additional gameplay mechanics to add some variety to the levels.
This game genre was a great choice for the theme, but is especially tough for 48 hours, so hats off for taking it on, and making it work. The controls were easy to pick up, but felt a bit clunky. You really needed to commit to attacking or defending, which could easily leave your vulnerable. Ultimately, I gave up trying to block (was there a particular reason the up-block lagged longer than the others?), and found the best strategy was to hit and run. Multiple times, I felt frustrated when trading blows with an opponent, especially if I was only my last heart I'd suggest either giving the player a way to cancel an attack, or automatically cancel out attacks happening at the same type.
I did encounter a bug when playing. An opponent and I killed each other at almost the exact same time, the next round began, but I had disappeared. Not a big deal, I just thought I'd let you know.
The sounds/music felt a bit repetitive, but fit the gameplay well. The character's graphics were very crude, especially compared to the polished logo, and other on-screen elements. I imagine you planned on changing the character sprites, but ran out of time.
My highest score was 8 opponents.
It took me a few tries to finally understand what I needed to do, once I did, it was an enjoyable experience, and one of the most unique and complete games I've played.
High marks in innovation and humor. Keep up the good work :)
There is something so satisfying about nailing and enemy to the wall. Great choice in the visuals (simple, but appealing). The one HP was a bit brutal, and there wasn't much variety. Definitely fun though.
Obviously the graphics stand out. It's a pretty fun game with an old-school feel. Controls were OK, but could probably be tightened up. Interesting mechanism for the cut scene... I may steal that idea for future Jams :)
Looking forward to seeing a post-jam version.
Based on the first screen, I assumed I wouldn't like it. Was pleasantly surprised by the story and simple/silly gameplay. Ended up liking it.
@ianburnette
Point taken, and I was on the fence about it. I only put the "bitch" retort in there to be a response to an insult referencing a dog. Otherwise, I would not have included it. Thanks for playing.
The gameplay was a bit bland, but the experience was lovely. The audio, graphics, and even object motions path all came together to give texture to the little world. Very nice entry.
Fun game that could be awesome if polished and expanded.
Simple, but very charming. The sound effects, and overall silliness of the helmet is what I liked most.
I'm looking forward to seeing a further developed version.
The level design, visual, and audio resulted in a very engrossing experience for me.
Sometimes jumps didn't register when moving down slopes, often resulting in death/frustration. The theme also felt a bit forced. Aside from those 2 things, I loved everything about this entry. Excellent work.
Very well thought out and executed. You a repetitive concept pretty interesting to the player with all the bonuses and upgrades. Golden triumph FTW.
You should be proud of this (I think)
Unique idea, and well executed. Although I played it for a while, it stopped being fun after about 2 minutes. However, that may have had to do with me getting "X" more than any other letter.
That was a whole lot of fun. One of my favorite uses of theme. Well done.
A few notes while playing:
The punching was so satisfying.
Remarkable visuals.
Audio fit well.
Ship traveling sequence felt a bit long.
The hitbox on the punches was huge. I was hitting enemies that were pretty far below me.
After returning back from the level select, when hovering over worlds, the planet names didn't appear any more.
Overall, it was quit a lot of fun, with not a whole lot of gameplay.
Was there only the 2 levels? If so, was only 1 really playable? I ask because I want to make sure I didn't miss anything.
Silly, short, not much gameplay, but damn that was enjoyable.
Excellent puzzle design with a unique mechanic. The sketch-y art style worked nicely as well.
I enjoyed playing quite a bit. My suggestions would be to allow colliding with the square's body as an "order", and allow scrolling through the actions with the mouse wheel.
I liked this, and played it way longer that I thought I would. Interesting game mechanic, and I loved the voices.
I only figured out how to disrupt communication through trial and error. Not much to it unfortunately, but an interesting idea none-the-less.
Cute little game. The UI could use some work though.
I finally landed a few unicorns. That was so ridiculous... I love it. Definitely fun to play, but a bit too hard.
I managed to win my first time playing. Figuring out what to do was part of the fun for me. My only complaint is that I was hoping there would be a bit more variety to the gameplay. I liked the monster at the end most of all.
You may want to write up a bit more on how the controls/radar work. I never understood the radar, but I did eventually realize that the mouse did actually move you. It was hard to tell because the planet has so much mass that it takes a while to tell that it's moving.
If you work on a post compo version, I'd recommend lowering the mass/weight, or at least giving some way to upgrade your planet to be more agile.
Very pretty and well designed. The controls could use tightening.
Cool retro look and sound, though I have no idea what the character (thing at the bottom of the screen) is.
You may want to mention that you have to click enemies in the game. I didn't realize that until my 3rd try. Is something supposed to happen when the number gets to 0? I just kept going into negative numbers, and nothing new was happening in the game.
I have a love/hate relationship with this game.
Love - The general silliness of it all, the character's movement, the slow motion (wish there were more of that), the animations, the dude pissing.
Hate - SPIKES IN TREES, bullets (possibly going through trees) coming out of no where an killing you.
A fun entry that, despite my frustrations, I couldn't stop playing until I beat it.
That was a fun little experience. Everything was well thought out and polished. I played through it a few times. 78 minutes was my best.
Interesting concept, but I think the execution could use a little work. Things get difficult way too fast. I think it would be better if your answers auto-fired. Also, and this may be my error, I couldn't figure out how to input negative number, or numbers with decimals.
Not much to it unfortunately. Lovely atmosphere though.
Short and sweet. Very enjoyable. She totally had it coming.
That was trippy. Simple, but enjoyable. Having the floor at different angel was a good design choice.
Controls were probably my biggest issue. As for a suggestion, I'd say use the mouse, but not like cross-hairs. Perhaps hide the cursor, and make character's arm range from 180-360 Degrees (360 is facing right)depending on the mouse's X coordinate. For example, if the screen is 200 pixels wide, set the arm angle to:
180 + (mouse.x/200)*180)
@helekopeter
Yes, you can. Action->Mouse->Set cursor Style->None
Great application of the theme. Controls were easy to learn, but very hard to master. Overall very difficult, but very entertaining. I especially hate the projectile that follows you.
Not sure where the theme was in this game. Controls are definitely awkward for keyboards, but I won't hold that against you since you said it's made for Mobile.
One thing I kept wishing for was the camera to be fixed on the Y access. There were multiple times where I would jump to my doom because I couldn't see what was coming beneath me.
Never-the-less, I still enjoyed playing, and think this has potential if you choose to keep working on it.
Very interesting ideas, but extremely rough around the edges.
Very nicely designed and executed.
As mentioned, the music overlaying on restart is a bug, and should be fixed. Promising concept, but there's not much to it in it's current form.
So when I tried playing yesterday, the game started me in a completely different section of the map. It was a section that required a few of the powers to complete, so that's why I didn't get very far. I have no idea what could have caused the issue.
Anyway, I just played it (starting at the correct spot), and loved it. Excellent level design and fun gameplay. One of my favorites.
Interesting concept. The game was lacking, but it was more of an experience. Music was well chosen.
I was able to get it working with an xbox controller in chrome. I like that you could choose your character, and the idea of a fighting piece of pasta, but it wasn't that much fun unfortunately. Every enemy did damage to me no matter how I attacked. I ended up mashing the attack buttons enough to finally beat the boss.
Bold of you to choose to do an RPG. Battle system was clever, but having some kind of feedback when choosing an action would have been helpful.
Remarkably complete and polished. Lovely art style. It's enjoyable, but certainly has some flaws. The pacing/balancing was my biggest issue.
Aiming with the keyboard and shooting with the mouse is very unusual. I'd suggest either using a keyboard key for shooting, or using the mouse to set the shooting angle. Regardless, once I got the hang of it, I had no problem beating the levels. It was short, definitely missing polish, but enjoyable.
That was so ridiculous... I absolutely loved it.
I always enjoy it when different genres are mixed together. The initial difficulty will probably frustrate many players. I died ~15 times before I really figured out the basics. After that, I found the gameplay quite engaging. It's really an exercise in multitasking since you need to build, defend (**** those projectiles), and attack at the same time. I'll probably be back to play it some more later.
Regarding the learning curve, I'd highly recommend writing some kind of starters guide.
I think you had some interesting ideas that don't quite fit well together, at least not in their current state. The difference in pace between running an flying feels a bit unusual. Lovely graphics and animation. Looking forward to seeing updates.
Very cute, and fun to play, but not a whole lot of gameplay.
Could use some polish, and maybe a lighter learning curve, but you have a pretty cool idea here. Not sure where the theme is though. The concept of ricocheting the ball off enemies and catching is very satisfying. Nice particles :)
High marks for humor. Something to show the grand kids one day.
Interesting use of the theme. Very cute, but it quickly becomes repetitive, though the power ups help a little bit.
Wow, so much content in such a little package. There was some trial and error to figure out how the controls and battle system works. There's far more strategy in the battle system than I initially thought. Once I figured everything out, I really enjoyed playing. The graphics were a good choice for the genre... like old GameBoy or handheld LCD games where you train/fight/take care of something.
I did think of a few suggestions, but they're most polish-related (e.g. the spritefont spacing was a bit distracting). One thing I definitely would suggest is some kind of basic starter guide? It would probably help new players get up and running a bit easier.
It's probably my favorite of your LD games. Plenty of potential if you wanted to continue working on it. Also, I respect the fact that you choose interesting/uncommon genres of games to make in LD.
That was so silly, but I liked it. I liked that I had to really think about strategy, instead of some kind of button mashing.
Very well done. One of my favorites thus far. I picked correctly at the end.
Cool style and interface. I know how time consuming it is to create this type story in such a short time. Looking forward to seeing the rest of the game.
Lots of fun to play and kept me quite entertained. I wish there were more though.
The graphics were simple, rough, but charming. I made the mistake of playing with headphones (the sound effects are pretty piercing). Nice job for such a short amount of time.
Simple, but very well done. Controls felt good, graphics were cute. I think the little touches of the dragon breathing, and his flying animation, were excellent choices. It made the character feel real. I enjoyed playing, but things did get repetative somewhat quickly. I'm glad to see you used the pico-8, and am looking to see a post-compo version.
Classic 3d platformer feel. Controls could use tightening, and I didn't really feel the theme, but I really enjoyed playing, and hope you continue to work on this.
That was trippy dude. For what it is, it was quite well polished. It was refreshing to really have no idea what was about to happen. I thoroughly enjoyed it.
Probably the best use of the theme I've seen. Top marks in Theme and Mood!
I think this ended up being more frustrating than challenging. After about 20 tries, I finally made it past the 3rd pillar (ultimately dying at pilar 12). Cute hat :)
You have to love that adorable roar. Beautiful visuals as always. Not much to it, but I'm hoping the work will continue.
Great stuff. Creepy, fun, with great visuals. It was begging for some sound.
Wow. A really well thought out and designed game. Everything really came together nicely. Things seemed to get a little crazy for me all of a sudden, with spawn dropping constantly. I'm glad I made it to the end. My only real complain is the collision is a little wonky when feeding. Sometimes I would have food right on top of one of the monsters, and it wouldn't register.
That was an excellent experience. One of my favorite entries for sure.
The control scheme felt pretty odd, and I wish there was a bit more variety. It's bold of you use an unfamiliar engine.
There wasn't a whole lot to it, what's there was great. Charming little game.
Very nice. It was one of my favorite implementations from the theme. I enjoyed playing a lot.
Short and simple. I enjoyed playing.
Great game. Well thought out controls, and lovely visuals.
Reminds me of playing DOS games as a kid. Graphics and Sound fit perfectly. There isn't a whole lot to the game, but what it has is quite enjoyable. I respect folks who choose to make simple polished games, rather than half-baked complex ones.
It was a little buggy and repetitive, but I very much enjoyed playing. The little details (like tipping the hat) really added to the experience.
Excellent entry. It felt so polished. I think it's clever how you force the player to think before killing each enemy. It was definitely difficult, but not frustrating. I just wish it were longer.
I agree with others that this isn't really a game that uses the theme in any meaningful way. However, it is a pretty good pico-8 game. Nicely polished, but I think the balancing could use some tweaking... things escalated quickly.
You did a very nice job with this. Being the snail took a little getting used to, but I was flying off walls left and right by the end of it. The ways you used to subtly introduce movement options were clever.
I found myself wishing there was some background music. I think it would have really improved the mood of the game.
I'm happy I made it to the end. Well designed, and I love that you did it in the pico-8.
I think the game play could definitely use some fine tuning. Things got repetitive kind of quickly, and the controls needed to be tightened. Lovely art style, and the music fit perfectly. Put me in a relaxing mood.
Good stuff. A bit rough around the edges, especially the jumping mechanic. The ledge climbing was genius. Such a little thing really gave you the feeling that you were controlling a "monster" rather than just a platforming character.
Pretty cool, but too simple/short IMO. Art was nice, and beatboxing was a refreshing change.
Wow. It's truly remarkable what you were able to accomplish in 48 hours. So much fun. I'll be playing this one again.
There's something so charming about the pico-8.
Seriously impressive.
That was epic and damned satisfying to play. I did get a bit frustrated taking damage though.
Simple, mindless, fun. Played a few times to make sure I saw everything.
The concept is interesting, but I think there are some things that are holding this game back.
-The physics felt a bit off, or at least off compared to a majority of platforming games. It seemed like the jump was sluggish (instead of explosive), and the fall speed was constant (instead of gravity accelerating downward).
-It felt a bit unfair when situations came up where running into boxes was completely unavoidable.
-The green font becomes hard to read, especially when you move up to higher levels.
-The camera staying centered on the player. I think a fixed camera would have been a bit less disorienting.
I do mean this to be constructive criticism, and hope it's helpful should you continue to work on the game. Congrats on participating in another LD.
Yeah, I got addicted to that. Extra high marks in fun, but little connection to the theme.
Not much of a game, but a lovely and thought-provoking experience. I wish there were more player interaction. I feel like 80% of the game was just text between scenes. That may be unavoidable with this genre and the time constraints. Graphics were quite nice. Impressive for 48 hours. To the top of the mood category for you!
One of my favorite uses of the theme. The intro worked really well. It only took a few tries for me to get used to the mechanic, and then... it was over all to fast.
High marks from me. I'm hoping to see a post compo version. High marks from me. Pico-8 for the win!
I think the gameplay concept needs to be fleshed out a bit more. One of the issues is that you can probably not press X at all, and still be fine. It ended up feeling like less of a game when I figured that out. However, you did make a few things very nicely. The graphics were simple and elegant. The filter made the visuals a bit more interesting, and the intro was honesty what I liked the most.
That was great. The little details made the game-world feel alive. You did a nice job of mixing storytelling with gameplay. One of my favorites.
Was really really easy, then ridiculous difficult at the end. It seemed like all the powerful mobs were came at once, and on the same row. Performance was pretty bad at the end.
With that said, I think it was an impressive LD game, especially for the pico-8. The UI was slick, making the game very easy to pick up.
For what it is, it's very good. You did a nice job taking a simple mechanic game, and perfectly blending humor with it. Really did feel .... tourette-y. Funny stuff.
Such a refreshing game to play within LD. It took a few tried to get used to the controls, but after that, it was great. The visuals were very appealing. Giving the player micro-goals (no pun intended), separated by the commentating was a great decision. Great entry, bravo.
I have a lot of respect for people who make narrative games for LD. I know how hard it is to do in 48 hours, and I think the small amount of player interaction and gameplay reflects that. There are many aspects that could be improved upon, but if making a creepy story was your goal, you succeeded. High marks in mood and theme.
Very well presented. Visuals and audio were very polished. Gameplay carried on a bit long, though I did like how new waking-elements were uncovered. It felt very unfair when the red box appeared too far to the left. Nice job overall. High marks in theme and graphics!
Simple, very hard, but addicting. Cute graphics, I love pico-8 games. Displaying the stamina was a very good choice. It kept me coming back because I knew there was a defined goal. I found it interesting that playing with sound on made it much easier for me to recognize the patterns. After maybe 70 tries, I finally memorized enough of the patterns, and it was dance time.
Short, but very well executed. Looking forward to seeing an expanded version.
Pretty fun. I enjoyed the simple visuals. Touch controls felt good. I ultimately lost due to a big break in NCPs.
Cute, simple and fun. I just wish there were more to it. I loved the googly eyes.
Such an eerie little adventure. Probably my favorite entry thus far, though admittedly, I have a soft spot for point and click adventures. The art was superb, the premise was perfect for the theme, and everything really came together for a great experience. My only complaint is the detection boxes were a little wonky. I probably tried to do that final combination (I don't want to spoil anything) about 15 times before I hit the right spot.
I really did love this, and hope you can turn it into something bigger (like your last LD entry) :)
Cute, clever, and well executed. I enjoyed it. My only complaint is that the theme felt a bit lacking.
Also, frog is a dick.
So much texture to this one. The graphics were a bit difficult to comprehend, but that may have been the point. Either way, I got the hang of it. One of the most interesting games I've played this LD.
The collision boxes definitely need some tweaking. The art was beautiful, but I was kind of sad when I realized it was all static.
Congrats on your first LD!
Took me a little while before I actually figured out what to do. After that, it took me 3 tries, but I finally won just in time. Cool visuals, and high marks for theme.
Simple, fun, and addicting. Very nice visuals. Would be lots of fun as a multiplayer game with a few other abilities. Very nice.
Reducing the building to rubble is empowering for the player. However, I think 2 things could have been done to make it even more empowering:
- Allowing the player to control the monster's movement. By the game being an auto-scroller, I think it distances the player from the character. I didn't really "feel" like the monster.
- Having sound effects. The silence made the action feel very soft (for lack of a better word). I honestly think some explosions would work wonders.
The controls felt a bit odd at first, but I became second nature after a few plays. I enjoyed figuring out what each attack did, and when it was best to use it. One thing I would recommend is putting in a line about being able to aim your fire attack. That was a game changer for me.
The cartoony graphics worked well, and implementing a high score really encourages repeat plays. Glad to see you participated in another Ludum Dare.
Excellent level design, and lots of fun to play. Impressive for 12 hours.
Lots of polish. Cute visuals and very fun. Great entry.
Short and sweet, with cute graphics. The slight frustration of tricking coming out so slowly in normal mode really contrasted insanity mode. Insanity mode for the win.
There are definitely things that could be improved upon, many of which have already been mentioned, but it's fun, especially with it being your first LD game.
The game froze up a couple times, but I finally made it to the end with 17 friends. Cute, short, and sweet. I just wish there was more gameplay.
Very nice visuals. It would have been better with a bit more variety, and as you mentioned, there are a few things that feel unfinished. Congrats on your first games and LD! Hope you participate again.
It felt a bit rough around the edges, and the visuals felt like they contrasted each other. Kudos on having an intro, though I did wish I could progress the dialog on my own. The simple gameplay mechanic worked well, and could definitely be expanded on were you to keep working on the game.
I was stuck on the level after he got the milk, where the hint was something about "soaring off the edge". After a while, I moved too far to the left (off screen), and couldn't get back.
It could definitely use polish, but a nice entry. Congrats on your first LD.
I do like myself a text adventure. I found this one pretty engrossing. The music , and especially the art set the tone (the music did get a bit repetitive though). The writing quality was pretty good. I did notice a few errors, but that's mostly because I do a lot of writing/editing, and it didn't take away from my enjoyment. I especially liked how I felt like I was part of the prince's slow transition to madness. Played through it twice, got two different endings. Good stuff.
Oh, one more thing. I'm hoping you post a guide to get to the "best" ending.
Not a whole lot too it, but I enjoyed it, and it certainly kept me entertained. Impressive 3D visuals for a compo game. High marks in fun and humor!
I think I figured out all the combinations. I like the premise, and have a soft spot for point and click adventures. There's plenty that could be improved upon, but I still enjoyed playing. Congrats on your first LD. Hope to see you again.
The state of this game was too buggy for me to rate. The screen sometimes when black, other times white, and other times I was able to run off the screen and nothing happened. I'll check back later to see if these issues are resolved.
I think it would have been cool if you saw the kid's field of vision. Well balanced, cute animations, but could definitely use some more content and polish.
Obviously the narration was the best part. I like that you left the stutters in.
Great idea. I enjoyed playing, but was disappointed that there was no meaningful ending.
There's definitely room for improvement, but I like the concept. Move speed was a little frustrating, and players often walked up the walls, where I was unable to get them. Not bad for a 12 hour investment.
Very atmospheric. The visuals and audio really came together nicely... and that run animation was awesome. Some of those jumps were unforgiving, so restarting you on the same screen was a good choice. I wish I could have attacked while jumping. Overall, a very nice job.
That was impressive. Awesome music! I managed to get 4-5 stars on each track except the last one, which kicked my ass.
Despite calibrating the audio, the timing still seemed a bit off, but otherwise, I loved it. One of the best games I've played this LD!
That's a really impressive pico-8 game for sure. Very well executed.
I'm glad to see you used the pico-8. It's a charming little engine.
Regarding the game, I wish there were more to do. The dialog was really shone through. My mother is proud of me dammit (I literally laughed out loud when I read that).
Very polished. Visuals and audio really came together nicely. My only complaint is that the levels were more button-mashing than challenging.
I wish there were more too it. it ended up feeling like a button masher. The blood splatter didn't scroll correctly and at the end, it said I killed 0 cats (but it did record my high score). High marks in themes.... you monster.
Funny, pretty, simple, and entertaining. It really came together nicely.
I'm assuming it's endless. I played it a few times, but always lost in round 5 or 6.