Foon → Ludum Dare Explorer → Users → zee
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 40 | The more you have, the worse it is | Perigee | compo | 340 | 3.37 | 2.97 | 3.48 | 3.36 | 3.67 | 3.42 | 3.13 | |||
| 2017 | 39 | Running out of Power | Cranked 1911 | compo | 368 | 3.25 | 3.14 | 3.18 | 3.57 | 3.37 | 2.37 | 3.25 | 2.89 | ||
| 2016 | 37 | One room | Automatous Room Builders | compo | 326 | 3.26 | 3.08 | 3.92 | 2.32 | 3.03 | 2.31 | 2.68 | 79 | ||
| 2016 | 36 | Ancient Technology | Corsairs and Cannons | jam |
Great job for a first game! The idea of trying to evolve faster then the other player is a cool concept.
Neat game! Sadly, playing Moirai kind of spoiled the twist for me, but it was still entertaining and different enough to be interesting! The artwork was great, and no server hitches to boot! it makes you think too! A job well done.
Have to love that our greatest invention were HDTVs!
A nice little game. Too bad we didn't get to see what you had in mind with the larger scope, but that's Ludum Dare for you. It would be perfect as web game. You should try building it under html5 in Unity.
Controls where aggravating, but in a good way! Once you get used to them, it's not too frustrating. Was a fun and funny few minutes.
I encountered a bug where I lost a stage, and when restarting, it would just take me back to the "You lost" page. I had to restart the game from the beginning. Since there's only three stages, it's not too big of a problem though.
@Anudin I lost on stage three. I was at the screen where it tells you to "click to try again." If I click, it blinks and takes me back to the try again screen. If I hold the mouse button down, I see Harold standing there, but once I let go, it just goes back to the game over screen.
Hope it helps you find the bug!
I liked the controls, Unique and pretty fun! Although, constantly winding can be a bit of a pain on the thumb. Wasn't sure what to do after getting on the bed, as trying to attack the teddy bear didn't seem to do anything. The camera needs some work, specifically when you're near a wall. Overall, a neat and entertaining little idea!
Loved the intro and outro! Short and not the most intricate game out there, but the theme/plot really makes it fun.
Apart from some outstanding issues, such as killing yourself if you jump and shoot downwards, or holding reload and fire turning your revolver into a machine-gun, I liked the concept a lot.
If you do take this concept further, I would suggest keeping the focus more on the style of the "infiltration" level. The stealth and terminals mechanics is what makes the game interesting. The light giving away your position was a nice touch, and I would suggest adding a similar system with sound. The terminals were fun, but using them for the elevators were a tad repetitive, since you can't resend the same command as you would pressing the up arrow in command prompt.
Overall, it's a great concept that needs some more time in the oven.
A simple but neat board game. I really dug the sound effects and the ascetics!
As others suggested, you should speed the turns up a little and clean up the UI so you didn't have to go back and fourth from the game-board to the menu at the bottom.
If the game-play was a little bit deeper, you could have something going with this!
I liked the concept, but as others said, the lack of feedback and what's going on can lead to a confusing experience at first. The simple theme works well, even if it doesn't fit the theme of the jam. Overall the concept shows promise.
I did notice my health was linked to my color, but i couldn't tell whether or not the items enemies dropped actually did anything since it seemed to barley change my hue. I also though the beams of light might heal me at first, but once I saw the ray, I understood what to do pretty quick.
Game looks and feels great to play, especially for a jam! Simple, but fun.
I'm not sure if it was intended, but you can purchase the mini-gun without having the score for it. Having no notification that you're reloading, or having no notification you're being hit made it a bit confusing at times.
If you plan on taking this game further, I would suggest adding more portals, more artifacts to defend, and a more robust shop system.
I assume you were rooting for the "controlling many" theme :) The concept was interesting, and with some more work and polish, it could turn into a neat squad based action game. I liked having to form a team while thinking about how each class complements each other.
My main complaints are you don't really have to control the party, and can solo the game quite easily, partly due to the awkward party controls, and partially due to being able to rush to the object since it's directly below you. It can be hard to micromanage your team's position, and as a result, it's difficult to use them properly. I feel like you had a good idea for a strategy game, but converted it to an action one without having a real sense of how the controls and managing should work as one.
I feel your pain (and I assume every participant does) on running out of time. It's a good concept. Focusing on how to manage your team, making teamwork necessary to do well, and how the game should control, could turn the interesting concept into an interesting game.
Great concept, worked really well with the theme! I loved how the eyes followed you around! Was a neat touch. It lagged a little bit for me (on Fire Fox), but nothing unbearable. Game play simple but enjoyable, but the story is what made me stick around.
Overall a solid entry.
Thanks everyone for the feedback! If I decide to continue with the game, I'll definitely take everyone feedback in mind, especially the starting over bit (since pretty much every post pointed that out :P).
The initial goal was to have the room grow depending on which cars you put into the goal, and have the room continue regardless, but it was too much work designing puzzles based around that in 48 hours.
I'd probably change the game into a level based system, instead of a marathon sort of deal (so no randomly spawning cars, unless there's a clear reason for it to spawn), and make it more clear when the level will grow, such as a switch to build a bridge. This way, the game's main challenge would be solving the puzzles, and the reflexes involved, without the trial and error possess, removing the frustration.
As some of you stated, a snap / angle of error would have been a good idea, and something I wanted to add, but time was running low. It would solve a few of the problems people had, such as the cars running off grid (along with forcing the cars to move on grid) , and make it a little easier to control. So I'd definitely implement it.
The car's colliding and going the opposite way felt like a neat mechanic in my head, but maybe a little confusing since that's not how cars work (lol). That's why I tried to force it to happen, but it seems people tried to avoid it, which kind of ruins the tutorial on part 3. I'd either make this more clear (bumper cars?), or change it. As @Skorpyo stated, the time to read the text might have been a bit too short, I should have implemented a pause to remove confusion.
I had very mixed feedback on the controls. Some preferred the mouse, others the keyboard. I feel like most of the complaints would be solved with the snap feature, but I would probably also add custom speed settings so everyone can get a comfortable with the game. I agree @peredm, it does feel like it would work very well with touch controls.
@Jupiter_Hadley Thanks for taking the time to make a video about my game!
Sorry for the long post, and again, thanks everyone who took the time to comment, I read each one! It's very encouraging, and helps me improve the game if I do decide to continue working on it.
Let Firewerk know she did a great job!
Neat game! Gives me a c64 / old school computer vibe! Simple, but enough there to make it fun. The music and sound effects fit the style.
My main complaint is the controls. The delay between moves is somewhat too long, and I often waste a turn by accidentally doing the same move twice because I started to spam the key to compensate the delay. It would also be nice to be able to face a direction without walking as well in certain situations. For example, when an monster is a block behind you.
Other then that though, it's a solid entry! I enjoyed it quite a bit!
Took me awhile to get used to the controls! I ended up just flying onto the tables and doing a sweep along them to take out the tanks, since you don't lose health for collisions.
The graphics are quite nice, and once I warmed up to the controls, I had fun. I would suggest some type of cross-hair though!
The graphics and the audio really help set the atmosphere of the game. I really dug the eating for health mechanic as well, it's a neat twist.
Since most of the comments stated the good parts, I'll focus on some criticisms.
The main thing holding the game back is the controls. I had to look back at the dare page to find out some things. I didn't know you could sprint, for example, since it never says so in game, and I didn't know eating gave back health at first. Once I figured these things out, the game became much more enjoyable, but there were still a few issues.
Having the press up to climb was really finicky, sometimes, I just couldn't grab the wall, or I would grab and jump off instantly. Scream seemed useless, as I'd mostly just get shot to death when I tried to use it, and running slash seemed to be much more effective. Also, slashing would sometimes bug out and I would fling way more then I was supposed to. The controls could also be a bit sluggish, If I missed a grab or slashed while I wasn't running, you can't turn around until the animation is finished, causing me to just slash or grab in place a few times. The grab range is really tiny, but you get used to it.
Other then those issues though, It was an enjoyable experience. Great work!
@oultrox Thanks for checking out my game!
I played the Jam hour version. I just checked out the post jam version, and many of my issues have been fixed! Although I would still think about changing the climbing controls if you decide to return to the game, as they were still a bit finicky. Maybe have the climb-wall button on a separate key rather then on jump? I'd think the grab key would work well, since you can't grab in air anyhow.
Once I got the hang of the rules, it was quite a fun and relaxing puzzler! Once the difficulty kicked in, I had a lot of fun working on the rooms! Levels 13 and 14 took me a while to solve, but they were a fun challenge. The music really added to the game's overall tone and relaxation, it really sets the mood!
(Below, I wrote more then expected, must of been the drinks on New Years :P )
My only real complaints are UI issues. The coffee table was quite hard to pick out, since it blends in with the black background of furniture picker. Having to click on the black dot to pickup the furniture seemed counter-intuitive (why not just the object itself?). I often had a hard time picking up the love seats, since the dot is only on a single side. Meaning I often clicked the wrong side and started to drag, only for me to realize I didn't actually pick up the seat.
Having to use the space bar to move to the next level became quite tedious since the entire game is controlled with the mouse. I often moved my left hand anyway from the keyboard to a more comfortable position, or to rest my head. I would consider adding a button or a click to continue instead. These are nitpicks, I know, but they did become small points of frustration after awhile.
Other then the UI issues, I really enjoyed my time with the game. It was a great concept, and a great execution of it!
A great starting point for a survival game! Having to wait for the rescue ship after placing the beacon was a nice touch! Giving the plants a dual purpose, for harvesting and oxygen was a great idea. With a few tweaks and additional mechanic, such as base management (such as watering the plants, and base building), I could see it becoming something special. (The literal martian :P)
A couple of small critiques. It was too easy to fill the energy (hunger?) meter. Since food is so abundant in the boxes, and you're constantly on the lookout for them, which made the mechanic of eating the plants useless. The chips always spawning in the same location was also odd, since it was too easy to "cheat" and just go on a few suicide runs to find out where they were. As said before, you also forgot to add what the metal did in the in-game tutorial!
Overall, great job! I look forward to where you continue with it!
Really nice use of the theme! The bleak setting and mood, along with the plot, really set it apart from the rest of the entries. Every game needs a phone to mother option!
I had an issue with how long it took once you called your son. It got somewhat tedious at times, but I kind of feel that was the point. The game was also a bit confusing at times, and took a little while to understand what I was doing.
The main problem, was how little there was to actually manage. A possibility would be managing your own needs in conjunction with your son's needs, which would also be a nice metaphor. As it is now, it's maybe a bit too simple and easy to maintain.
Overall, an it's interesting experience, Great job!
I got a couple of chuckles, and entering a door labeled art on the side into freedom gave me a hardy laugh. I liked the fact it didn't matter what prompt you chose, since they don't care what you have to say.
As commented before, the audio was quite low, had to jack up the sound on my headphones quite a bit! I'd suggest adding a volume slider. I feel the some of the conversation went on a bit too long, that work should have went into making more conversations.
Even if the audio was low, I liked the fact you had voice acting in a compo! Everyone sounding the same fits into the theme of the game too!
Worst hotel service ever!
Onto the review, I dug the atmosphere, gave me Silent Hill vibes. The first time I saw the enemies, I got hit in the back, turned around, and made me jump a bit! The music helped fit the mood. Great ending though :P
My main complaints are the randomization of the rooms sometimes had me spawning on top of enemies, or turrets spawning next to the portal, which forced me to take a hit going through it, since it takes a second to go to the next level. Not being able to see your health made the above two complaints worse, since I never knew how far away from death I was. Also, the gun should of had some sort of cool down.
Overall, it didn't quite fit the theme, but was an enjoyable entry nonetheless.
Hey, neat little walking simulator! It's kind of hard to judge/compare these with the other games in the dare, but I think they definitely have a place in it! The lighting effects were very well done, and were a nice touch and paired with the music, it sets the tone well! Overall, I think you accomplished your goal of telling a story and setting a mood.
While impressive, the lighting seemed to lag the game and bug out at times. Being able to run and jump around like a traditional platformer also subtracts from the tone and theme of the game, and didn't serve much of a purpose.
The lack of any player involvement at all is sort of odd. Other games of this genre, say, Dear Esther or Moirai, usually have something for the player to do, even if it's just walking from A to B. Having the player interact to move along the story is what ties these games together. Think how effect Moirai would have been without the choice at the end? Or Dear Esther if it was on rails? Having meaningful interaction is what immerses the player into the world, even if it's something small. It's what separates a walking sim from a movie or a book.
Not to sound all negative, again, I think you accomplished your goal. Good luck with your finals and soon to be created indie company!
Great game! My favorite so far! Great visuals, great audio, and great game-play. Not really much to say other then amazing job! I felt the difficulty was well balanced, nothing too hard, or too soft.
My only real complaints are that it feels more like you're teleporting to another room then the room changing when you click on a panel, which doesn't really fit the theme. I felt the room changing while walking through it worked better. The game-play is also nothing new and quite basic, however well done it is.
You're also missing the source!
Overall, I had a lot of fun!
Breath in, breath out. Breath in, breath out. Breath in, breath out.... :P
I ran into a weird bug where I couldn't control Mr confinement after breathing a couple of times, but I'm assuming that's part of the lore of going insane in solitary! Overall the game gave me a good chuckle!
The concept of having each wave be a different challenge was a great one. It separated it from all the other wave based top down shooters the dare received. The music and announcer also were a nice touch. The animations could use some touch up, but overall, the graphics were very well done. I really liked the gem's effect.
The main problem I had was shooting up or down. If you're facing the monster in a straight line, you'll miss because the arrow shoots too much to the left or right. Meaning you have to re-position yourself after each shot, since the zombie also re-position itself to face you dead on. It became pretty tedious, especially since aiming left or right didn't have this problem.
Overall, despite it having only three waves, it was quite fun. Good job!
The game sets the mood and atmosphere very well; The voice over was a nice touch and adds quite a bit to it. Right now, it's a simple game, but an interesting concept. It feels more like a prototype, a proof of concept that should be built upon, but it's still a solid idea.
My main complaint is the lack of feedback. I couldn't really tell if I started to record or not. You also have a lack of feedback on what the suspects are actually doing, so I ended up just recording whenever two were on screen. It's also maybe a bit too bare-bones. It needs more objectives and "stuff to do."
It feels like it's missing the feature(s) that turn it from a prototype into a game. Obvious stuff would be to add more screens or controllable cameras. Less obvious game-play ideas would be adding sound, where you can only listen to one screen at a time, and limited film to record, so you can't just record 24/7. Trying to find who the suspect is could also be an interesting twist for a level, and being careful not to record any corruption by officials still the favor of the state could add an interesting twist.
Overall, it's a great prototype.
Pretty fun detective game! It looks great, and a fairly nice story to go along with it. The graphics and music fit the style well. While relatively simple, the game-play works well and kept me entertained throughout!
My main issue is the grammar and sentence structure in some of the dialogue. Some sentences I had to reread a couple of times to understand the meaning. I would definitely have a native speaker proof read next time! Sometimes I had to redo the puzzle or click on random things because I misunderstood what was written. I'd also include the source as a download, sure it's HTML / JavaScript, but it's more convenient and easier for someone who's just starting out to delve in and learn from the source.
Overall, it was a nice relaxing game. A great entry!
Hey, a great looking entry, combined with the music, gave it a pretty interesting atmosphere. The puzzles weren't very involved, but served there purpose of pacing the notes. Overall, it really reminded me of the original Resident Evil and Silent Hill games, which I really enjoyed.
The mouse controls needs to be fixed; the sensitivity was way to high. It could be tough to interact with the objects, especially considering the closer you are to the objects, the harder it is to interact with them. Some of the notes could have also used a proof read. I also wish the puzzles went a little deeper.
I found a small bug, after opening the hidden wall, you can walk into the painting and go on the other side of the door. You kind of get stuck in a little closet, but you can walk back if you're persistent enough.
Aside from those problems, I really enjoyed it. Nice work!
Hey, great work! The important part of the dare is that you all had fun and learned something! It's better to show something then nothing at all! While I can't say it's the best game of the dare, it's great that you were able to work together and show something! Keep on at it, and try the next dare!
A nice relaxing game. The music fit really well with the mood. The posters giving you game-play instructions was a nice touch, but I was a little lost that the red tables meant meeting tables, and the paths were meant to be paths. Once I figured it out though, I had fun trying to minimize roots and paths.
Not being able to select what you wanted, and having to choose between the pieces was a nice touch, forcing you to make sacrifices in the layout. Once I got into the green, there was little to do though. A way to use the money, or some type of end goal would have been nice.
Overall, It's a nice starting point for a simulator or tycoon game!
Basic and short, but there's something there! I dug having to turn to shoot, it created an interesting mechanic trying to line up the shots. The screen shaking added to the impact of the bullets, which was a nice touch.
As others have said, I'd move the shoot button to space, since you don't use the mouse at all. If you're going to work on the game post dare, I would also increase the goal to be a tad more complex. For example, find the key, and the door, and then enter the door to go the the next level. Or find multiple objects. Something to differentiate it from other top down shooters.
Overall, as others said, it's a solid foundation, but more work needs to be done, but good job so far!
Music made me want to rip my ears out :P Also, the coin's collision detection could use some work, I feel like I run through them, and don't pick them up half the time. I'd also advise against using the default unity controller code, as it doesn't fit this type of game (doesn't allow fine movement). I'd also make the door light up or open, to signify that's where to go once you collect all the blue coins.
Overall, a cool little platformer. Nice work on the environment! I had a lot fun while it lasted. Getting that last blue coin took me a bit!
I'm also having issues with the download link! Follow random-storykeeper's advice, and use another service! You can also use google drive if you have a g-mail account.
Overall a fairly solid entry, with tried and true game-play. Not too much to say other then it plays well. Not being able to shoot diagonally didn't bother me, I felt the controls worked well.
I liked the no shooting song, but the main song kind of gets repetitive after a few loops. I almost feel like they should have been swapped, since it seems like the more urgent song should be played when you can't shoot.
It was a bit confusing how you heal, and why you can't shoot. After a bit, I assumed it was time/score based, but it could have been more clear on why. The difficulty also ramps up quite a bit once you reach the dragon. Seemingly out of nowhere.
A fun entry, if a bit simple. Nice work!
Not bad for 14 hours! Quite a decent length too! I was actually quite surprised it lasted as long. The game-play is fairly basic, but it works for a 14 hour entry.
My only real complaints are that it didn't really fit the theme. The jump height and player speed might have been a bit too much, but it played well otherwise. The graphics weren't too bad, if a bit basic, but it fit the game-play well. Other then that, the game was a bit on the easy side, and maybe a little too simple, but still fun.
Overall, it was a fun few minutes. Nice job!
Nice to see an entry have an ending!
Took me a few tries to get the hang of it. Seems like after a certain point, you have to close up shop and hope for the best, since once there's too many ships outside, opening the doors more or less guarantees death. So, if you don't kill a good amount of them before they really start spawning, you pretty much have to restart. Once I figured this out, it was actually quite rewarding, and gave you a feeling of being overwhelmed and on the run, which added to the overall atmosphere.
At least that's what I thought at first. After I beat it, I decide to try again. I was able to destroy every ship almost instantly, and had barely any resistance at all. Before I got the hang of it, the game could be quite frustrating since you're pretty much helpless. If the doors are open and the ship sends a bullet straight through, it's a guaranteed death since the doors close so slow. If the ship decides to hang out above the roof and refuses to come down, you can't do anything but watch the health whittle away. When the ship it did come down, you'd have to hope it moved into a good angle, and it didn't move too erratically to actually aim at it.
Basically, It could feel like it was down to luck, and you'd have to hope either A: the ships cooperate and allow you to destroy them, or B: You can destroy enough and tank the health before they overwhelm you. In summary, I think the ship AI might have been too random, and could either subtract from the atmosphere, or leave the player in a frustrating experience.
Don't get me wrong, overall, I think you did a great job, and I really enjoyed it. The graphics really help set the mood, and the room being a space ship was a neat touch. Figuring out the game, and the feeling of hoping the ship launch before I was shot down was a really fun experience.
I love the name! The extras were a nice touch! So were the little story bits for the opening and ending. Charming from start to finish!
Only real complaint I have is jump timing. You should give some leeway so you can jump at the edge of a platform, before you start falling. This makes the block part a bit obnoxious, since the timing can become fairly strict, and you have to jump earlier then you expect. It would have also been nice to have additional movement mechanics, such as a wall kick or run, to make the movement more mouse like and separate it from the other games of this type.
But other then those two things, it's a great entry all around. The small touches is really what makes the game stand out. I'll be sure to go back and try to get the remaining unlocks I missed.
Great job for a first game! With what you've learned, I'm sure your next one will be even better!
The first dare game to make me laugh so far! A solid, fun, Spy Hunter like experience. Great job!
An interesting mix between Asteroids and Motherload! The music and game-play works together to create a pretty relaxing experience. Just an overall solid entry. Kudos!
The only thing missing would be procedural generation of the world, to really tie the dig style game-play together; it's not the easiest thing to do in 72 hours, although, it's a good place to start if you wish to expand the game.
A heads up, it seems the bug-fix version includes a serious bug! You start with the most powerful weapon when you spawn, making all the weapon upgrades useless.
The amount of polish is really nice, Well done!
The puzzles seemed like a good introduction to something bigger, but they never really ramp up to anything more then that. My only real complaint is I felt like I never really left the tutorial, but the mechanics were solid, and I had fun figuring them out.
The graphics are clean and simple, and are fairly pleasing to the eyes, and work great for the style of game. Some variance between levels would have been nice, even something simple like red bricks on the later levels. Although, it's a small complaint.
The controls were spot on. I felt like I had good control over my character, and couldn't cheese the puzzles! My only grip is when you're starting the level, you always face some odd direction, like the floor or a wall.
Overall, Great Job! The ending was a nice touch!
The Windows port doesn't seem to work for me. I can see the main menu OK, but once I press enter, the game goes to a black screen, flashes red, goes back to a black screen, then crashes a few seconds later. I'm on windows 10.
I hope you can sort it out, the game looks right up my ally. Reminds me of Devil Daggers.
Neat little game. Not too many dare games have voice acting, let alone for the entire game! The TV really sets it apart from other games of this style, and other dare games in general. The Chimster and the steak animations were well made. The game got pretty hectic towards the end, but that's when the game gets interesting, game-play wise.
My main complaint is it's hard to watch the TV while you're playing, and the TV seems to be the main focus of the game. The game-play sort of distracts from it. My only other complaint is the controls changing between the food/water and the bedpan. Going between holding and clicking to drag kind of wrecks with your brain.
Overall, a solid entry!
Awesome job! The game looks great! The low poly 3d backgrounds mixed with well animated sprites really seal the deal! The opening story was a nice touch, along with the music. It's just a really polished, well made entry! Luckily, the game plays as well as it looks. Solid controls and fun platforming bits. I really enjoyed the dashing mechanic.
I really only have a few small complaints. The ending didn't live up to the opening, and it was a tad bit too short. the game is a little dark if you don't play it at full-screen. I suggest you darken the background color on the web-page a bit. Lastly, I'm not quite sure the bow needs a button to aim, it seems like it would work just fine with just holding down left mouse to engage it.
Overall, a really great and fun entry! Well done!
I really like the sprite work! It's a tad too small though, I had to raise my browser zoom to 300%! Sucks you couldn't finish, but there's always next time!
I dig the Game Boy style sprites! Interesting idea, I would have liked to see how the full game would have played out.
Slowly figuring everything out was a pretty fun experience! Whenever I saw something new on the screen, I was encouraged to explore the box, which was a great design decision! The switches and knobs on the side really add a challenge and keep the simple platformer fresh. A button to re-orientate the screen would have been nice, but the controls worked well for the most part.
One of my few complaints was how quick the power went out. I just wish the power had a meter like the platform shake did, so you could press the button more (or hold it down) to build the bar and keep it on longer. If the theme wasn't losing power, I'd even suggest replacing it with a screen tint which shows/hides objects depending on how bright it and the objects are.
My only other complaint is a small one. The screen knob doesn't do anything until the last level, which confused me. It should have scrolled the screen on the previous levels as well, just so you could understand it did something universal. The other switches only interacted with things that weren't there before, which meant you were encouraged to try them when you saw something new, which wasn't the case with the screen scroll.
Overall, a solid jam entry, and a great idea!
Fairly fun sandbox, I have a soft spot for Crazy Taxi, so you won me over there!
I also was messing around with wheel colliders for my car physics, but decided to just run my own script using a simple rigid body, since as you learned, it takes a while to get them to work and feel right. If it's one thing Ludum Dare teaches you, it's time management! But, great job on getting it working and running within the limit!
A few simple things, I suggest turning off the person's collision once you pick them up. My car would often flip out once I picked someone up because it was left on; Sometimes it even flipped my car over, which is basically game over. I wish a flip over button was included, since going over a ramp can also doom you to a turtle's death.
As it is now, it's a fun little sandbox, I would have liked to see the full result if you didn't run out of time, but good job on what you've managed to accomplish within it.
Neat little throwback! The music really fits the space setting, and the scene transitions really nail the look and feel of the NES era. Great job getting the NES style down! The physics were well done, and worked great within the puzzles. A little out of control, but fun to overcome! The game-play reminds me a bit of Flywrench.
My only main gripe is the boss fight. The boss really hurt the overall package, I couldn't tell I was even hurting the thing. It really needed a hurt sound, or at least a hurt flash, to indicate to the player you're doing something. I thought the boss was invulnerable at first, until I ran out of options to go and decided to shoot at it until something happened.
Other then the boss fight, it's a solid and well designed puzzle game! Great work!
I really like the idea, and great job getting everything working in 72 hours! It's quite impressive. Each mode is quite simple, but meshed together, creates a really unique and fun experience. Seeing how the level generated the first time you press fire was quite cool.
The main problem is the disconnect between the mini game generating the level, and the actual fps game-play. The Qix side of things should have more of an effect on how the game plays out. For example, trapping the ball in as small of a space as possible should lead to some sort of benefit or reward. Additional mechanics would have helped too, such as having spots on the board that you might want to avoid filling in, which would lead to additional enemies or traps in the level.
As of right now, it just seems like a sort of gimmicky level editor, where the Qix and the FPS mode don't really mesh or connect together. Which is a shame, since it's a great idea.
Overall, A solid entry! The entry has great promise, and I'd love to see it as a more fleshed out game!
I really liked the overall atmosphere, it gives me Silent Hill vibes! The audio is a little lacking, but the music really adds to the overall mood. Great work on the audio and visuals! The procedural generations really creates a great looking environment! The world really does look like it's falling apart. The limited draw distance, while probably done for performance reasons, does add to the PlayStation era graphic feel, and the overall theme of a dying world.
The simple radar looks great, but I did wish it detected the power cubes, since it's sometimes impossible to find more from how little the draw distance is. The lack of a pickup sound or jet-pack sound was also odd, but forgivable.
The jet-pack controls seem to be broken. If I hold down space, half the time I just fall to my doom. I ended up having to spam the space bar to get the jet-pack to actually engage. I thought this might be the intended way, but holding down the space-bar worked randomly start working.
The 10-15 second wait between plays wouldn't be so bad if it was hidden behind a load screen. What really aggravated me was when after the pause, instead of generating the level, the game would actually reload the scene, which caused the game to pause again upon walking back to where I was. This happened 3-5 times once.
Those last two issues caused me to almost quit playing altogether! I did manage to finish it, once the game stopped recursively loading on itself, and I discovered spamming jump to overcome the jet-pack bug.
The game has good potential, but the bugs really chip away at it, but great job on creating a really rich world! With a bit of extra polish and bug fixes (which is hard to do in 72 hours, I know my game could have used a bit of both!) I could see it becoming a great game!
Game looks and plays great! I really liked the catch mechanic, along with the gears style active reload to time how much charge you got. It's a solid shump, with charming visuals to boot!
My main issue is the collision detection. It's odd that only the top half of your character counts, shots where I thought would be a sure death, just pass me by. The character sprite seems a little big, so I'm sure you had to limit the hit-box somehow.
Overall, great work!
Quite charming! I really like the art direction and the flavor text. It's impressive how much you accomplished in 3 days time! As others have said, the game-play reminds me of Pikmin. Controlling your bois is fun, and works quite well.
My main problem is the game doesn't really have much in the way of challenge, you kind of just go through the motions until it's over. On-top of that, there's not much depth to really round out the experience. The theme kind of feels shoehorned in. Since you don't have any penalty spawning bois, you might as well create them as soon as you get energy, meaning the energy drain doesn't really effect you.
Although it's quite basic now, with added mechanics and features, I can see this game becoming something special!
I love the idea! The game-play feels like a reverse stealth game; great work with the theme! Low poly Mars looks great, and the ambient wind sound really sets the mood. Good work on the the puzzles. The puzzles weren't too involved, which is to be expected from a dare, but they didn't feel like just tutorials like many LD puzzle games end up consisting of.
@frostdragonliz I'm pretty sure you can hit the button again to re-raise the bridge! I also agree with the shadow hitting the solar panel! It took me way too many tries to notice the solar panel was in shadow, where my robot wasn't! In retrospect, it should have been obvious the panels needed light and not the robot, but it's kinda hard to tell when the camera is so zoomed out.
Which brings me to my main complaint, the camera always felt way too zoomed out, or way too zoomed in. Sometimes it really interfered with the puzzle. Adding some type of manual zoom function would have avoiding the problem. Whenever a pop up occurred, it blocked the top 1/4th of the screen, which made it hard to see what was coming up, and I ended up having to wait for it to go away. Thankfully, there's only a few.
Other then the camera, I don't really have many complaints. The game is just a really solid package. I feel the game could be the start of something bigger.
Not a bad little time waster! The generator idea is a neat gimmick to a tower defense game. The game is somewhat simple, but still works well, and was well executed for what it was.
The main problem is lack of variety. You only have two units, and you don't really need to worry about where you place the generators since they give power to the entire base; Since the turrets only take power when something is near them, you don't really need too many generators, and can litter the map with turrets. A little bit more would have went a long way, such as area of effect for the generators, and more units such as money generators.
Overall, a simple, but neat little game.
Nice job! The game is fairly polished, and has a good presentation. The game-play kinda feels like a mix between a memory matching game and an old school dungeon crawler.
My main complaint is that some of the levels are a bit too "trial and error" like, and felt more like guesswork then actual puzzles.
Other then that, It kept me interested until the end. Good work!
I didn't know you could hold down the attack button at first, the game was a lot harder until I found out!
I liked the idea of having to wait for the enemies to sleep before attacking, but with the plentiful health packs, and fairly short length, it didn't come into play as much as it should.
Overall, great first dare! Good job finishing on time!
Nice interpretation of the theme! Simple, but the game-play works well. I dig the character style, they sort of have this puppet look. It feels like an episode of a kid's sitcom with puppets, where they try to stay up late.
Unfortunately, I found a couple of odd bugs that somewhat hampered the game. If you click a button to use a coffee, and then press space bar to pick one up, you'll consume one in your inventory. It seems the UI keeps focus and keeps a button highlighted, so when you press space again, it'll click it. I also encountered another bug where the game just kicks me out to the main menu seemingly randomly, despite not being caught, and not falling asleep.
Other then that, the game-play was solid, good work!
I really like the crayon style drawings, along with the story! It's a very charming atmosphere, which along with the game-play and music, create a relaxing game! It's a short and a little too easy, but it's fun while it lasts.
The see-saw was a little odd, it's use eluded me the first couple of of times I played the first level, I thought it was a table! Maybe a small arrow pointing towards the one-way direction might have made it's function more clear, or a forced, one way placement would have worked too. The dialogue every-time you lose was also a bit much, I'd shorten it to a single bubble.
I also found a bug. If you run out of juice when you get to last flower, you can water it during the lose dialogue, which advances you to the next level. You can also just move while the text plays in general, causing text to appear over text!
Other then those small issues, it's a well made entry! Great work!
As Spliter said, It seems impossible to beat day 6.
The fundamental problem is most of the items are just plan worse then the second windmill. At the start, with the default $500, I can buy two "slightly newer" windmills, which gives me the most power output compared to every other combination at the start (Technically, I could buy 12 camper generators, but since we're limited to 6 plots, that's out the window). Since you need to have x amount power each day, and selling power gives you very little money, you just never really make a profit to buy another generator without running the risk of not making enough power, meaning you can never buy anything better then the second windmill (meaning the 3rd windmill and 3rd generator are impossible to get).
The batteries end up being useless. The second and third batteries actually give you less power per dollar then the $10 battery, and amount of power the $10 battery gives is less then you'd make selling the 10 units of power (Since 5 units is roughly $3 at the max, you end up spending $10 for $8 or less power).
At $3 for 5 units, the windmill takes roughly 695 seconds, or about 7 in game days, to make a profit, but the city takes out $630 in power by day 5 (minus some money the city gives back). Meaning, you never actually turn a profit from the starting $500 dollars.
Sadly, unless I'm missing something, this means the game is quite broken. But the music really adds to the relaxing nature of the game, and the sprite work was really quite well made and animated. I do wish the game ran in the background though, as it feels like the sort of game that should.
Funny, I played this right before I had dinner! I dig the art style, really gives off a storybook feel! The opening was a nice touch, and adds charm to the game. I wish there was an ending to go along with it!
The game-play kind of reminds me of Super Mario 2, and works well. It's always fun throwing enemies about, and eating the enemies to spawn med-kits (or fruit) is a neat way to heal. The game has a good length for a dare game, without feeling needlessly bloated or reusing content. Something new appeared every wave, which was a nice touch.
The controls were a little off at first. It took a couple of tries before I noticed the beam of light, and understood you had to hold the direction you wanted to grab, and that you didn't just grab whatever is in front of you. Once I understood that, the game became much easier, and much more fun.
The flying controls on the other-hand were somewhat inconsistent, and seemed to ignore my button presses at random intervals.
The game also had some small bugs. The shop keeper's text would sometimes cut off before the end of the sentence, and other times, when you grab an enemy, it'll stay over-you can you can't eat or throw it. I once had 3-4 vegetables over my head! But thankfully, nothing game breaking.
Other then those two complaints, it's a great package! I really enjoyed it!
I loved the overall setting and plot. Once I saw the jettisoned body's shadow, and turned to see it itself, everything clicked into place! It was a great way to tell the story, without using words. Even without audio, you managed to build a great atmosphere, making it feel like more then a simple trivia game.
My only problem I had with the game were the pop culture questions (such as the Konami code), they really didn't fit the atmosphere or the setting of the game, and seemed out of place. I sat at the lost question for a good bit, trying to find out what made the numbers a sequence, before giving up and googling it, only to find out it was from a TV show I never watched. I'm not really sure why a ship's computer, or the people that run the ship, would care if you seen it. The question doesn't fit with the rest of the logical ones leading up to it.
In the end, it didn't hamper my enjoyment of the game too much, as everything else was done very well!
The bulb's face changing depending on how much power you have was a nice addition! The power changing how much you can see was a nice touch, but it's hindered by the broken recharge pads, If it gets fixed, I can see it becoming a fun little time waster!
Neat little game!
I really liked the power mechanic! It works well with the game-play, forcing you to have a game-plan before you start moving. One could technically memorize the level, avoiding the batteries, but you could just plan your path around them, and use them to plan as you go to think on the fly. The mechanic really makes the game stand out.
It feels odd having the mine button on the mouse, since you don't use it at all. I'd suggest also putting it the space bar.
Overall, good work!
Sorry, I beat your record! First try too! dtd.png
The sound of fluffy eating over the company logo is just plan wrong :O
Just a really adorable game all around! The animations are great fun to look at, and really tie the game together. The little touches, such as the clothing changing, were also a nice touch, I got a chuckle out of the last bait! The music switching when you overfeed fluffy was another good addition, and the regular music really keeps the pace up! The game-play is simple, but works, and kept me interested until I finished.
My only real gripe is the menus. It's kind of awkward to constantly bring down the menu, and switch it between food and upgrades. It wouldn't be so bad, but every time you click away to respond to an emergency, it goes away, which really sucks in tight situations, where I needed to multitask between buying food and switching power.
Overall, a solid entry!
I really like the core concept of the game! Having to conserve energy, and sacrificing yourself to open doors for your future self is a cool mechanic, and I can see it being used for interesting puzzles. Great job on the sprite work, for 72 hours, the animation and detail is quite impressive, and are the reason why I clicked on the game!
As much a I like the mechanic, I feel it wasn't used to its potential. For one, the purple door screams "I'll open later so you can conserve energy to get further." Instead, the door was just there to block a switch. The lack of puzzles seems odd. I was sure the doors would open shortcuts!
That being said, having to clear enemies out to conserve energy for future trips did work very well, giving a sense of progress when you get just a little bit further! For the first half of the game, slowly conserving energy and killing each monster, and getting a feel for the game, was pretty fun!
However, another problem was the level layout. Once you hit the purple switch, you can sort of just run past everything. Causing you to hit the three remaining switches without really worrying about energy or the enemies. The boss was also odd, the first time I played, I had to hope he wasn't at the right platform and run for the switch, since I had so little energy. It wasn't until the second play-through I realized I could hit him from above, which is odd, since the punch misses visually.
Overall, the mechanic was a great idea, and has great promise! I can already imagine puzzles such as destroy your old corpses to close a platform to walk across it, or even killing out early to save some energy for a later robot! I really hope you take the feedback from the jam, and continue to work on it. I can see it becoming something special!
The game looks great! The main character's animations were a really great touch, impressive for a dare! The rockets having to go forward before turning were also a visual treat. The game just has many little visual touches that really add to the experience. The game-play was solid, and controlled well.
My main problem is there's just not much to do. The game is over in one trip back to the base, no-matter what direction you go. Without the need to really explore or kill many enemies, it's over before you know it, and that's without using boost! With just a little bit more content was added, such as having to collect different scrap types or having to complete objectives around the map, or even just having to collect more scrap before the game was over, would have went a long way.
It's a great overall package, it just lacks depth and length, but that can be hard to include in a dare, and what's included is impressive, and fun to play while it lasts.
It would have been great if you had to type out the full tweets! Not much else to say that hasn't been covered by another comment. Overall, good job!
I love the aesthetic, the game ooze style! One of the best looking games of the dare I've seen so far. The rain screen effects and break light blur really look downright beautiful on-top of the tron like setting. The game-play reminds me of those old school arcade racers, where you had to get from checkpoint to checkpoint before the time ran out (such as Outrun). So the game-play hits a soft spot for me.
My only real complaint is the car handling. The car flips too easily, and the car's too stiff, making it hard to drift on turns, which is odd, seeing how the game's graphics and "arcadey" game-play seem to scream PGR style drifting. But, handling is something that takes time to tweak and get right, so it's forgivable to not have it perfect in 72 hours. It's something that even if it's 95% right, that 5% will over-shallow it. So make sure you spend time tweaking it if you do indeed continue to work on it!
That being said, it's still really fun to drive! The classic racing game-play still holds up, and it's just plain fun.
I also found an odd bug, the place you finished gets stuck between races. Meaning if you finished 8th the first time, and 1st the second, it'll still say you placed 8th the second time through. It works fine upon restarting though.
I look forward to seeing how the full game turns out!
I really liked the organic growth of the base! Since you'll have to buy a reflector for turrets further back, plus and an amplifier for ones even further out, you gain a nice natural progression for building the base.
I wish the amplifier effect was more noticeable visually. I had to play around with it a bit until I understood how it worked, since the power wave doesn't get stronger visually at all. I'd suggest adding a small pulse wave around the amplifier itself!
Other then that, most of the other comments covered what I'd say. Nice entry!
Fun little game, I enjoyed the multiple endings and the UI looks nice, is clean, and responsive. I liked how certain stats where harder to grow then others, which gives an interesting balance. It's simple, but an engaging little game.
As pointed out, the icons where pretty small, also, they were quite similar to each-other, (3 faces, the teacher and Mark might also be clones) causing me to forget which one was which a couple of times. Also it could be more obvious when the deadlines are. For example, it seems like you can delay finishing homework on the weekends (maybe even weekdays?), but the game doesn't seem to tell you this.
Overall, it's a fun little time waster! With a little more mechanics and depth, it could be something fun to mess around with while in class :P . Good work on a solid entry!
Definitely the start of something great. Really loved the survival elements. Having to shoot the weak points in addition to the limited ammo really works well together with the survival horror setting. Not to mention it looks great! The pixel art mixed with the glow and particle effects are quite the sight.
Criminal it's so short! I thought the web version might be bugged and skipped areas, but it seems it ends right after the red key-card door. Honestly, my only complaints are how short it is and not really fitting the theme. The monsters spawning right at the door and killing you also wasn't great.
I can't wait to see what it becomes if you do continue working on it!
I really like the idea, simple, but a good concept! With a few tweaks and more content, I could see it working well on a touch screen.
I really love the game's aesthetics, it nails the Game Boy look, and the border was a nice touch (reminds me of the super Game Boy borders)! I was surprised how many tiles sets the game had. The animation and sound effects fit the part of being a Game Boy game well. Great job on the overall presentation. The music also fits the bit, and a bit catchy too!
My main complaint is the walk speed; it's too slow, even with the boots. The walk speed can turns the game into a chore at times, since only the last dungeon really has any difficulty, and exploring the island feels more tedious then fun. Most of the island is consisting of empty spaces doesn't help either.
The main map gives very little reason to explore as the temples are in fairly obvious locations, and you can buy everything fairly easily without going off the trail for extra coin. Plus, since coins hurt you, it gives you even less of a reason to look around, which really hurts the main mechanic of the game, exploring. In the end, it felt the map was way too big for very little reason, other then to extend the game out. I just wish the map had more interesting areas (or was smaller), and the walk speed wasn't so slow.
A less problematic issue was the coin mechanic, I didn't see it negatively effecting the game much. The items honestly made the game much easier, and the added speed to the enemies actually helps with the timing more then it hurts.
With the negatives out of the way, it's still a fine entry! It has its charm, and I was glad to see an actual ending. Nice work!
The game plays as well as it looks! The combo system wasn't anything ground breaking, but it was fun, and the twist on controlling fans makes it interesting. The music also keeps the fight engaging. Overall, just everything looks, plays, and sounds great.
I really only have two criticisms, one, I'm not sure how well the game fits the theme. The more fans you have, the better. I suppose the more fans the a.i. has, the worse it is, but it's kind of a stretch. And two, I felt like the R ability was too good. As long as you wait for the ai to use its version before you cast it yourself, you won't really have any trouble.
Other then those small complaints, it was very enjoyable. All around an amazing job for 3 days!
Great job making a Multiplayer game for the dare! From what I was able to play, it was quite enjoyable, with solid presentation too. Impressive!
Like the other comments, I didn't really get the point of the saboteur role. When I tried out the bird, all the other players died which should have ended in a victory, but I had no way of knowing everyone was dead until I died too. It's a good idea, but it doesn't work with how the game-play is implemented.
Other then that, my only other complaint is how little to no interp exists for the other players, causing them to just warp around. Some Game-play elements also have the same stuttering problem (like the swing bridge). From what I've used of HLAPI (I'm assuming it's what you used), I know it's not so trivial to fix and implement, so it's forgivable.
I manged to get up to the "Come hither, my child" part, but everyone else died, and I wasn't quite sure what it was asking. I tried luring the ghost there, but he seems to be stuck in his little habitat. Hopefully I'll be able to try it out again, but from what I've played, it shows a lot of promise. Great work!
Thanks for the feedback everyone, I'll take everything into consideration and make sure my next entry is the best it can be! To anyone who's interested, I wrote a postmortem about my entry, which you can find below. It's a little long, but I got carried away!
https://ldjam.com/events/ludum-dare/40/perigee/$70889
Again, Thanks for playing, rating, and or leaving feedback, it means a lot!
I really loved this one! I had a smile on my face the whole time I was playing. Definitely one of my favorite games I played thus far. The idea and the execution were great! It sort of reminds me of old school point and click adventure game's anti piracy measures, where you had to look up commands and codes in the manual to progress, except actually fun and engaging! A job well done!
I only really have two small complaints. One is the grammatical errors in the "survival tips" (perhaps a bit ironic?). I normally wouldn't mind too much, but one of the tips caused confusion (each word after "the" should be place at the end of the sentence) because of how it was written in game. The other is not being able to change where the caret is inside the text box. Meaning if I did a small typo, I had to backspace all the way back, and re-translate.
Other then those small issues, it was a blast to play. I had a lot of fun, and it's definitely a gem of LD40.
Chill and relaxing! I dug the randomization of the islands, wasn't expecting it when I tried it again to mess around after my first play-though (surprised you didn't list it anywhere). The music and ambient sounds were a nice complement to the game-play, which is a fun little buy low, sell high merchant trading game, which I always enjoy.
My main complaint is without anything to offset the trading, it could become a bit of a chore once you figure-out what will make you the most money quickly. While finding who sold what, and who bought what for a good price was fun, once you figure it out, it's just a repetitive task going back and forth. Similar games solved this with combat or prices fluctuating, but I'm sure there's other ways too. Although, given the time constraints, it's understandable why it lacks an offset. It also doesn't really fit the theme.
Still, it was quite a enjoyable and relaxing entry, with nice visuals and audio effects to enhance it. Nice work!
Good concept! With a few tweaks and added features, it could make a interesting mobile game (draw the path with the touch screen). The screen wrap was nicely implemented, and controlling the swarm felt fun.
My only real issue is there's no "lose" state, so you don't really have to draw or think about the most optimal path, leaving most of my time waiting until the level was over. It also doesn't really fit the theme.
Overall, a solid entry with promise!
Great animations and pixel art, too bad the theme wasn't 3 colors! Lots of really neat touches you miss if you don't pay attention. The platforming was solid too, simple, but it works well. The sound effects and music also fit the game well.
I have a few minor issues. My main complaint is some rooms have cheap deaths. For example, the room where you spawn on top of a dissolving block into spikes; mixed with the screen effects, it can be hard to find out where you even spawned before you die a few times. That being said, things never got to the point of frustration, just a bit of an annoyance.
Waiting for the coins to comeback before you could dash was slightly tedious, when there's nothing to do but wait. Another issue is the palette, I just couldn't find one that worked well for me. While pretty to look at, it could be hard differentiating things with the 3 tones being so similar.
Despite the few issues, the game holds up well, great work!
As everyone else said, the game looks great! The music also helps set the mood. Nice touch on swapping it with ambient sound once you drop down. I really liked the ending tune as well.
Sadly, the game-play is a bit shallow. I really couldn't tell what planks would drop or not, so I just ended up holding a and spamming space to the end.
Overall, a solid entry!
Adorable! Visually, the game is quite cute, and the medieval styling within the bar and UI mix together with the dogs to create a charming fairy tail (pun) like theme. The graphics and casual game-play fit well together and sets a relaxing mood.
My main complaint is it's a bit too simple. At first I thought it would be similar to dinner dash, when it wasn't, I figured each breed might only like a particular drink and you would have to experiment and recognize who was at the bar, but that wasn't the case either. It can get a tad bit stale, especially since it takes so long to ramp up. Of course, lack of depth can be forgiven, cuts are unavoidable in such a small time-frame, and the simplistic nature does work towards the "zen" like experience.
My only other gripe is the path finding. The doggie patrons seemed to clump together, blocking each-other from moving, even when a clear path is available, creating a giant dog pile in the middle. Dogs will go out of their way and go around the bar when a seat right next to them is available.
Overall, the cute fairy tale styling and simple but calming game-play works, creating a solid entry. Great work!
A fun challenge to be sure. I see Momodora was an inspiration! Just a solid little platformer, with the tried and true "start with max powers, trip on a rock, lose them, gain them back" bit which works well for the theme. Pixels are small, but well done and animated, and the text/art screens were a nice touch. Not much of a Metroidvania, but I dug the nods, like the aforementioned losing powers bit, and having to beat the game in reverse (upside down castle). It was a great idea to expand the game's length for a jam entry. Just a solid game all around.
A couple of suggestions, I would make it more obvious you have to turn back once you power up again. I tried to triple jump up the tower, but no dice. As others have said, the collisions could use some fine tuning as well. I'd also suggest allow the player to choose their controls, my hands starting to get cramped towards the end! Lastly, the reverse section was much too easy compared to the first half. Without any extra obstacles, it was much too easy to bypass everything and get to the end. Also, the game seems to crash upon exiting. Which is odd.
I had a lot of fun playing though, Great work!
I really like the idea! Reminds me of Columns, but with a unique twist. The paint bucket play board was a nice touch! It controls well, and the music is a bit catchy.
As someone else said, some colors don't mix, which is kind of confusing. It's a shame it seems a bit unfinished. With a bit of polish it could be a fun little puzzle game!
I look forward to the post jam version if you continue working on it! As it stands, it's still a neat little prototype. Nice work!
Couldn't help but chuckle at the ship bouncing everywhere! The game becomes quite fun once you learn how to control the ship. I really liked the interpretation of the theme.
My game would also end after entering the exit in the "take it slow" level. I'm assuming it's the last level, but since the loss screen pops up, I'm not sure. Unless hitting into a single red blood cell causes a losing state for the level upon exit.
Overall, nice entry!
I really enjoyed this one! The art and music really create a great atmosphere. Wizardry mix with Wolfenstein game-play is right up my ally too! I'd love to see this expanded with additional content and refinements. Its also has a good amount of content and length of length for a dare game. Overall it's one of my tops picks of LD40 so far.
The main problem I ran into where the controls. They seem needless complex. Having to swap ammo types every-time you shot was a bit annoying. It could have saved the last one you had equipped, and only let you shoot if you had the energy to do so. Rewards for exploring the map would have also been nice.
A bit less of an issue, is it's too easy to just charge up and kill everything with the ultra shot since the enemies don't really chase you, and you can kill them in one hit. My plan was usually to just charge up 6 times, shoot the ultra shot, charge up again, heal, move on. I never really felt I had to worry about my defense or health in any way.
Other then those issues, everything was done very well! The the gun effects while charging up felt good to use, and rewarding to shoot. The simple but effective lighting by proximity was a nice touch too, and really adds to the horror theme / mood (I'd recommend copying Wolf3d's effect of walls being shaded slightly darker depending on the direction too). Overall, a great entry to the dare. As stated previously, I hope your team continues working on it!
Simple, but everything works and is implemented well. I liked the music, but no shooting sound is odd. Overall, Nice Job!
You're asking for trouble with that user name entry :p
Really fun entry! The clean graphics fit the game-play well, and the music picking up when the game gets harder also was a nice touch. It could become a nice mobile game. Great work!