Hide 'n' Seek by totalspelnerd 2013-01-04T18:38:00
Not finished yet. I see the idea but come back in a bit with a full version!
Foon → Ludum Dare Explorer → Users → zenmumbler
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | Blarbs! | jam | 3.10 | 3.10 | 2.90 | 3.00 | 2.60 | ||||||
| 2018 | 41 | Combine 2 Incompatible Genres | PinCraft | jam | 2.50 | 3.16 | 1.33 | 1.66 | |||||||
| 2017 | 40 | The more you have, the worse it is | Disintegrate | jam | 221 | 3.79 | 3.59 | 3.20 | 3.25 | 4.50 | |||||
| 2017 | 39 | Running out of Power | RUN! Before the power runs out! | jam | 493 | 3.26 | 3.19 | 2.52 | 2.80 | 3.78 | |||||
| 2017 | 38 | A Small World | Day 862 | jam | 774 | 2.04 | 1.58 | 1.88 | 1.87 | ||||||
| 2016 | 37 | One room | Callisto | jam | 320 | 3.53 | 3.08 | 3.13 | 3.85 | 3.95 | 4.00 | 3.70 | 82 | ||
| 2016 | 36 | Ancient Technology | RAID-AWAY Inc. | jam | |||||||||||
| 2016 | 35 | Shapeshift | Squirm | jam | 402 | 3.38 | 3.14 | 3.62 | 4.32 | 72 | |||||
| 2015 | 34 | Two Button Controls / Growing | Snowman Builder Extreme | jam | 398 | 3.43 | 3.45 | 2.84 | 3.93 | 3.45 | 3.04 | 100 | |||
| 2015 | 33 | You are the Monster | Pinky's Nightmare | jam | 791 | 2.92 | 2.61 | 3.07 | 3.34 | 2.80 | 2.43 | 3.03 | 100 | ||
| 2012 | 25 | You are the Villain | Make It Black | compo | 142 | 3.42 | 3.39 | 3.50 | 3.78 | 3.33 | 2.50 | 3.13 | 3.15 | 100 |
Not finished yet. I see the idea but come back in a bit with a full version!
Visions of Smash TV. I had no idea what was going one but I assumed it was cool. Nice visual and sound style.
Didn't hear any music? Nice visual style and sounds. Died in round 3, will try again later. Not sure what the spawn option does.
Memories of Mission: Impossible for the NES! The controls, like in the NES game are hard to get used to and it's very hard. This perspective + control system isn't used very often, kudos for trying.
The art is very good, collision checks and physics are wonky. Technically impressive level editor even though I couldn't make it work for me (which makes it more impressive that you got a whole game done with it)
Post-compo work is to get the physics and collisions working properly and to use light-dark hints or other visual ways of making it clear which areas are passable and which aren't. Well done.
Though somewhat dark, I thought this was cute. It's a relaxed game more like Knytt and such. Good atmosphere because of the graphics and music. Not sure how this even could be a full game, curious what you'll come up with!
Feels a bit more like a 48hr entry than a jam entry in terms of content. I like the atmosphere and theme you create in the game using text and visuals.
Ha! This made me laugh. Feeling like I'm being chased by maniacs who want to pet me is probably exactly what a real puppy feels like sometimes. You could call it a bug that the humans do not respond at all to my barking but that effect makes the whole thing more twilight zone-esque and it adds to my feeling of helplessness that that is the only thing I can do. I'm in puppy-hell!
Bwuuhhhaaaaglgl. Made the full stretch. *Obligatory joke about laggy controls* Dare I say the antagonist is sort of cute? Loved the little controller sounds and the faux-terminal graphics. Game had just the right length and difficulty. Nicely done.
OK proof of concept. I'm trying to get the code to compile here with Clang on my Mac. Which version of SFML are you using 1.6 or 2.0 pre? I'm also missing util/Math.hpp and util/String.hpp. Are these yours or from another lib?
In escape games with guards, the only way to make it really playable is to have guards walk fixed paths with perhaps a few random pauses etc. Because their paths are completely random here it becomes essentially unfair to the player. Also, a guard saw me through a wall.
Game lags and crashes early, not rating right now.
I was often almost continuously covered in viewing arcs so I had to wait for them to disperse. Maybe start out with fewer peers and then in waves increase their number / base viewing angle?
Played on Mac OS X 10.8.2, no problems.
After a first run and subsequent big ? over my head I read your little explanation, tried it again and then finally realised I have to actually bring back those little white sparkles (which are apparently power ups) back to my ship! Took me 3 tries because apparently my friend is in a bleeding hurry.
Strangely nice and atmospheric. Shows how much simple effects and ambient sounds cam enhance the experience. Really cool.
I especially love the concept of power ups not just being there for you but being used / shared with the environment, I can't think of another game that actually uses that mechanic. How much harder would Metroid be (the whole scene is very reminiscent of the landing site of Super Metroid) if everything you picked up was actually vital to the level you're in? The ideas! They are a-flowin'!
Bravo, sir.
That was disturbing in a good way. My hat goes off to you,
Including the evil laugh is a sure sign of a winner. Simple and fun, like it should be. Very nice!
Very nice, consistent visual and aural style with a good yet disturbing story. Will try again to see what happens if I don't get the full memories. Puzzles are no challenge but I see them more as vehicles to drive the game forward then as obstacles in this game.
Very nicely done, good atmosphere with minimal graphics and sounds. Has good level buildup and design (only level 3 is a step back in difficulty) It rewards patience, .. but it crashed after I finished level 5.
Nice and peaceful. Very polished for a compo entry.
I get what you're trying to convey but focusing on 1 or 2 levels instead of 4 would have simplified things. Also, your collision detection is so horrid that I'm sure it qualifies as a federal crime.
Good idea, something hair-pullingly frustrating experience in the last level. Fun how tech has evolved that we can create a cheap NES game with slightly awkward physics in 2 days instead of 2 weeks like they used to. Commendable.
Nice mechanic that does translate into a whole-lotta-clickin but I liked the 1st level. Instadeath in water made me not finish 2nd level but overall this is well executed. Nice.
Bears get no breaks from humans, so this is awesome. Nice backdrop, good sounds and good scaling up of difficulty. I get completely overwhelmed by level 7. I'd describe the music as jungle funky.
@dek and Mac OS X users, I compiled a version using Xcode 4.5 and packaged it into an app, get it here:
http://logic-dream.com/ext/RevengeBearMac.zip
Completely stand-alone, all frameworks etc included. I can only test this in 10.8, not sure if anything weird will happen in 10.7, 10.6 likely not supported, sorry.
@dek only thing I changed in the source is to change a few of your path includes to use \ instead of / (Clang doesn't like windows paths :) and I commented out the fps printf. You can link to the download if you want in your entry. Thanks for Revenge Bear!
@dek, oh and I realised the hurt sound wasn't playing and the source actually didn't include it, so I added that in there as well, binary updated.
That was horrible. I'm going to cry in a corner now. Bravo, I guess.
I didn't see the very faint ghosts going up first so I didn't know what I needed to do. Once that was cleared up it was a fun little game, bit disorienting as the mouse and left-right controls seem to be conflicting in my brain :)
Rather unclear as to the purpose of all the different parameters (cops, hostages, sidekicks, etc) and what, if any, effect they have. I got 2 codes, pressed r to retire and the game didn't respond anymore.
Kind of tense keeping an eye on all those meddling kids! Funny vibe and original idea.
The app doesn't work on WinXP because it's likely a 64-bit app, which will not work on normal XP installations. Recompile as a 32-bit app and it should be fine.
Interesting idea but for games like this precise movement is critical and every time I tap a direction I float about 24px. Didn't get what the weak spot was but I damaged my other self anyway by luck.
It's the evil version of Celes' opera performance in FF6! Original and nicely carried out. Well done.
I'd like to have moved a bit faster and spawning back at the beginning every day means a good (slow) walk every day. A goal or reason of doing what I'm doing would be good too.
Art is good and the ambient sounds, tough sparse, are good too. Because of the polish of the visual style the game feels unfinished. Nice, but incomplete.
I'm getting a strong Super Crate Box vibe from this one in terms of tone and style, even music (which is not a bad thing). Basic, but arcade-y. Nice touches and gameplay. Some more tweaking on hitboxes, spawn frequencies and other details and it's a great contender.
Got the first 4 letters and just brute-forced the last one and yay it worked! Cool idea, nice execution. Music indeed got annoying quickly, thanks for the off switch, nice voice samples.
Also, re: your walkthrough. To get answer 2 you can just enter the following in any browser console window and get the answer instantly, no math skills required! Brute force FTW!
for(var i=0; i<9999; ++i) { if (((i*77)+1435)%385600==124173) console.info(i); }
Nice take on the pixel-scale dilemma, the human-goat interaction is rather.. unrefined. I do like the human has a little green pixel-leaf to protect his jiggly bits.
The evil moustache comes alive! And of course it wants money. Loved the little epithets and general empire-ness of it all. Is that ragtime music?
Can you recompile with the XNA Reach profile? Right now I can't run it on a DX9 machine.
I found that screwdriver quickly mostly because I played through many escape games before. Can't really say if the hint for the last 2 "candidates" is there, but nice that you used a hint system. Not sure what the 4-dial thing is supposed to be but it works well as a shortcut to cut down on the number of scenes you had to render! Effective. Good looks, ambitious plan for all the art + backstory. Good run.
Reminiscent of old games where, indeed you die a lot or get stuck on some a-ha puzzle. Writing is good and sets the tone well.
Ridiculously funny. Somehow the higher pitch and speed of round 2 made me laugh. A "this is never going to end" feeling. Very good.
Very nice artwork and animations. The visual style reminds of me Dragon's Lair (but not the gameplay, thank Zeus) I found 3 of your hidden messages.
You're going for a more laid-back control style which is good but the extreme gravity being applied to Trina it actually defeats the calm control style and makes it stressful. If you loosen up the downward pull on Trina and let the player get used to the unique control style in a more relaxed manner it will be much better. Consider: if you need the speed power up for the game to become more like the game you want it to be then it should not be power-up, it should be the default.
But again, very nice game with fresh ideas. Excellent!
Finally got that Princess! Rather satisfying too. First dyna-jumped to the 2nd floor and then planted another one which collapsed the whole structure. WUHAHA. Definitely high marks in the fun factor. Excellent styling and music choices too.
Like the nod to Super Street Fighter in the logo. Don't have a 2nd player so can't really judge playability. Very nice graphical style and fitting BG music. Cool!
This has no link to the theme at all but technically interesting idea for a 4-player soccer (or football in civilized countries) game. Worked fine in Mac OS X with 4 tabs in Terminal. Now if only I had friends with telnet...
It's Simon Says for psychopaths! Obvious filler graphics are too bad but not overly distracting. I don't like Simon Says tho, so only played it for a short while :)
The movement of the rock spawning places means I can just wait and eventually enough of my dudes will enter the blue cylinder of salvation. Mood is good with proper sounds and looks. Characters were more like souls than zombies so the theme connection is a bit tenuous. But overall great amount of content and functionality for 2 days!
Running this in an Ubuntu 12 VM with Oracle Java 7 and the app starts and shows the menu labels but no images are drawn at all and new game does not work (settings does, btw) so it's not getting to the image resources. I kept the hierachy intact ("res" dir next to fgg.jar) Not sure how to fix.
Looks good a cute dragon, but controls and the jump back reaction to every tiny little arrow makes it very hard to play. I'm a dragon! Some different damage system is needed. Then I got stuck in a tower and got pelted with little rocks and arrows by people who could run 100m/s judging by the scale. I felt very tiny..
Playing as the ball I'd like to have more control over my speed and angle and trying to "confuse" the paddles with strange movement. Try changing this around to have more realistic behavior by giving your objects velocity and other attributes. Keep on coding!
As others noted, this is basically the Disasters menu from SimCity 1 rebuilt as the main game. Good idea that matches the theme and well done.
That was brilliant. Multiple settings and actions, a story line, a boss enemy with health bar and dinner at the end. What more do you need?
Very good use of lo-tech graphics, sound and mechanics to make a full game in 48h. Excellent.
Why don't the guards shoot back? I had no need for the stand back. Stand in sweet spot, hold fire, wait, collect, win.
The program doesn't start on Ubuntu 12.
It's a toy but nicely done with all the ragdoll stuff going on. Not much more to say about it really.
Rex is cute. Funny sound effects and basic but consistent play. Even a boss character who sounded miffed about being beaten.
The cutest disturbing thing I've seen so far. This was just WRONG but so funny. I'm going to stare out a window now.
Whoa, 180MB download is rather stiff. I think you can change your archive because of these problems that do not affect your game. -your source dir has a 180MB compressed hidden dir in it for gwt cache, - you have included the full Java runtime both 32bits and 64bits for both Win and Linux, this is not necessary. -You added them all to 1 archive, next time please separate these repos and leave out the runtime.
As for the game itself, it's a short dialog tree. Its ok, but in 48 hours you could have added some more text and graphics. The idea of a dialog driven game sounds fun, maybe expand on this for a post-compo version.
It's good and the cat-pet-laughter-charge mechanism is cool. Wasn't sure if something was happen going to happen at some point to the earth or those satellites.
I lost control of my character quickly and it moved offscreen automatically. But don't feel bad, going from idea to game in 2 days is hard. What you've learned this time apply next time and we'll be back to try it out!
Can you recompile this with the "Reach" XNA profile? That way it can run on DX9 setups, not just ones with DX11. Thanks!
Speed this sucker up x5 and add more simultaneous sheep.
Looks nice, quickly gets too hard.
Can't play this until you change the XNA settings to use DirectX 9 instead of 11, see this comment from another game:
I saw one of the comments above about the "no suitable graphics card" above and noted that you used XNA. If you haven't heard of this error before, it has to do with profiles in XNA; there is a Hi-Def profile (selected by default) that gives you more features but requires a DirectX 11 (I believe) device, and a "Reach" profile that works with DirectX 9 compatible devices. You can make this change to the project by right clicking on the project and selecting properties. Doing so will open the game up to more players.
The speed of rotation is very fast making it a bit hard to control. I always like a good shmup though. What is the purpose of picking up the cargo? Good experience, don't mind the setbacks!
I grokked the controls at some point but they are group-based and they get confused when the alien groups move to the next line.
Few bugs here and there. I got two player ships at some point and to win I can let my numbers reduce to 1 or 2 on the same column and then keep going right to force them to move down all the time above a shielded area and win.
Confused me at first as I was trying to control the spaceship (force of habit). Visual style looks nice with the pixelated bloom effect to simulate old CRTs. Good sfx and music.
The robot moves quickly and the levels are random, so there's no real time to apply any kind of tactics in saving him. If I just leave him alone and remove all obstacles he still dies rather quickly most of the time.
I like the idea, if you expand on this I think this actually calls for more designed levels and a larger view area so players can plan ahead through +/- obstacle courses.
I got a strategy going for a while that lets me go on forever and that kind of makes me sad. I stopped at 50k points and Witchfinder General rank.
It's good that this topic brings out entries like these that may otherwise be hard to justify making. It's good that playing this stuff like this is enticing until you realise what you're doing. The increasingly undulating crowd and louder chanting with the very subtle soundscape behind it was very effective in setting the mood. I think you did a good job in abstracting away just enough to make it a game while still allowing you to see that you're being a monster.
Polished and well designed and one of the best showcases of the theme. Make people feel uncomfortable. Good good.
Nod to Megaman, big nod to Office Space, nod to Falling Down, you've got the right inspiration alright. Quick cuts of the games was smart to not dwell too long on any activity and then the release of destroying it all. Good visual story with some game elements.
Click-o-mania indeed. 3 levels is just about right. Minions work well. Not sure if you can lose other than getting stuck. Pretty good.
Took me 10 deaths to figure out I should hold the A key down to actually use the sword instead of sort-of using it. Good first game though. Next time look at bounding box collisions and make those boxes a bit smaller to give it a more real and "honest" feel. Using a sword should be a hit once key. Did not expect that I could (and had to) wall jump!
I like the storyline setup and selected music though a bit odd as another entry used the same music. Keep it up!
Reincarnating bat kills man, film at 11.
It's like a mix of Contra 3's missile riding boss fight and battleship. Fun idea but too frustrating for me to get into. Good idea and humour.
The positioning is very precise and it's more a battle against time before you lose than actual tactics, but still fun enough. I never had to change the freq and descramble buttons much, they stayed the same more or less throughout, which is good because the constantly moving insurgents made things hard enough!
Awesome audio and graphics. Very nicely done.
This looks like a very original idea but only once did I get to enter my number before I got to the box because clicking anywhere will start the simulation and I need to focus the input box. It's fun to be mysterious but it's no fun to be needlessly frustrated. Again, original idea, marred by basic UI problems.
Very nice cartoon-style artwork. I was going to scold you for having someone else make music in the solo-compo but then heard it and thought, Oh, Wagner! Actual Wagner. Ha. Anyway, fun and hard but I kept clicking outside the window (there's likely a fullscreen option I missed)
I think I've found all 8 endings, having a stat a la PSX ending screens would be good to keep track of what you've accomplished. Interesting branching story-arc take on the genre!
Good to point out that villains are often just some random guy. Well done.
Sordid mood which was fitting for the game. Simple but non-annoying music and sounds. Pretty good.
Help text is gone too quickly and the delay between clicking on a totem and the minion appearing is long enough the question wether anything happened.
A faster pace would have improved this quite a bit I think. Frantic searching, spawning and fighting is better than waiting for orbs well, waiting.
This is gentleman's combat, where people take their turns .
Also, my skeletons have been hacking in on the hero for a while now and his HP remains at near death. FOUL PLAY I SAY!
This game should have been entered in the Jam.
Crashes on start on my WinXP with DX9 VM. The "windows encountered a problem" dialog.
@XmmmX, yep, XNA installed, have run a lot of other XNA entries.
I can't run the ones that are not compiled with the Reach profile but then I get a warning that my video card is rubbish, not a crash.
If the app is 64-bit, I will get another error dialog for it. This is really an honest to god crash at startup.
Same result for the post-compo version.
FWIW, I uploaded the first bits of the crash report here: http://logic-dream.com/ext/evilkeepercrash.png
@XmmmX, yes it's run with an Admin user. I tried your latest update, same result. I fear there may be some weird incompatibility with my install. It's a VM running in VMware which may trigger something obscure, even though all other entries work fine and I haven't had any issues with it. Thanks for your help but it's probably better not to put too much time into this. Best of luck!
Oh wait, I redownloaded the original entry, I got you 0.01b version and it worked! Huzzah. Got to level 8. Fun and quite a big game. I wish I got more money and more time per round to build out my dungeon. It's a fun section and now I can only break a few brick and set a few chests with traps. Art is clearly programmer art but you added details like the slowly down-drifting hat when you're defeated and other touches to add polish. Very nice entry and thanks again for your trouble.
I rarely play text adventures but this is a great, short and rather horrific one perfect to try out. As to the ending, I guess he could still take a stick and write stuff in the sand...
Stange and atmospheric, with the messages coming in and figuring out what the controls do, no idea what putting those circles on the yellow lines does. Bit disappointed that there was no real game so to speak, but that it because the environment was compelling enough for me to want to stay there for a bit.
Aswissrole: yeah, I had planned for cherubs to fly around and fire heart-tipped arrows at you but I ran out of time. Figured too easy would be better in this compo than too hard as you can at least finish it.
Good find on the ore…
jerre: yep, sprite-world collision detection is not perfect sadly. Thanks for playing!
I probably spent too much time on details nobody would notice. E.g. if a tile is corrupted and there's a plant on it, it will die eventually. Also, the hearts die off randomly over time after you finish the level. I was basically experimenting with Minecraft style world updates etc. Damn you, Notch!
Speaking of things most people won't see, try dying! It's a cool effect! *Sigh* *mumbles about effort wasted*
Thanks for all the nice comments, everyone! I had a blast making this. I'm trying to review as many games of yours as possible in return.
The code and assets are now online at:
https://github.com/zenmumbler/MakeItBlack
I also wrote a postmortem:
http://www.ludumdare.com/compo/2012/12/18/make-it-black-postmortem/
Thanks for playing, everyone!
SunShiranui: sorry about that. When you have some time, please try it again later. Thanks for playing.
@chambers, I had planned 4 real levels and then the final level and it hurt to do it but I had to scrap the 4th level because I had a big list of details to fix and tweak and I was running out of time. I will take some time soon to make a full version.
Sorry about the problems getting stuck, of course I never encountered this problem but given the spit and duct-tape physics code I can imagine how it would happen :)
I rated all games of people who commented here. It's great to see all the diverse projects and ideas in an event like this. See you next time!
@rvmook, I was struggling at the end figuring out how to make it more challenging within the time that I had. I was going to add flying enemies with arrows but the clock was merciless. I will see if I clean it all up and add some more.
Very polished entry, well done. Balloon movement, visuals, sounds, little details, very nice.The police balloons would be better if they would not shoot at a regular interval and also try to chase a bit more, only then in lower numbers. Any more than 2 or 3 at a time is too much. I know the trend these days is endless levels but I'd like to see some goal in here too. All in all, very nice.
Upgrading speed at first and seeing the thing became uncontrollable, I restarted and zigzagged my way down in frustration as rocks kept hitting me exactly and gems were flying past I upped hull and fuel to 4 and then saved up, upgraded speed to 4 and just went straight down and won. I also got 1250 point just there so clearly my strategy was not needed.
Which is kind of my problem with this, there is no way to do the right thing. Things just happen and the only real investment is time. Not to say this is horrible but if I felt I had more control over what was going on I would have liked this better.
Would be fun if the Jellycops just patrol and have to catch you in the act and then start chasing you. Odd scoring mechanism but it works! Odd music.
Hm, on Mac OS X 10.8.2 here, mono was preinstalled (to my surprise)
The game loads and shows the intro screen but does not proceed from there, pressing space (or any other key or mouse click) yields no response. Hm.. No console output either.
Do nothing: win, maybe
Press left: lose, escape: slide show, hold escape: win
More an art piece / statement than a game, finish it and show us the full vision.
Theme link is not there. I got to 80k by holding right and mashing space and achieving.. Ludicrous Speed.
Sorry, can't play this. If you can, please make a version using the "Reach" profile to support DX9 cards.
Blimey, gravity based movement is always hard. Like someone else I first got confused and faced toward the wall given the wording "push off" from the wall.
Levels 1 and 2 can be quite handily beaten without the thruster, but the in 3 it actually gets in the way if used incorrectly. I like that you showed restraint and not added spikes all over the place like some other "hard" games. Hard but not too hard and mercifully short given the single life.
Good music, home made?
Sorry, I can't play this. If you have time, please recompile using the XNA "reach" profile so it can run on pre-DX11 cards.
Hm, this is odd, I walked through 2 levels and there is no one else beside me. I made a sweep of the whole map and there are no NPCs..
I just moved left and picked up some stuff and then right click on the ship and I won! Yay. Chiptune music is great, did you create that during the LD? Respect. Good idea, worth some time to make a cool post-compo version.
Often the commands would not respond at all or do nothing, weird. Fun samples.
I died plenty and didn't really see what the toxic waste did even though I was dumping non stop. Having a single hit when the monster strikes would be better I think, with some invulnerability time afterwards. Now it can kill me in one lucky dive.
Damn, crashes when trying to run on XP (with DX9)
I hate to use this meme but first I was like Ehh, but then I was like aaah! Cool VVVVVV style visuals commenting on the modern day villains, the Blogerati. This must be how Scoble feels. Also, amusingly this game has the most comments on it I've seen so far, which is fitting in many ways :)
I won the first round by accident by just clicking and I suck at minesweeper and I apparently suck harder at reverse minesweeper but this is brilliantly done. Really original! Now even more sure that AIs will kill us all in due time.
Faster movement would be nice, maybe with a bit of acceleration, not too much.
Scaling on level up is a cool effect, the last "enemy" is somewhat disturbing (wut) and I could finish the original version just fine. Sound is the main missing ingredient here and up to the dudes with swords you can just blast left to right and win. Nice visuals and original idea!
Good thing I'm not a pilot because keeping track of 3 sets of commands and the active command is clearly too much for me. Also, the computer never stumbles which is discouraging. I'm sure if you win it feels good but for me that's a big if.
Is it possible to win this? My kind of developed hero was slain near instantly by the pink octopus of doom. Fun idea of building up a resistance of the hero by pitting him against monsters. Original!
Won't judge the music as it's not made by you. Collision detection is way off for bullets, I've unloaded warehouses of bullets into, um, red dudes and they pass straight through. Jumping also reacts late making the jumps in the 2nd screen annoying. Try a few more platformers and add some physics too! Too few platformers this LD.
Seeing the 30 minute timer when there are hundreds of games to test was a bit demotivating. Is the maze generated / infinite?
Good presentation but unwieldy controls for firing combined with a bulletstorm made me die more often than I dare to say.
Moody and horrific circus style music (OMG the circus with clowns, fire and brimstone) The click and then click and drag was unintuitive and the aim of the clowns is anti-Wayne Gretzky-like (i.e. they shoot where the bunny is, not where it's going to be) but the visuals and audio play well together. Tie it together and make the clowns look more natural (i.e. evil) and you've got something going here.
For reasons on why clowns are evil: read http://www.ihateclowns.com or play any recent Castlevania game.
Wow, impressive you got this whole island created in 48 hours with upgrades and everything. Flying is rather cumbersome and the archers usually got the best of me before I could install any amount of fear in people's hearts.. *sad*
Music reminds me of the NES title The Battle of Olympus, which is a good thing. Very original idea and fun implementation. Good balance of keeping people in but miserable. Quality work!
On Windows, the game ran so fast it was unplayable so I can't rate this sorry.
Fun idea, if the text had been a bit faster and a bit more sound (maybe some music from the SNES game family feud) and e.g. a timer on questions it would be better paced. Questions were on mark and drawings were fun. Somehow the completely static contestants were funny because of the camera focusing. Nicely done.
A Wolf3D hallway system with a minecraft arm a game not makes. After I tried in earnest I saw the maze was rather large and then I just opened op map.png and walked to the end (got other stuff to do :) and I see the last room is different visually and has objects. More visual diversity would give hints where I am in the maze. Some monsters, pushable walls and treasures and then get a strongly worded letter from id!
Music is good and sets the tone well.
The game itself is basic though a nice touch some people will panic and run away.
Not sure why but the game performs very badly. Lag sets in as soon as 2 or more infection animations occur at the same time, this should not be problem, even for Ruby.
If you speed this up x 2 in both movement and time left the whole thing will become more frantic, then with a good running animation for the anti-hero it will gain a lot of character.
Nice and polished. The polygon editor is a cool game mechanic. It did crash after the 2nd intermission screen without text but that was the right time to move on anyway.
Very nice.
It seems I could have replaced my actions with a tiny script. I liked all the little lines and humorous actions but the game itself is indeed rather random. Expand on this a bit and let us know.
One word comes to mind: Dastardly. The character is sneaking continuously in his 70s cartoon suit and evil hooked moustache. Well executed. Took me a bit to figure out how to use the teacup bombs (nice touch again) What on earth are those hovering spectre-killers? Cool!
Yay! The world is purple. Similar idea to my Make It Black but completely different context and implementation. The little devil/cat creatures are cute and the sounds are too. Cool!
Nice idea, rather difficult to play. Can find maybe 4 good places for the box and 1 miss and it resets.
Nice, some good lines of text in there too. It's easy but I guess being a villain with some kind of semi-automatic gun in a medieval village of unarmed peasants would be easy :)
The winning strategy for me was to mash z,x,c in the first phase, then mash z and hold the mouse while dragging up and down the window like a madman. Or like a mad villain, if you will. Nice implementation and AI.
"... There is another organism on this planet that follows the same pattern. Do you know what it is? A villain."
Yep, everything went to shit essentially. Empty the seas, ravage the trees, the planet on its knees, blame goatees.
Next up: herds of cows, then: evading cows, then: cows with lasers, then: keeping track of weight of cows and the ship and how it affects control of the ship, then: having to deal with an organised cow militia. Go!
Good quick platform blaster and even a boss! Not many entries with homemade music so kudos for that too. Keep it up!
I was either floating through and endless void or being attacked by dozens of little ships, but did not see (or recognise) a base or civilian ships. I was more amused by syncing the laser/tractor beam sounds with the music than the game itself, I'm afraid.
Wat.
Nice puzzler here, reminds me of the puzzle games of yore on Classic Mac OS. Designing puzzle levels is hard so it's good to see quite a bunch of them in here, though the ones in the middle (with only buttons to clear) were sort of filler. Good stuff!
This was fun but I can't seem to get beyond the last couple of knights to earn my prize. Is there some strategy? Pressing 5 resulted in a broken screen.
WebStart is deprecated on Mac OS X and on Ubuntu 12 with Java 7 I get the following error:
java.lang.UnsatisfiedLinkError: /home/arthur/.java/deployment/cache/6.0/17/76da7c91-495d1ca1-n/liblwjgl.so: libjawt.so: cannot open shared object file: No such file or directory
at java.lang.ClassLoader$NativeLibrary.load(Native Method)
at java.lang.ClassLoader.loadLibrary1(ClassLoader.java:1939)
at java.lang.ClassLoader.loadLibrary0(ClassLoader.java:1864)
at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1838)
at java.lang.Runtime.loadLibrary0(Runtime.java:845)
at java.lang.System.loadLibrary(System.java:1084)
at org.lwjgl.Sys$1.run(Sys.java:73)
at java.security.AccessController.doPrivileged(Native Method)
at org.lwjgl.Sys.doLoadLibrary(Sys.java:66)
at org.lwjgl.Sys.loadLibrary(Sys.java:82)
at org.lwjgl.Sys.<clinit>(Sys.java:99)
at org.lwjgl.opengl.Display.<clinit>(Display.java:130)
at org.newdawn.slick.AppGameContainer$1.run(AppGameContainer.java:39)
at java.security.AccessController.doPrivileged(Native Method)
at org.newdawn.slick.AppGameContainer.<clinit>(AppGameContainer.java:36)
at com.jugendmedia.ld25.Game.main(Game.java:82)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at com.sun.javaws.Launcher.executeApplication(Unknown Source)
at com.sun.javaws.Launcher.executeMainClass(Unknown Source)
at com.sun.javaws.Launcher.doLaunchApp(Unknown Source)
at com.sun.javaws.Launcher.run(Unknown Source)
at java.lang.Thread.run(Thread.java:722)
This is not a game, this is an interactive theatre / pachinko machine. It's mesmerising to an extent, but it's not really much of a game. Fun to just watch.
Also: http://logic-dream.com/all%20the%20money%20in%20the%20world%20but%20you're%20still%20gonna%20die.png
For those less patient, I uploaded the final 3 minutes of my filled to the brim stage experience to youtube. Got to level 103 with laser and turret mayhem. Trippy...
video here: http://youtu.be/N_PxwmmnjVA (still processing as of this time)
First off, please next time please find a less sleazy file sharing website to put your file on. If I want to play "find the right download button and not the one that gives me a ton of adware" then I'll go search for torrents.
OK, and I can't play the game because I don't have DirectX 11, please choose the "Reach" profile in your XNA distribution settings if you don't use DX11 features. Please mention that you use XNA.
Ah, thanks for the Reach profile exe. I can test this now :)
Not too easy, interesting idea to control zombified humans but you're too busy clicking and making circle motions to do that! I wonder why the humans would ever leave the sanctuary in the first place... Ideas for post-compo: AI controlled zombie-humans, some valid reason for the humans to flail about (fire?) Fun idea.
Good concept, bit unclear what I'm doing. Need more time with it. Liking it!
Very nice full game design with end-boss and sad conclusion. Music, play style and art reminds me of good SNES era games. If you can expand on this later can you add 1 or 2 levels at the start to get used to things? Right now you're kind of thrown right in the middle with no explanation (also like SNES era games). Brilliant entry, well done.
Graphics were flickering rather badly but that was likely caused by some VMWare driver incompatibility with some XNA thing (though haven't had this problem with other XNA games) but I could play.
Simple setup, maybe if you have multiple levels that you can retreat to as the Paladins advance it would add a bit to the strategy and tension. Retreat into the temple and defend the purple idol as the last stand! etc.
Rather random. Interesting, but I can see how you may have not known how to proceed.
Looks promising, please finish and update this page when you're done with a post-compo version.
I fear this is one of those games that only its parents can truly love :)
I was a NES adept so of course shunned all DOS games so this is a nice peek into another past for me.
Neither of the 2 download links work, I'm redirected to the main page of your file download host.
Actually works fine in Safari and Chrome too (Mac OS X 10.8.2) well, just as "fine" as in Firefox.
I'd like to read some backstory on this one as the Jam should have provided ample time to move forward. The epic style music and um, interesting generated names (Alcatraz Weingarten?) show that you had some big plans but didn't get very far.
I'll search for posts by you guys. Better luck next time.
It's DoveClicker 2000(tm)! The music is fun and major points for those hum-pom-pomming it. (Yes, that is a verb, since today) Like the other tower defence games, it's more of a weird sideshow than a game, but fun in a frantic sort of way. Your screenshot shows $149500, I don't even want to know how many dove-clicks that took!
I had no idea where they wanted to go and if I put them on the right floor or not so things just happened randomly. Kind of fun still tho. Fun idea, like reverse Elevator Action
Good setting with the effective visuals and sounds. Rather repetitive, could have ended at wave 6 afaik :)
Left and right clicking for controls was a bit tricky. I first tried this windowed, and in all the franctic clicking I created some new folders on my desktop :)
Amazing what you got done in 48 hours in terms of material and functionality. If the game was a bit simpler and more polished it would be one of the best games too.
BTW: fore Mac OS X users, the app as is doesn't work due to a permissions problem. I uploaded a fixed version to:
http://logic-dream.com/ext/CarnageMac.zip
@SXPanda, feel free to link to the fixed version. I only had to add execute permission to the app in the bundle to make it work.
Ran fine on WinXP in a VM. Not the most original idea but the mechanics work pretty well. If you start with bombs, nobody panics and you can keep going forever, then I tried a goat who just turned on me instead. Bummer.
I'm sorry, but I quit when I finally collected 10 souls in level 1 with the annoyingly quick fleeing victims and saw that I had to get 10 more just to get a single update or the next level.
The intro and graphics and sound are all very promising and well done and then the game part is, well, not fun. If you can make a post-compo version with a fixed 1st level or altered upgrade path I will gladly try again because based on the early part you clearly know how to design things.
Minimal visual style for maximum effectiveness, check. Good mood because of smooth animations and proper setting. A big ape. What more does one need?
Btw, by going fullscreen in the web player, my fire rate about quintupled allowing me to mow Kong down in 2 passes.
Nice game that is a bit unbalanced, it goes from really easy to completely insane very suddenly. Nice art style but I have to object: his head did not explode, his whole body exploded in a ball of smoke.
I also expected the bridge to be of more significance than just a being a different tile index.
Nice.
I think the 2nd guy on level 3 is impossible to get without dying yourself. I love the animations. Good show!
I now hate: chickens, foxes, eggs, chickens, ice worlds and chickens.
Meta-note: hot damn do I hate scammy file download services. These people make the pirate bay look like the dalai lama..
Anyway, the game: fun little details and workable proto-game. Good for 7 hours certainly. Funny outro-screen.
Cute! Funny sounds and graphics. Good execution of a fun idea.
Memories of SNES era RPGs combined with some Minecraft-style harvesting action! Nice SNES art style, sound effects and music! Right now the game is a single action game (smash everything and collect whatever is left) and that is I think just right for a 48/72 hour compo. If you continue you'll have to add some other interactions. Curious what you'll come up with!
Congratulations on such a nice product.
BTW, your green pixel logo is very similar to Real software's old RealBasic app logo, they still use it in a modernised form now, so I'd be a bit careful about that. ref: http://www.realsoftware.com/download/ and http://www.google.com/search?tbm=isch&q=realbasic%20icon
More like an interactive story than a game, but a very well done interactive story. Excellent! Quite original.
It seems like a nice puzzle, and since coming up with the idea for the mechanics is the hard part of this game, it's impressive you got this done in 3 hours. I'm just not that much of a straight up puzzle fan, I'm afraid.
I liked the 80s manga style character. When the commands actually become active seemed a bit random?
I was playing cards and filling up the maze but it wasn't very clear why only some of the spies moved each turn. Showing dice for their movement roll would be good (or eqv.) Basically more status info!
Leaving fun and humour n/a as they don't apply to this game but all others are good. Don't beat yourself up for not making this the perfect way to convey a message or to make a game. It's 48 hours, nothing in that time approaches perfect. Visual style is nice and the sound effects are good, muzzles speech and the "psshhww" for the rocket, ha.
Mega-america vs the red trapeziums of doom. Not sure why I have an avatar in the world as I'm more the force behind the curtains. Kudos for implementing a mini-AI to play through the level. He did get stuck in the center of the 2nd row for me, where he has to jump 2 blocks away. Good!
Very atmospheric even with the bare necessities 3D models Nice interactions too. Are there ending beyond self-sacrifice and survival?
Once you can get the tech in place to not have to limit the controls it can be very nice. Especially for 48 hours, this is very impressive!
Whurbl? Just making all these animations graphics would take me 3 days, and they would suck. Truly inspiring to see such a good entry. Any comments I have are pointless as the polish and feel you've created in 2 days is amazing. Time to start practicing drawing...
Sucking the vital juices out of fuzzy animals? Sign me up! Bit odd how you get damaged if an animal touches you, the timer itself is ruthless enough I'd say. Good.
Funny. My wasps drifted away from me over time and would only attack air so I couldn't continue. Had to turn the sound off… Fun idea with frantic action.
The opponents are rather tricky but once you find the proper jump timing it's quite easy. Liked that you can upgrade thing even if in the end it doesn't really give you much of an edge as the AI reacts to everything. OK.
Looks nice, but slow it down a bit.
Didn't get any goats so far, but so far I've seen a reasonable reversal of DK. The player AI has a right-going bias so indeed if I time my drops right I can be there for a long time.
The charged jumping control and that the jump-meter does not charge unless you're sitting completely still is too harsh and makes manoeuvring the platforms more difficult than it should be. Not sure where the game is headed as I stopped in the library? section. The atmosphere is good but it's a bit vague what I'm here for, just jumping on some rabbits and other creatures.
Controls make this more complicated than it should have been. Space vs A and instead of 1-5 maybe some kind of repeated keystroke to inc fuse time. Also would like to see the explosion radius so I can plan placement better.
What the? That is brilliant. Never seen this used this way. Brain-breaking bizarreness. Got stuck a few times and it all takes a bit long but this is certainly worth investigating more!
The graphic of the 2nd demon (gray one) reminds me of devil from Forbidden Forest. Spam buttons, win game! Even though Michael cheated by hiding in a corner with a ray of blue blobs to destroy everything coming to him. The brown + brown color scheme makes it hard to see what is going on. Nice idea.
To run this on Mac OS X, I had to do the following:
Get the 1.2alpha of pyglet here: http://code.google.com/p/pyglet/downloads/detail?name=pyglet-1.2alpha1.zip&can=2&q=1.2alpha1
Place this folder next to main.py, change the main.py path setup line to to use 1.2alpha1 folder instead of 1.1.4 pyglet folder.
And it works! @dragonfi you can use this to update your archive if you want. You are permitted to fix crashing issues.
As for the game, the idea and concept are nice, with the text guiding the scenes and the atmosphere they conjure up. I think it will be worth it to put in better visuals and AI for the "enemies". I liked it, but it is clearly in an alpha state.
A double reversal! I'm bad but my role ultimately is to lose. Didn't get that in the beginning. Brilliant idea to take 3 well known simple games and implement them just far enough and in reverse. Visual style is nice even if I feel people cheat when they add Instagram filters to everything :) Well done, only missing an "all clear" screen when I (un)master all three games. Very nice.
I like how 2 to 3 of my goons can take over a city of millions instantly. Funny lines, good effort.
Didn't figure out until 2nd playthrough what I was controlling. Not sure if I can win or use tactics. Interesting idea, not sure how to make it work in this form.
The lighting provides a good mood for the whole game and it seemed to work well AFTER I switched the Y-look axis (it also resets when you restart the game, but annoying).
However, I can't seem to find any gold? I think I walked back and forth and looked in most places so I should have found something? Am I missing something obvious?
I used your entry to practice 2 things, learning SFML by porting SFML projects from Win to Mac (the other one is Revenge Bear) and also in this case porting from SFML2.0 to 1.6 (this was necessitated by me already having compiled 1.6 libs but no 2.0 libs ready and being lazy about it.)
You can get Eater Mac here (10.7+ required for libc++ runtime) :
http://logic-dream.com/ext/EaterMac.zip
@RokB, feel free to link to this download in your entry (or reupload it somewhere else) If you want the Xcode project or the 1.6 converted source, let me know here or on Twitter (@zenmumbler)
Biggest pain point in porting was that SFML 2 rects are left, top, width, height and in 1.6 they're left, top, right, bottom. If I had had SFML 2 libs precompiled, porting would have consisted solely of creating the Xcode project, dragging in the files, putting in some paths and assembling the .app bundle.
As for the game: simple concept, functional, multiple levels, an intro and ending screen and even sound and music! That is something a lot of LD48 entries can't say. Well done.
Damn, the app didn't capture the mouse. Might be a VM issue. Grunt. Did like the sounds and holy cow graphics for a 48hr entry.
Mac OS X Users: the app won't start because for some reason the execute permission is not set on the binary. To fix, terminal, cd <drag folder of Zomega in there> cd Contents/MacOS; chmod +x Zomega. Now you can run it. Other Unity stand alone apps I've gotten on LD have this problem too (but not all)
Now that I could actually play it got Locksmith and Goat Hand, trying for 3rd ending. Creative stuff!
W00t, got ending Dedicated. To others, just ask: Would a zombie run around collecting items and solving puzzles?
Good mood and setting. Like the soundtrack and bleurgh sounds. Needs more tweaking wrt enemy numbers and capabilities (i.e. room of full of shooting enemies as my 2nd room on level 1 was a surprise) Feels like a modernised version of a NES game. Nice. Theme link is rather fuzzy.
Fun idea! It works and sounds are appropriate, good graphics too. Well executed.
A fun idea that needs a lot of difficulty and AI tweaking to really work. It was indeed a lot of spamming of thugs who are then summarily killed by bands of good guys or the hero (level 2) Fun idea that the creator is on the map itself. Work some more on this and then release it!
I had to mute early on so I wouldn't start hurting people. Quite a bit of animation involved and a lot of verbiage, the game parts are a bit underdeveloped.
Happy Death Train vs Damsels. Great job, esp. for in 48 hours.
Cute game with a positive note, which is appreciated.
As other noted, the "WATER" sample is bit jarring, 3 year olds are lovely but can rupture eardrums like no other. Clearly, she is the Villain of these grounds, as per the OED: "the person or thing responsible for specified problems, harm, or damage" Some harm and/or damage was done to membranes certainly :)
Can you recompile with the "Reach" XNA profile? Can only play DX9 games..
Fun little game, was hoping I could destroy the buildings on the side. The hair-overlay is quite hilarious.
Trying to open this on Ubuntu 12 with Oracle Java v7, got this as output:
Exception in thread "main" java.lang.IllegalArgumentException: setSelectedIndex: 0 out of bounds
at javax.swing.JComboBox.setSelectedIndex(JComboBox.java:622)
at de.koller.ld25.launcher.Launcher.<init>(Launcher.java:15)
at de.koller.ld25.LDStart.main(LDStart.java:9)
The hero's health would just reset randomly after fights or other moments, or so it seemed. Traps also didn't do diddly except reset his health to full. Not sure how I would win this.
The synthesized 10-note "song" got old quite quick, probably best to have left that out. Good idea to corrupt stuff but not much happened. Nor sure why I got transported to the center every time I touched the boundary and there was a little path on the left that went nowhere. Please upload your post-compo version when you get it completed!
I only got the 3 games through luck of their randomness as the timers are insane.
Looks pretty but control of the character is inconsistent (shift would often not actually hold me against a well but sometimes it did) and the sometimes quite pixel perfect jumps combined with on ice like slipperiness of the movement made me rage-quit after dying too often. Please tweak so old people like me can play this.
Couldn't get it to work on Mac OS X 10.8 (even when I inserted the 1.2alpha of pyglet needed, no window appears) but worked on WinXP.
Good atmosphere through the visuals, music and scene buildup but then it's basically Z FTW. I like the ship graphic and the music is great.
Like others, I too thought controls were broken until I read the comment that they start after a timeout, which is very true to how these bosses operate, they don't just fire all kinds of attacks randomly but it would merit a mention somewhere that this is the case.
Played with the Reach profile and it works fine, thanks!
Nice tone and weird colourful but almost 4-bit color style. It creates an odd atmosphere of an alien world. I like how the various things I encounter are clearly explained even if that means I very quickly regain my memory in this world. That's fine for such a short game.
The game didn't capture the mouse for some reason (win xp) and on 10.8 the app doesn't start for me. Looks visually appealing, hoping you will release a non-compo version that I can run.
Got it working on 10.8 (needed to set chmod +x on the binary in the app bundle, which was unset for some reason)
Very nice mood and soundscape but I'll be arsed if I know where I'm going. At one point I saw a sort of little tube on a wall and tried to find the bomb key and hit C and suddenly I was in color, in 3rd person mode. I'm a little floating machine!
Also, I can just bump into the light blobs to bounce them around. Are thet enemies? And why should I ever turn off the flashlight? Questions, questions..
Funny little story with 2 endings and ASCII-art. The art of ncurses is a dying on so bravo, sir.
Not sure what Angry Birds 0.1 alpha is doing in here, but it's mildly amusing. No need to rehash what other comments already pointed out. Keep experimenting!
Ha, it's sad you couldn't finish this, because the premise is cool and fun. I like the Dr. Wily like death machine I'm in with a bunch of hapless meatsacks trying to gun me down. If you have time, please work on this some more for a post-compo version!
The randomness and tight packing of the guards make this more an exercise in frustration and luck than tactics or strategy. Look at MGS: VR Missions (on the PS1) for a good example of this type of play.
Funky art. Like other tower defense style entries, this feels more like a visual show than a full game but I'm sure if you really get into it with swapping spaces in and out it requires focus.
The tons of shotgun wielding thugs killing me gave me flashbacks of Max Payne 1 which is both good and bad :) Looks like a fleshed out character development arc and story but don't know the end yet because of the aforementioned shotgun wielding thugs. Very nice.
The non-shaded object and controls didn't work for my brain, also in the web player it doesn't capture the mouse so I can't turn too much because then my mouse is out of the unity view or even the window. WIl try again later.
I can't say I felt like I was doing anything that affected the global opinion, sure some other stats went up and down but not sure who or what. Movement is very slow and the collision checks are rather odd. It looks like an interesting little thing with a message but it eluded me a bit. I'll try the tweaked version a bit later.
I Win! ..? Cute setup and sprites. Evil robot overwhelmed by swarm of kittens.
The external music gives this short game a longer lease on life but it's quite simple. The visual style is good and consistent. Music choice is fun but not yours so only rating the effects.
Simple, cute and funny.
Quite a complete game, really. Intro sequences are nice and the level is difficult until you learn how to make use of the bugs in the AI (get soldiers to shoot at zombies trapped behind a wall and then fire at will, soldiers will not change targets) Not at all something to be embarrassed about. Nice job!
It looks nice and things happen and all the upgrade trees are cool but I don't really feel like I'm doing much by upgrading or what is going on in general.
I used the same strategy as someone else here, reduce my lunch to 1 grape then the game turns into mouse-button-holder-pro. The volume of ants increased rather rapidly, I wonder why they so eagerly want that grape?
Great visuals. Appropriate sounds, though because of the sheer volume of ants they get repetitive quickly.
Also, my prejudice about Java was once again confirmed when the light weight game library was downloading packages for about 5 mins :) Download speed was low, dunno why.
Sooo, when on easy I could just mash 1 to 6 and sometimes q to win easily and on hard no matter what I do everything gets shot down immediately. Hm. Nice idea, proper visuals and sound for the setting. Would like to know if someone can play it on hard and win though.
Nice, also I won. Multiplayer HTML5 always good.
Genuinely sad you overreached and did not finish. This looks like it might have been fun. Maybe a post-compo edition?
Good writing. Not a game as much as a story, but a good story relevant to the theme. Nice.
Knowing how far any actor can look beyond what you've drawn as their fov would be handy but I guess that would make it too predictable. If you indeed add onto this with some calculated lighting you could end up essentially playing Metal Gear Solid but only seeing the radar screen, which is fun enough.
Inverted mouse threw me off and the playing area, while realistically large, is too large. Sheep seem to sometimes have uncanny powers of vision. Like the look, WebGL version worked great (Safari 6, OS X 10.8) Cool idea, up the pace and tweak it and it'll be great. Impressive for a 48hr entry!
Fun game. The AI sometimes got stuck in a tile but that was when it was UTTERLY DEFEATED anyway. BWUHAHA!! Simple but correct sound effects. Cool use of AI as a protagonist.
Good job favouring kittens and hating Michael Bay. Concept works well and collapsing buildings are good. If I could shoot burst shots my finger would be less sore.
Oh, if only this had creepy soundscapes and scattering monster claw feet sound effects, it would be perfect! That creature is hideous, I'm glad I'm not a kid on some orphanage... Or Am I? DUN DUN DUN
Hm, on my WinXP VM I get an error that the app is not a valid Win32 application when I try to open it. Will try later.
Not the greatest shoot-m-up ever but the theme is right. Nice idea for sort of resource available based on position. Santa should have just pelted that brat with a ton of gifts to take her out.
This was awesome. Generated terrain, moaning minions, gold and hero-smashing! I encountered the slowdown too at one point, it happens when the imps get confused on how to build a path when you have a bigger area between open areas marked to dig out, they build walls and dig and sort of lock themselves in probably making the pathfinding grind to a halt. Mine got out of that situation tho and I finished the game fine! Good mood, humour and tone.
Well, that was quick. Indeed a bit light on the content, let us know when you've expanded on the levels, story, etc. Should take more than a few days, surely :)
The darkness sets in very quickly and I had a few Arghl moments walking all over the map to set traps. I would make setting the less a lot less sensitive because often I was just pixeling about, find the exact right spot to hit space on or under the arrow.
Fun idea that you are the wolf and the trap setter. Would be fun if the people emoted a bit more when finding you out or just in general.
Fun idea, can't really test it out as I live on a deserted mountain with only a goat to keep me company.
Art is nice, the monsters close in quickly and the faux-3D collision is funky and I can't walk while hitting so nothing much happens and then I die.
For an hour it's not bad. What's sad is that there are serious entries out there with less functionality than this one.
Can't run on WinXP, I fear this may be a 64-bit app and XP is 32..
Fine little entry. It's literally a drawing come to life. Fun homemade music with the right tone and theme. Good!
Good focus on a small set of hazards and damage mechanisms. In the beginning I was wondering if the game would have been better off without the music but then it evolved twice and I understood where you were going with it. Nice. Good back story. Short and sweet.
My hands are still cramping from the arrows + KL combo, ow. I liked that the rules were as normal, i.e. they git hit by me and spikes, and I only get hit by weapons, good good. Also, of course going left instead of right. I did ragequit after the 10th missed jump that looks normal but is actually almost pixel precise. Plz 2 let me jump further. Good music and sounds.
Rating this empty so it no longer shows up in my suggestions. Please update the submission, you are allowed to fix problems that make it unplayable.
Great artists steal indeed. Some nice inspiration from FF (Tactics) Vincent kicking my arse with his gunshots all the time while keeping a distance is somewhat difficult to overcome. A hit% addition would make it more fair for all parties.
I actually went and installed stuff in some Ubuntu VM after not having this work at all on either Mac or Windows. Theme usage is a bit dubious but the graphics are certainly cool and trippy. Like the other guy I only tried destroying earth twice and then quit to not have to go to the whole sequence again. Trippy effects, not much of a game.
I would remove the HTML5 link as the script for that version is not working. As for the game, simple idea, but it works. BTW, if you rate other people's games, yours will also be presented to more people.
With some more gravitational physics thrown in and a non-superwoman princess this would be more fun.
The .sh file seems to have Windows line endings so Ubuntu complains: "./PyramidEscape.sh: /bin/sh^M: bad interpreter: No such file or directory" (note the ^M)
Trying to run the .jar on Mac OS X 10.9.3 yields the following error:
JavaVM WARNING: JAWT_GetAWT must be called after loading a JVM
org.lwjgl.LWJGLException: Could not get the JAWT interface, and then a stack trace going back to your initGL call.
On WinXP and Win7 (in a VMWare session) the game works but moving the mouse results in extreme sinusoidal vertical and horizontal movement of the camera angle, may be a VMWare issue but haven't seen that problem pop up in other apps, the mouse works fine in the menus.
Finally, if I open the in game menu with Esc, I'm transported to a random location in (and sometime outside of) the maze, odd.
Sorry that I can't get it to run, it looks like a nice game.
Also tried running the .jar on Ubuntu and it starts fine, but hitting Play crashes and yields:
Exception in thread "main" java.lang.NumberFormatException: For input string: "3
"
at java.lang.NumberFormatException.forInputString(NumberFormatException.java:65)
at java.lang.Integer.parseInt(Integer.java:492)
at java.lang.Integer.parseInt(Integer.java:527)
at de.frank.main.Game.loadGame(Game.java:566)
at de.frank.main.Game.update(Game.java:402)
at de.frank.main.Frame.update(Frame.java:25)
at de.frank.main.Main.main(Main.java:32)
Likely for the same line-ending reason as the .sh file.
BTW, followup on initial reports. App now starts fine on Ubuntu but in VMWare has same issue as with my Win VMs (super-accelerated mouse look), but I found the cause: if I keep the pointer inside the game window it works fine but as soon as I move it too far and it leaves the main window the calculations go insane.
W.r.t. Mac OS X: its Java 1.7 runtime is now maintained by Oracle and it removed an older GL integration feature and lwjgl first fixed their integration code in v2.9.0 as per http://lwjgl.org/forum/index.php?topic=4326.0
BTW, to make it work on Saf, instead of using the onended attribute of sounds, attach an "ended" event to the sound elements, like sound.addEventListener("ended", func, false);
While I think the card system is cool, it may not be the best mechanic for games like these that will be played for about 5 minutes and then discarded, but still points for that. Nice art style.
Using the same key for action and strafe was a bit weird, but the setup and story is very good.Has a beginning and an end, very nice. Well done.
Very mood and atmospheric. Not much of a game, but a nice story with soothing music. Nicely done.
FirebrushStudios: indeed. I changed from first person to 3rd person static cameras halfway and while I feel they aid the atmosphere, it was quite a gamble and it is indeed disorienting; and this was with a LOT of camera tweaking to make sure you wouldn't flickering through many views or looking at walls. Makes one appreciate the effort that went into the old PS1 games.
Thanks for playing.
Daukan: I moved the pac-men in this stuttering way as an experiment to see if I could make them less relatable. In this game they are supposed to be these mockeries of a "real" pac-man, but it didn't really work out the way I wanted.
There are 5 Pacs wandering around randomly. My best I believe is 2 min 36 sec.
Flappy Drac Boy is very well done. Seems nigh impossible the first few tries but is actually quite doable, it can be finished without dying once. Cute visual style and nice concept!
This almost felt more like a game of life sim. I couldn't really tell what I was doing, but the atmosphere was interesting.
Atmosphere is nice, not sure why audio voting is enabled as I don't hear anything. The room name interstitials are a nice touch, but um… how do I get past the first axe-slugging guy? My guy seems to limply poke his sword at him but I bite it every time.
I built up some mud around a ball of gold but then it was suddenly gone. Do the knights take down structures?
I think if the scores were inverted 100 for apples, 200 for birds and 500 for people it would give high-score chasers a better challenge, right now it's basically left right between the trees and occasionally avoid / hit a bird that's in the way as the apples are worth so much more than anything else. But fun little game.
Well, at least it was a fun technical experiment, which is part of the spirit of these jams. I do get satisfaction about having a begin-to-end experience too tho. I putter about in my own time plenty :)
Fun fast flying and shooting things sim. I do love how I pick up a bonus collectible and then crash into it while picking it up.
For 24h it's not bad, but those are some seriously floaty orcs, I got a bit dizzy with the sweeping rotations and floor made of icy rock (or so it felt)
Got stuck on the level from your screenshot but for 6h certainly not a bad showing.
So, it's the prisoner's dilemma with LD people. Interestingly, the stories of the characters themselves don't really play a role in the ending beyond me choosing someone to decide for.
Nice art style and story setup.
Metaball Macrophage! Mainly missing an end state, but I like the physical movement, sounds, and visuals. Also, quite the original idea. Too bad it's very short. Well done.
Nicely done PvZ in 3 days. For a first time entry especially well rounded.
Looks fun but every time I ran into some game breaking bug (can't move, ejected from level, etc.) Nice style and mood.
The firing rate and/or range of the humans is too high and makes it very hard to get any kind of momentum going with your zombies. There's a nice basis for a simple C&C game here tho. Cute zombies too
That was a surprisingly complete and well executed game for a 3-day jam. Well done, I will never trust a duck again.
Won't rate this one as it's quite unfinished, maybe release a post-compo version?
If you update this, change the attack method from those little pellets into the monster arm clawing the buildings and make the player about 2x/3x taller to get a nice godzilla thing going on. Nicely done.
The hitboxes are still rather large for collisions, I feel and the cookies can run through walls. Surreal little title, zool-like retro art.
That was ridiculous but in a fun way. The big tank saying "help, I'm stuck" was cute.
I won't be able to play this one sadly (only have Win in a VM with DX9 support) but fun to see a different rendition of reverse pac man. I, and several others…, made a similar entry ;)
I only got fired because I didn't fully understand what to do even with the English version, but I just have to mention that the screenshot above is basically Zemus's (from Final Fantasy 4/II) janitor brother or something along those lines. see http://www.finalfantasy500.com/500/charimagessz/zemus3.jpg
Not sure if that was intentional, but it's funny. Nice!
I like that the goal is to show the trained behaviour we display in games. It moves? Kill it. It glows? Collect it! Why? Who knows and who cares! *stab stab* *shiny shiny*
Minor nitpicks: the stats don't reset on a 2nd play through, your seconds are actually milliseconds I think and when I tried again and killed 0 creatures it still called me a monster. Oh well, we all are.
It's basically impossible to escape from a red blob so with only 2 players playing any game ends quickly.
It's Medusaleks!
My pew laser. It does nothing! Well, it works but the horde of knights soon becomes an avalanche of metal. Quick fun diversion.
Looks nice, but given that we're all looking at dozens of games, building one from source isn't going to happen. Looks like you've put some time into this so I'll check back later in the voting period.
Given that this is a jam entry and there is only one thing going on, the bugs stand out for me. Dead characters are affected by multi-affect spells, Storm killed a character but his sprite remained; when defeated, the next party was already visible while it said "They were never seen again", and the text used male pronouns for clearly female characters.
I think what is missing is one or more of the following: - a set of graphics/animations for the various attacks; - actual strategies employed by the heroes. Now it's mostly mash-until-dead behaviour; - Visualised status effects, maybe even some cross-hero banter in text balloons.
It feels like you ran out of time, a post-compo version would be cool to see, keep going!
Original idea! I like the odd setting of ghouls moving over a maze grid. Well executed.
An original idea. I think if the game starts out on a small map and guides you a bit more through the whole process I would get it better, but of course, 48 hours… Not sure if you even need the whole human/ghost mechanic. Why not just always be in ghost mode? But again, interesting, if you have time develop it a bit further.
Nice that it was hard but deterministic so you can plan your way around the spears and arrows. Nice style. Well done, esp for a bit over 48h.
Pressing R at various places will actually teleport you usually out of the scene, allowing you to move into e.g. the end area. Fun.
Nice concept, shame you couldn't finish it as it's a good theme exploration idea. Nice first Unity project too. Time well spent for the jam.
The levels are indeed pretty straightforward but the concept is nice and well implemented, esp. for a 48h entry.
That's the 2nd game so far that made the Munster joke. As expected in a Jam, some of the mechanics are fiddly as hell but it was a fun experience nonetheless. Nice.
Man, the interactions are wonky but I do like the mood set, though the story is of course… borrowed. Also, I can't believe I let this run for 15 minutes in the background, occasionally clicking a cooked steak just to see the ending.
BTW: part of the UI wonkiness is that the game seized up every 5 seconds for about 2 seconds, causing Java to do bad things as well, the Java process was often running at >1 full CPU core which was odd. Maybe you're doing something really hefty?
I get a lot of buttons and windows and I click on them but I'm not sure stuff is happening. Also be sure to close one dialog before you open a second one, I often had multiple dialog contents mixed together.
Why did you put this adfly redirector before the dropbox download? Having to skip though scummy ads is not really an invitation to play.
Anyway, unlike some others it works fine on Mac (with Java 8 runtime), game itself is bit more like RSI-demption, amirite. But it has a start and end, though the "twist" at the end is rather implied by the setup text in the beginning. But, good effort.
Nice art style. The game is hard to play because it's not clear when or how I can destroy things and the Eye of Saur---- the owner moves very fast and has very strict collision detection. Also, after 3 tries the cat in the intro fell below the screen and I had to kill the app.
The art is really nice and consistent. The game needs some more work wrt difficulty and controls.
I'd have this little guy protect me too.
Find myself wondering why death is represented by bananas… Interesting sandbox.
For such innocuous graphics, the game itself is rather morbid with frog corpses and the bouncing there-on. As a shortcut to the extra heart and the top right next to the frog king lair, jump on a frog and push its carcass just over the edge of a platform, then jump under him and keep up pressed: Infini-jump! Use this on the left sides of the second platform and the first platform after the water for quick access to the extra heart and the frog king, respectively.
Anyway, fun game.
Hey, at least I got to see a disappointed monster face.
Most of the humans seem to die of their own accord by running into things and I can run into humans without them dying. I think I'm missing something. Should I force them into obstacles?
Interesting idea to remotely control traps from your lair. At a certain point I could no longer spawn pits as I think my soul level never went back up beyond a certain amount. Not sure if that was intentional.
Haste makes waste never rung truer than in this game. Peaceful yet infuriating, but I made it. Nicely done.
Good mode with the ambient sound effects. Sort of a late-90s 3D game look which for a jam is perfectly fine. Poor wolves.
The controls are inverted and it's somewhat tedious to play but it's an original setup for sure. Interesting.
I walked on one or two buildings and suddenly the FPS went to 0 and the whole map exploded. That was interesting. I like the sounds of the teeny tiny tanks and soldiers. Though rather simple, some people may assert that this is as entertaining as the recent officially released game. Bravo.
Brilliant idea for this theme.
Managed to get the pacifist ending. I think it's impressive you got as much done in the compo time frame as you did. It was short but felt like a prototype for a much longer game. Now we're all left to wonder why the humans attacked the elves… we will never know. Well done.
I had to modify your original light shader to use `discard` for the case where no light was projected. Not explicitly setting the out color of the fragment shader is implementation-defined, I think, which is why some implementations default to vec4(0) and others will have random data in there. (Mine showed the full color spectrum circle in the light quad)
This was hilarious and a perfect example of using a game to explore guilty pleasures well befitting the theme.
Figured out the trick after a bit to just lure out the demons and then keep back and pick em off. Interesting take on the theme, for some perhaps a bit disturbing. Good effort.
The monster is kind of adorable. Nice.
Great mood through the art and music. I don't get though, how do you get past the enormous vertical wall at 340m?
Argh, to my brain these controls are inverted. I feel like pushing into the direction of the arrow every time. Cute art style and fun idea.
I like the idea of essentially throwing out sound channels. With this practice round done, next time build on the idea and make the full game you want, it should be nice.
Though simple in execution, there is a lot of attention to detail here and the idea is quite original. Great job!
The browser version doesn't react to any controls on Saf/FF/Chrome before I go fullscreen and then the Q/E buttons didn't work :( I still managed to get to the end through some creative jumps tho. Interesting idea, but indeed, not finished. Hope they fix these bugs so you submit more next time.
The game part is debatable but the text was interesting and atmospheric enough. Images from ActRaiser came to mind at certain times. Hey that's and idea: next time, end the narrative part with a 2d platformer ;)
Excellent compo entry. The voiced sound effects are funny and the ploinky bgm didn't get on my nerves. Well implemented game of an interesting take on the snake-iverse. I got 50 coins in 2:55. Nice.
I'd like to play this but NG is giving me grief, any chance of a standalone flash embed?
Sound indeed never loaded for me (tried a few times), this would be perfectly legal to fix during the voting period. So far (up to day 4) its' been clicking on sheep and clicking on sad people. Nice drawn art style.
Seems like a setup for a quick fps-like but likely needed more time. Better next time.
Fun concept that goes insane fast. Fullscreen is recommended as I often was clicking madly outside of the unity field. Ha. Nice.
Interesting idea with the 2 phases, just that the hero AI is somewhat lacking :) And what is Bowser doing in there…
Cute. Krakie could have moved a tad faster. The mood and setting are very calm and soothing for a game about destroying ships, but it all seemed quite natural. Nice.
Sometimes the people would walk straight past a couple of bombs, do they only blow up now and then? Nice entry.
I'm getting an internal server error from GameJolt every time.
The last? level with the fireball is nigh-impossible but up to that point it was all amusing. Mostly fun to see what next evolution of the monster sprite you came up with :)
The direct camera control made aiming a bit hard but since Bumble has a wizard Tommy-gun it was still rather easy. I agree with the other comment that the player should probably have more like 50 HP. Though story-wise it shows you to be a true monster who is just killing hapless cylinder-sphere people, as a game having some tension is better. AI in LD games is hard to do, but even a simple but more aggressive run-towards-player-while-shooting tactic would have made it scarier. Still, a full setup from beginning to end. Well done.
Nice, fast paced arcade-y game with even a boss fight. Didn't really understand when new masks became available but used to good effect anyway. Good.
Very nice interpretation and implementation of the theme. Atmosphere is great. Only downside is that it is truly completely up to chance if you will win, this feels like it could go more rogue-like where every cycle where you are outed, you slowly gain some kind of experience or stats.
Very nice!
Those were some very long seconds ;) (Actual game time is ~53 seconds) Wavy arms are cute. Good entry.
Arrows. Arrows everywhere. Damn humans. What were those blue dudes with the haloes doing? Good atmosphere and setup. Nice how the dragon keeps itself in bounds automatically. Very nicely done.
Would have been more tense if, instead of having the boulder appearing at a distance (nearly) every time at a 25 second walk away and giving me 30s each time to have the boulder's distance grow over time from player and have me use seconds saved up from earlier rounds, a la old racing games. Right now it's a tight but guaranteed walk to the next boulder every time.
BTW, not buying the "it's slower because web" argument as any browser can handle a little canvas like that without any problems at very high frame rates. If it really is slower then the GameMaker HTML5 plugin is definitely not worth the money.
Nice and original concept for the theme.
It has a nice laid back atmosphere also because of the nice BGM, were those made by you as well?
Because the floor is black, you can't tell what is moving relative to what, which is somewhat confusing, esp. once the humans start running away. It's unfinished but good go at your first LD.
I was just figuring out what was going on and then I shrivelled up and I thought I died but it said "you win" so…? Then I clicked next game and the music started playing twice so that was that. (Embedded Web build)
Looks like an interesting concept for the theme.
Whenever I try to to things on NG, it just does not want to, can you add a simple swf embedded page?
Nice puzzle mechanic, sometimes difficult to figure out what I did wrong. I guess people moved into a room I was doing something in? I think if the hosts' movements between rooms would be animated or if they look different somehow it would make a lot of unclear situations a lot clearer.
But, nicely done.
Given that your light diminishes at a high pace, it's frustrating that submarines can move away effortlessly or just hide right next to terrain, causing any gains from catching them to be immediately nullified by crashing into the terrain. Simple but effective visual style.
The attack sound effect is _way_ too loud, have volume down to 1 on my machine but with in-ear headphones it's still too loud.
First I was just walking around but after I fell off the map I waited for the humans who then killed me within 3 seconds. I tried again but it went similarly. Not sure what to do.
In Safari none the backgrounds show up (but I still managed to complete the game ;) Theme link is somewhat tenuous but it's an enjoyable experience.
I'd like the walking speed higher are the hallways shorter. Seems interesting but this maze is even more disorienting than the one in my entry ;)
I hope you all have overcome your own grief by making this game. It was good. Not pleasant, but good. Nice drawn style and even narration. Well done.
This showed up as a scaled up UI with a really low resolution so I had no idea what was going on.
First I lost for some reason and then I won, but I don't really know what I did. Setup looked cute enough.
Can't really test this without other players. Nice art style.
I never figured out when space actually does spawn a new monster. Interesting idea, but a bit intractable gameplay.
Fun take on the idea, somewhat sad I could not just eat the prey when I was right on him but instead have to wait for the end of the rails. Also, after the music buildup and scream at the end, the titles fade away and he's still alive! Good entry.
Uncomfortable and definitely for mature audiences only, and not in the "he says the f-word a lot-mature" sense. A surprising entry in this LD and certainly very evocative and the most real-world interpretation of the theme I've seen so far and will likely see. Damn.
Fun take on the genre and theme, but the difficulty setup was too oldschool for me. If nearly every jump is rather precise and, when missed, leads to death or falling down (both meaning have to do a section again and again) combined with the floaty way you move on platforms and the occasional bug where it doesn't jump, it gets frustrating.
Don't get me wrong, I like this thing which is all the more why I was annoyed by the way it wanted to impede progress with early NES like exact jumps with fatal consequences. Collision with spikes is also rather biased towards death. Still good, but just too fickle. (I got to the part after the cave)
It's chess, but it doesn't check for win conditions or turns. Funky visual style.
Clearly quite a bit of work went into the models, animations and presentation and it shows. I like the mechanic of grabbing and eating but it does get a bit tiresome after a couple of minutes (esp. when my gains are removed by depth charges again, nullifying my effort) The movements feel good, the slowness in the water, just if I hit a tiny sub with one of my claws it should still get quite a bit of momentum. Intriguing and nice.
Half minute hero T-Rex! Love the high speed and spoken sound effects, esp. the countdown. Cool.
Nice, fast and a full game! The monster is cute and it works well.
The premise is really good and it sets the mood well, but often I'm just waiting for minutes for a character to move to any area where I can get to them without being seen by anyone else. Would love a post-compo version with more "directed randomness" and/or ways to lure characters, etc.
Nicely implemented puzzle with good mood added by story, bgm and austere graphics. Finally got stuck on Bonus level 2. Very nicely done.
By having to focus intensely on the meters I missed what was happening in the main screen… but I can see from this page that what was happening was a good thing. Yes.
All of the levels have sort of a good frustration/skill/reward cycle going except for the last one I feel, which is unfortunate because it now leaves a bad association instead of a good one for me. Good compo quality stuff with pixel-based levels and simple, but consistent look and feel.
This was hilarious. Nice combination of Undertale battle, PG dungeons and Bad Dudes. They are bad enough dudes. The difficulty ramps up quickly and soon the daggers fall like lasers but that's fine. Good atmosphere, only some moody bgm would have finished it off.
More an interactive screensaver than a full game, but a nicely realised one nonetheless. Good themes usage.
Easy to learn, hard to master as they say. Damn bugs.
LLRRLLRR forever for the win! Well, I only got to 4600, but it was good while it lasted. I see you didn't make the music but you did a good job selecting the sfx and bgm. Nice work.
The original version won't let me exit level 2 and the updated one has the issue you mentioned where levels restart when exited, sometimes. Taking a quick look at the files in your project I see that the levelOrder.txt file looks rather weird and also in a few of you levelX.txt files there seems to be text prepended of file paths, see e.g. level11.txt. I would clean up your data and upload it once you're sure the data is in order.
I do like your music though and the idea seems nice.
This was cute, even though I abhor clowns. QTE-clowns even.
Excellent compo entry with an interesting idea taken to a high level.
One chainsaw and I'm game over… Extensive game with good, simple mechanic exploited properly. Very nice. Good consistency and tone of visuals and audio.
Just an FYI: there is no loading indicator and especially on mobile it may take some time to load. Total game size is just under 4MB.
For those playing at home, there are 16 titles to be had, only one of which I think is impossible :) For those true gamers, try going for Expert rating which requires a minimum of 16 items and reaching the end of the track.
Proof that it is possible: http://zenmumbler.net/ld34/expert-proof.png
I uploaded a video showing how to get the _much vaunted_ Expert rating. Please enjoy: https://youtu.be/MQ3C5K9r_8U
There is no wall.
Sir Magic: Ooh, scarves. I never even considered those.
Raius: Yes, the sound is pretty intense, it's there as a nod to the Japanese SNES / PS1 games that played a more or less random sound when you hit start on their static title screens. Anyway.
g12345: yes, this game really grows on you.
In the beginning the souls move around a bit but then they all stop. I also read the description but by their colour I don't know which ones are chaos/order, I assume the grey ones are neutral. Maybe if you make a quick gameplay video we can get a better idea of the how and what. Theme usage looks good.
I defeated the boss and the screen went grey. Did I win?
The potato-monk-cats were kind of cute, their attacks were like a cat clawing at you without really wanting to hurt you. And an octoroc as the boss! Nice.
Interesting combination of reachability and snake concepts. Extensive game for a compo entry as well!
The perspective is like the SNES racing games. Sadly, I had no one to play against. Why the Carroll theme?
The music was perhaps better left out. I don't have any friends (around) so had to play with lefty against righty. Given that you can't move up might be cool to have the level scroll up with new platforms popping in from the bottom now and then. Good to see multiplayer stuff at LD.
For some reason the character's mesh was completely broken and looked like a cube-sized space filled with many random triangles but otherwise it worked.
Nice look, not sure what the smoke dudes were doing, I said hi a few times without consequence but they didn't really seem to care.
Add in a soundtrack next time for more ambience.
It works and you detect an ending state. It is a (sad) fact that entries have been submitted that do not even that, so this is definitely not the worst game.
I would call it Flappy Bird: Easy Type. Or Air Worm perhaps given the setting. Hope you have more time next round.
Oh frak, the goat sample plays with every keypress, ha! Even with direct manipulation of the ball, this gets difficult quickly. 41 secs is the best I could do.
Response to your comment: Adding multiple balls and all that other stuff was indeed in the plans but ran out of time. Let's do better next time!
This was actually rather humorous. I think it's good you ended where you did because cycling between 7 different commands was getting a bit tedious. You've truly explored the extent to which this control scheme can go. I'd say max. 3-4 commands. Fun art style and novel idea.
The combination of creative endeavours that came together to make this is impressive. Bizarre, funny and intriguing. The visual style felt like Doom was pulled into the 2010s in the shape of a parasite. A demanding one. Great!
I like the visual style, especially in action with a kill. Quite cinematic for dramatic emphasis. Indeed too bad I was quickly wandering around an empty green space littered with the limp, lifeless bodies of my former enemies.
Had fun tho'
The timers are a nice touch, sticking to the 2-button theme strictly. I didn't get very far with my crops but I tried. Nice one.
For something made in a day, this is fine, it even has a (sort of) leaderboard, (I'm now on Pos 5 with 228). Note to self: implement leaderboard next time :)
Still not completely sure how I managed to move around but I got to the back elevator and then I think that was the end?
Very C64-style graphics for the background, nice. Good with the music getting you going and the semi-random placement of obstacle areas. Wish I didn't have to go through the 10-second intro area every time, for a past based game I'd like to restart immediately. Very nice effort.
Nice mood and visuals. The music reminded me of a song from Symphony of the Night, but can't recall which one exactly. Impressive amount of content for a Compo entry!
Nice little puzzler. With the random levels with a fixed seed it reminds me a bit of Desert Golfing somehow. Good work.
This looks like it would be good fun but the indicators were very small and I never managed to score a single point. I tried fingers down and lift a finger and inverse but neither seemed to do much good? Likely because of web version but can't run Windows apps atm. Will try again later.
Excellent creative team at work here making a very high quality entry. Sort of Paper Mario like but different, will try and complete this one later.
A glorious day for cat feeders. This was great. Who doesn't like fat cat?
I keep getting killed by the mega-wasps. Interesting idea and cool looking island.
As for the OS X version: I see you've comprressed your windows binary with RAR, but RAR does not store permissions and will break the app folder. If you create an OS X app compress it with zip/7zip etc instead.
Well implemented take on the theme and good idea. I saw some comparable entries online but funnily enough this is the best take on the idea. Nice!
Not sure if level 8 is possible except for sheer luck, I got close but…
Simple, clear art style. Hope you'll have time next round for a quick music track.
I think I shot stuff and then I exploded, or imploded. For all the bullets I was firing it felt like most of them just went off and had a drink with their mates instead of going after my enemies. L'enfer, c'est les bullets.
Tight presentation. Music was bearable. Good.
A well crafted puzzle game in a compo entry? Excellent work.
I was thinking I had to shoot the numbers in the matrices to have the models go berserk but that didn't seem to work? Not sure what I was doing. I would disable voting for audio for your entry as there is none.
I find it funny that this was done on Khan Academy for some reason. Highly psychedelic. No comic this time?
I feel that the dog should have been grooving to the beat a bit more.
The web version still has a few rendering issues, it seems like the dithered darkening pixels are drawn over the screen itself.
Other than that tho. Very good attention to detail and faithful recreation of these old games. The faint shadows in the screen where are the sprites are, fadeout of sprites etc. Very high production values.
Of course, it is an excellent reproduction of these old games, which reminds us all that these games were rather frustrating, but that's the whole point, ha.
Nice implementation of the Katamari formula! Good atmosphere with the talking dude and ribbidi-voice (I just invented that word) and general feel. Well done.
Also, please re-compress your OS X build with a program other than RAR, as rar screws up unix permissions and makes the game unrunnable until you make the binary executable again.
And, of course, I would be remiss to mention my own entry which uses a similar mechanic, but in quite a different context.
Points for style, that's for sure, name and feel-wise influenced by that other game with "Sky" in the name, I forget…
The steering got easier when I stopped using the up key unless I was flying straight ahead. Theme-relatedness…, yeah. Bit sad that the end was just a fade to white and reset as the rest was rather polished.
Smooth.
I'm getting some UnitZ vibes from this one :) but maybe I've seen too many Sterling videos. Hope you have some more time next round.
I'm not very familiar with VN style stories but I found it a bit odd how the main character being mostly a busybody grew friendship with the pink haired one, …though I've seen enough "normal" Japanese series in which characters also acted in rather indeterminate ways, so I guess it's J-canon.
Graphical production values were very high and there were a lot of scenes (though I did not finish it all.) Well crafted.
I think there were egg-magnets installed next to the nest, so eager were the eggs to escape my grasp and feel the cold, soothing embrace of non-existence.
Fun idea.
Would've liked to try but a UE4 game with on normal quality setting is unplayable in VMWare ;) Will look back later for a web version or if you can add like a Low quality graphics option. Good that you're learning new stuff!
When people say the controls are confusing it's not perse that the keys are hard to use or anything but it's more a question of understanding what is going on. I was just holding S + A/D to plow the road continuously but I was not sure what the ball of felt patches was for (I now read it was a slider of student presence?), the money you have is hard to see as tiny black letters in the bottom right and once I suddenly entered the shop (the icon did not respond to clicks earlier) I could not get out anymore, only to the title screen and back. Things move quickly in this game and there are a lot of brightly colours, big pixely things vying for your attention and then some really tiny things like the students and you. Also note how if I write all of this in a single paragraph it's harder to read than with line- and paragraph breaks. That's the difficulty.
Not that it's bad but consider we go into this without any context (and many people will never read your (extensive) description but just jump in.)
Anyway, good effort.
Hm, it can't find the file "shrunk_Data/Mono/mono.dll" (Windows 7) I don't have Unity installed here, maybe a packaging issue?
I got stuck on level 3. Nice looks and cool use of terrain deformation to show how the ball grows and interacts with the world. The music was nice for about the first 2 loops; maybe this would be better with just sort of wind sounds?
This is the nicer looking and more Adventure-y version of my entry, which is a race. Liked where you were going with this, well done!
Man, the nuclear reactor business is a lucrative one! *Goes out to buy some uranium*
Very nice compo entry with a nice twist on the Space Invader idea. Music, sfx and visuals are consistent and create a solid mood.
As others have remarked: nice, C64-ish visuals, music got on my nerves a bit quickly. Given that I had no real agency in the game, I skipped most of the dialogue and the battle was also a bit stale. If you develop this further, I would indeed drop the 2-button limitation.
I think you got quite far with the RP part, now just the G part :)
Jumping is a bit weird and indeed restarting completely is a bit discouraging, but the take on the theme is good. I would disable voting on Audio for this entry as there is none. Nice go and perhaps a post-compo version?
Somehow I felt compelled to finish this but the fact that you added a timer to the last room I think cost you a place in the good afterlife.
But, luckily I tried successfully to activate switches from afar and it worked! No more extraneous jumping for me! And then I was squished. You bastard ;)
It certainly looks good. Were all 3D models created in the three-day period? That's quite impressive by itself. Bravo for your modellers. The story, being kind of a GlaDOS redux, was fine but if you lay it on too thick ("I would not do anything wrong, would I?" etc.) it breaks the immersion for me. But overall great team effort!
Fun expression, I almost expect the scoring to work the other way around. After all, if no one else there, there's more for me!
Also, you might want to disable Audio category for your entry as there is no sound (at least not in the WebGL version)
After trying a few times I could infer no correlation between facial expression, crime and guilt. Fun idea, would like it to be a bit less random. I think the music in the help screens is the nicest.
This was incredibly random, but I don't think it was memes. If you have to do physics puzzles, then might as well use corpses and balaclavad thugs.
Interesting concept. 2 controls were too much for this entry, how about 1? Nice.
These games are not really my cup of tea but the experience felt quite polished and consistent. Good, solid work.
Nice missile command and ikaruga mixture. Consistent art style, just missing some good meaty sound effects.
When I launch it on my Win7 VM in VMWare it complains that the graphics card can't handle the XNA HiDef profile needed for the game, which looking at the screenshots made me chuckle. Probably a bit much too ask, but if you can make a build requiring a low-profile gfx card, I can test it. Thanks for your feedback as well!
Cute handdrawn characters and objects and I like the green menace chasing you forward a la the fire in Braid, etc. Every other booster fish did not seem to do things and good you need to use obstacles to not get too far ahead of the screen. Nice.
Nice concept, interesting but frustrating. Good mood from the combination of good, consistent visuals and music. Well done.
Interesting idea, will need some time to get to a good score.
It gives me a strange feeling when the world floats up in front of me. Nice implementation of the snow roller sub-theme (mine is in that category too) and sort of a serene way to play. Soothing.
This was ridiculous… …ly entertaining.
Could play now, the web version is not really that much less fancy but the right click brings up the context menu so you can't heal in that one, may want to check if you can intercept it.
I found it a bit hard to focus on where I'm shooting, somehow I would either lose track of or ignore the reticule and miss shots. In the first section the reticule also disappears in the mountains for a bit at the end. My shots flying slowly to their targets was also a bit strange. If they hit their targets faster it will communicate better if I'm aiming right, I think this is related to me not fully getting along with the targeting reticule. It's a busy screen and even though the reticule is green and large enough, it still gets last in the moving parts on screen.
I'd also like it if the earlier enemies would be go down faster in 1 or 2 shots instead of after 5-7 shots or so. Right now the flow is:
- move cursor to enemy while shooting
- am I aiming correctly?
- drill bullets into static enemy, bop bop bop bop
- "Ah crap, it moved" OR have to dodge a missile OR it explodes
- repeat
While I like the setup, the game itself is a bit uninteresting and also a bit confusing because of what I guess is lag from the player moving slowly towards the target reticule, the slow bullets and the static feeling of a wave.
It's all very floaty which I understand why that is, but this will be compared to 2D space invader games which manage to add a lot more dynamism to the flow with relatively static enemy fields. In 2D invaders you get of course the advantage that placing the player in 1 position allows it to shoot through a whole row of enemies whereas in this setup each enemy is on its own 2D position and I have to navigate to each one and they move around quite often.
Also look at the recreation of Star Fox in this very LD by gladers: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=40397 to see an alternative approach that, while it has some other issues, is rather dynamic. A different game, but I feel aspects of that one would fit nicely in this entry as well.
Best of luck and a happy 2016!
Man, those guys haul ass. Fun idea and I loved the death end screen. Good use of theme as well.
Works fine on my Mac, I've got the Oracle Java 8 JRE/JDK installed, could be that others have the (long deprecated) Java 6 runtime or possible the Oracle v7 JRE.
If the collision detection was a bit less severe it would have felt more fair. Always indent your bounding boxes by a few pixels to allow for perceived near-misses. Funky colour scheme and shapes and a UI to boot. Nicely done.
I managed to get to the room with the moving platform, actually landed on it once and then it didn't drag me along and I gave up. One bridge too far for me.
Good adherence and usage of the 2-button theme and music in a compo entry is always rare. Well done but too fiddly for me :)
One meeeelion meters. I tried the tip to let her pass around and then flew off into the Unity skybox! It was great. I like Mabel's design, the "real" game would be a lot easier if the dust bunnies didn't slow you down, but I like the idea and setting. Nice.
Your app has been pulled by Dropbox. I'm getting a "restricted content" page.
I fear I'm a bit too removed from British politics/culture etc to really get the jokes in the intro but the game itself was kind of soothing with the music and evening colour schemes and poster swapping. Not sure if I did well but eh.
Nice (infinite) snow-slope runner sub-theme co-competitor entry. The randomness can cause the track to be essentially completely blocked but with the 9 lives it's not so bad. Nicely done.
This entry gets both themes right in a great way. I've seen many games here that have been very hindered by their attempts to create more than 2 interactions with only 2 buttons but with this game I feel it is integrated properly. It's not easy, but doable and does not feel forced. Simple idea taken to completion. Really nice.
Ouch, hurt my ears when the death sound came on. Good go.
I love that you are rolling to avoid becoming sushi. This entry has elements to what I was aiming for had I had a designer or more design skills myself ;) Well executed infinite… roller.
I thought nothing collided with the balloon until I noticed the health indicator, some kind of visual/audio feedback when you are hit would be good. The background suddenly stops in the level. Nice models.
Ah, another roller-compatriot. Nice usage of Unity for good looks and upbeat tune.
Any game with "Extreme" in the title is of course awesome (*cough*pls_play_my_entry*cough*) and not just the code but also the style is reminiscent of Sos. Funny and a creative bullet mechanic.
So…, It's snake. The music was a bit jarring. Was a bit miffed that I missed a little thingy even though my body overlapped it by about 25% but as soon as 1 pixel of my body hit another part I was dead instantly. Liked the "get back on screen" alert. Needs a Colonel Campbell voice over.
In a twitch game like this it's vital that all controls always respond immediately and they don't.
Good mood with the music, sfx and main UI screen. The font-size could have been a bit bigger as the anti-aliasing makes the text hard to read at these sizes.
On one hand, if you add a simple tutorial to this it might be a bit more intelligible from the start, but right now it does work in that you truly are in a place where you don't know how anything works, nice!
All the useful comments have already been made so I will do do a +1 on those and just say nice work!
Very random.
Original idea, I just got cramped fingers within about a few minutes so had to give up. Cute handdrawn images and fitting music by Mr. MacLeod.
A difficult puzzler. For compo-level visuals this is pretty good, but I don't have the patience for most puzzlers unless they are very forgiving… which is why my entry is a snowball rolling down a hill :)
Anyway, looks like a good effort but I admit I stopped halfway the first real level.
Cool how the level is like a fractal, constantly zooming out, nice and original. No octopi this time :'(
Having played a few cycle-through-actions control methods, I'm just happy that we have controllers and keyboard with a LOT of controls. ;)
Looks nice, sound was a bit jarring. Good go.
Finnish Manga: good. Beating up and apparently killing a defenseless foe who doesn't even try to fight back: less so. Art is good.
This is a good game handicapped by the menu-based controls.
I first thought that crouching broke the 2-button control scheme — I managed to get to the end without jumping — but you only went with growing so never mind that.
Bit short but a cute little story.
Visuals are top notch. I couldn't get the hang of when I applied too much power, sometimes it felt like even a very short hold/release would have the axe flying. Good idea and integration with the themes.
Seems like you ran out of time? Keep it up.
Given the music is the only audio in the game and it's 3rd party, it's best to disable voting for it in your entry.
The idea is solid and the ring of powers + use is cool, but I will need a lot of time of tries and memorisation before I get past obstacle 5 :) Nice intro screen too.
Nice cohesive art style and mood, especially for a compo-entry. Gameplay-wise simple but functional. I accidentally touched those ice/ghost things? and it just moved me back to the cub tree. Was that an enemy or something else? Very nice.
Can only test by myself for now and I think this will fare a lot better with human opponents. Nicely done.
The web version worked fine for me but when I got to level 3 the entrance section was sealed off from the rest of the level, trapping me.
Cute little platformer with nice sfx and music. Consistent style. Nice!
I liked the inclusion of the evil space kittens. Also felt a bit unsure exactly where to shoot for the core and then my hand cramped up a bit so I had to stop ;)
Very nice setting, tone and feel. This went on for much longer than I thought it would. I liked how the inner stairs built up as you progressed. Well designed. Bravo.
Agree mostly with the comments, but:
Instead of just lowering the volume of the sound effects, it would be better to make the sounds have a source and play them at a volume respective to how close the character is to the sound (distance attenuation).
For post-compo version, I feel that giving the player a boomerang is like giving the character from Amnesia a shotgun, it greatly reduces the tension of the game and monsters are now just cannon fodder that get in the way temporarily. The mines were slow but now that the monsters follow you you don't have wait for their walk-cycle to repeat anymore to continue.
Also, W + mouse aiming was very confusing to me as I instinctively starting pushing ASD as well to move relatively and they didn't do anything, causing me to be killed.
Finally, unless you are getting quarters from people per play, best to just omit "lives" entirely, esp. for a compo game where people are unlikely to restart.
And remember that just blindly following tips from testers like us will not yield a better game, as people often come up with a quick suggestion for what they think could improve something, but that doesn't mean it fits in the whole picture. :)
Nice entry, keep it up.
I was striking thunder into certain trees like my life depended on it but some just would not react, also not sure when/where I had to use the water. Novel idea, though and cute cloud.
This is almost more an art installation than a game, but it's intriguing and with the sounds feels good too. Original idea, I like the multiple branches etc. Well done.
I am the God King Sheep, bow befor… NO! I'm shrinking! This was hilarious in its ridiculousness. Just fine for a first game.
Game-wise a bit repetitive, but you've touched all aspects of game dev that this was hopefully good experience for you two. Keep it up!
Quite long game (for LD) with some balancing issues but with a good idea and usage of theme. I see you added a checkpoint post-LD version which is indeed what I missed after I got pretty far but then got too big and then it's over. Super Meat Boy e.g. is hard but failure only means redoing 5 to 15 seconds of gameplay, here you have to get through everything again.
Nonetheless, a quality entry!
Have to say I didn't expect the flower to do that at the end. Got to 58 pts. Humorous and good BGM.
Works well, nice setup. As others mentioned, a quick mention that movement charges the terraform beam would be good. Nice.
This game felt like MSX games but with a larger viewport. It is old-school in many ways and the graphics and music really evoke that era. The unforgiving gameplay does too though and it reminds us why we no longer make games this way :)
As an homage though, this is quite excellently done.
While I feel the game is not very game-y I still congratulate you on getting a finished product out. First LD down, more to go!
Not sure why but the game doesn't seem to load. The unity loading progress bar shows up but it doesn't move.
Good presentation and setup, it's just that my brain could not accept up as jump and space to turn. Space is so hardcoded as jump in my mind that I kept pressing the wrong key. Good production values and design, good work.
It's like Risk but with youngins. Some kids want to go somewhere and then hate for for doing so and indeed quite a few other bugs but original idea and nice drawn pixel style.
When I hit the final room as a small character I gave up. The walk-spikes are conceptually interesting, but mostly just a test of patience, of which I have little after 100+ LD entries ratings ;) Nice idea.
I got the Mac version but I had to `chmod +x` the actual binary to have it run, this is because RAR doesn't store unix permissions properly. If you have a sec, please replace the RARred OS X version with a zipped one, that'll work.
Aside from that I liked the art style and normal/battle music. I have vanquished the stone scorpion placards, I assume. Intro was good too, I'd have liked it if I can jump to the next screen without skipping the whole intro as I can read English quickly. For example with space go to next screen, though I get that it was timed to the intro music as well. Did I mention I liked the music?
I always got around $992-6 and then was told I made nothing and had to restart.
(BTW: the .jar file in your Win32 link works fine on OS X and likely Linux)
Sorry, I honestly don't know what was happening. Moving around is optional I think? Then I do A or B and I get a few things, but not sure what they are and loop. I see you wrote winning/losing conditions down here but I couldn't tell if I was doing things right or not. Looks interesting and fitting little tune to go along with it, but a bit too abstract for me.
Well, that was depressing. Nice drawn graphics and sound effects. Not really sure what I was doing however. Why am I breaking in, killing some dude (no choice there), fleeing, taking pills, boozing, etc? I will play again and see if I can survive it.
Somehow I feel you should disable voting for Humor for this entry because… you know.
Jumping around in cube kingdom. Well done in completing your first LD. Not sure if Euro Truck Simulator is much of a lure but I appreciate the gesture ;)
Oh, please don't compress the OS X app folder using RAR as it removes the executable bit of the main program, causing it not to start. This is fixable if you know how, but most people don't know or won't bother. If you can, compress it with zip instead.
Great achievement for the compo, the vine is nicely realised with the child-branches flowing along and cool that there are multiple levels. Mood is pleasantly calm even though the game itself can get rather tense.
Don't include the PDB files in your distribution as they're just debug info in and this case take up >50% of the download.
Game idea is good but deceleration is very slow and there is no cue other than the AI slowing down that you need to stop. I liked the visual detail of the wheels rolling forward after a crash.
How you know you've been games-trained: you avoid the barrier-looking things going up and out of the building and even when return to the source, then you try to end it by steering into solid material you realise it was all a ruse.
It's best not to add screenshots of the game that are not in the actual game and just indicate if you couldn't finish it all due to lack of time or stuff like that. The premise is there, now finish it. Nice go.
I cal this game Killer Klicker. The reversed frantic music and the medieval style imagery create a good mood but I couldn't eradicate these pesky humans no matter what misery I deployed. Good fun though.
Too bad you were sick as this was the setup of a cute and funny platformer. Will look for your next entry at LD35!
So many questions… why am I on a soil plane with a flowerpot in a polygonscape? 32R? Did I win when I went for the blue one, the red one restarted… What am I deciding exactly? Which one is lying? They didn't make that many statements, lying about what?
Anyway, good that you've finished on your first go. Going to make some tea now.
Ha-haah! Genius with the music and everything. Of course the ninja look simplistic but that's a worry for another day. Great theme usage.
Great mood that made me yearn for a more interactive experience. Hope you'll continue to develop your sound skills!
To fix the OSX version compress it with a tool that is not RAR. rar does not preserve unix file info and makes it unrunnable. Use zip or 7zip instead
And now for an actual review. I got to 10.5. This is simple but it gets the job done. It's internally consistent style-wise which is good. Nice.
Up to when you're about 10ft in size, finding any food is rather hard and then things accelerate quickly and suddenly I was dead because I touched Odin (?) though I still had 3 hearts? Nice context for the game (can't go wrong with Norse mythology) but the beginning and endgame are too slow and fast, resp.
The window opened about 200px down and 50px to the left of my screen origin, but I could still play it. No real link to the theme I can discern and if you die the timer continues and then when it runs out tells me I survived :)
The spell takes very long to cast and does little damage, am I doing something wrong?
The download is actually an Xcode project that you then have to build and run on a simulator or device. That's all fine and well, but you might want to mention that, it's not an OS X app.
Also, for the compo, you have to create all assets yourself during the compo. The images and some of the sounds were clearly taken from other sources.
It's good that you got some exercise writing an iOS game in Swift, but next time make sure you adhere to the rules and also the themes.
Tried the OS X version, works fine.
I often moved though an exit node without any effect, even after I hit a firewall blob before. Controls lag quite a bit bit there's not too much coming your way so it wasn't a real problem.
Liked the mood and the 90s-tastic graphics. Nicely done overall.
While I will probably still see that mouse's head that looks like a plucked chicken with ears in my nightmares I enjoyed this more than I thought.
Balance of the plants is a bit off, you really only need 1 raspberry plant vs many strawberry and blueberry ones. If the growing speed was a bit higher and the rewards for the later plants a bit lower it would be more dynamic.
Initially I had a garden with all kinds of fruit but once I started making the big bucks I razed all that stuff, planted only coffee beans and converted the cafe into a Starbucks. Better ROI, you see.
Sorry, any app randomly asking permission to do stuff with my computer is not getting it. Can you setup the gamemaker exe to be stand-alone?
Amusing character sprites. Given that on L3 the key was next to the door I assumed the levels are generated and I could exit without guilt.
With this LD I hope we all learned that 2 controls are not enough. This game would be more fun with a more normal input method, hope you'll make a post-compo / follow up version!
Similar to The Incident. Nice implementation, physics based stuff is always hard to pull off. Nice.
Speaking about the music, was it created by you? Since it's the only audio in the game, would be good to disable voting for audio if you didn't make it.
If you did make that song tho, very nice.
Looks nice and is basic but functional. Maybe it can speed up as you make progress to increase the difficulty over time. Keep it up.
Good use of assets to create a new game. Mechanics worked well and hunting for the right control actually kind of fit the name. Would be fun if stuff happened 2x/3x as fast with a lot of materials all over the area growing at once to really go for the frantic part. Nice!
The Mac build is ruined, there are copies of all the fixed app directories with different files. Please re-export and just zip. Also, don't include your .pdb files in your distribution, they are only used for development and are enormous.
Button-mashing is not the most fun activity in the world but the presentation is nice and the tree growing images are well done.
I first died 10 a couple of times instantly but I got the hang of it after. Hard, but doable. I would've liked a recharging blast for RMB or something as zooming out is always need anyway and doesn't need a button. And I'm afraid. Good one.
Within 10 seconds all my opponents were stuck running into various walls and corners and I picked up the food, but it didn't seem clicking left or right did anything? Fun entry, sort of a food fight / running man combo.
The music really does give it the mood it needs, though the simple orc sprites are cute too. I feel often I got stuck on a wall by the bottom pixel of my toe which was frustrating but that's only because the flow of the game is otherwise really nice.
Ow, I was figuring out the controls as a mass of critters collected by the door and when I hit space, 20 explosion effects played simultaneously, which was rather painful.
Interesting idea for 4 characters joined together, but not theme-related. Nice go, tho.
Great models and visual aesthetic. Very short, hope you'll work on it a bit more, has potential.
I've always found these old 3D instant movement and rotation views to be very confusing, I immediately lose my bearings, but nice concept and cute presentation.
I like the 80s screen effect and the retro movement was no problem for me as I'm old. Dem kids clamoring for more checkpoints just don't know...
Great mood and sound effects were great, how did you make the dragon squeal?
My hands were cramping after a while, even with the iron sword I had to hit monsters just a bit too long. I wasn't sure when I was hitting things as there's no feedback of a normal sword swing vs hit, but the little character is cute and the idea, though not awfully original, was well executed for a 2-day compo. Nicely done. Hope you'll continue it for a bit. Maybe reduce slime HP by 30% or so and add some new mobs!
I guess the growing planting is shifting its shape by growing? A bit tenuous but fine. The tentacled thing's animation is nice. I had to use E as the window was centered above where you lock down the mouse so if I click I was taken out of the app. (2560x1440 res)
Very well crafted. Little bug in the game I think: you can use space or up for jumping but space does not work for wall jumps, only up does.
Also for others: Yep, the room where you are trapped is the end. There would have been treasure and skeletons to indicate this but… out of time.
@nextreality: you're not getting eaten, you're shifting shape, you can move afterwards. NEED MOAR TIEM 4 dev!
Cute, could use a bit more leeway with bat-energy and guard fov. Nicely done.
Cool idea. The various layers and how they inverted visibility was a bit disorienting but I got through in the end. Nice.
Nicely done with good audio to match. Rotation speed could have been a bit slower as I can spin the thing around at light speed with even small mouse movements. Good!
Nice, finished story and good tone and mood. Well done.
The frantic camera movements makes this unplayable for me.
Getting a "Exception in thread "main" java.lang.UnsupportedClassVersionError: biz/boulter/lycanthrope/Game : Unsupported major.minor version 52.0" on Mac OS X 10.11 with the JRE 8.
The A and space bar keys are spread out just far enough to be uncomfortable. When going through a gate the character keeps moving so if you jump or move you usually move into spikes and having to grind for a few mins before you can play the game for real is a bit of a chore.
High quality animation and drawings.
If you didn't make the audio it's recommended to disable voting for it (no mention of audio author in your credits).
Interesting idea but the levels start way too quickly and it's rather complicated to position things. You can only increase the difficulty once people are used to the controls and concept.
I'll try again later, I could honestly not tell if my input was being handled.
Hadn't even considered RPS morphing, but Alex Kidd had something like it I believe. Good effort.
Looks like a voxel-renderer, nicely made. Next time reuse this renderer and make a full game! I dig the old-school look.
Didn't really play as I was by myself but was impressed with the sophistication and presentation. Very nice.
Works fine on OS X 10.11 with Java 8 Runtime. The UI weirdness aside (a lot of text just runs out of its bounding box) and general awkwardness it's not a bad thing. But (like me) overscoped :) Good effort.
Good implementation of a platformer. I also encountered no direct movement / collision bugs which is a rare thing. Well done.
I could forgive the slow respawns and the dick move just-out-of-sight spikes/water under a breakable block thing, but limited lives? Not for me. Besides that it controls well, is nicely animated and well put together.
Nice Geometry wars like entry with good mood and feel.
It looks a bit like the title screen got more love than the game itself. The title screen is very nice.
Nice n retro.
Thanks for this game, it gave me a good laugh. Nice titan boss and presentation. Cool!
Nicely done. Control layout was a bit awkward but otherwise good and well.
Short but sweet.
A bit random but amusing nonetheless.
Insta-death spikes in tight jumps combined with a floaty cube cause some frustrations. Nice audio.
The viewport of the version on GameJolt has its UI cut off and I can't start it.
Brilliant.
Better timing luck next time.
If I try to get the file from your itch page, it gets stuck loading a donation lightbox.
Please don't put LD games behind a paywall, even an optional one.
Got to 184m by backing up to the beginning of the area and speeding up as much as possible. Also gained 98kmh falling off the track :)
Very simple but hopefully a good exercise.
Good mood with visuals and music, like Monument Valley. Nice, but short. Well done.
Better scoping luck next time.
Not sure why the bullets were needed as catching shapes should be sufficient. I guess as a last resort. The mood set by the music is casual but it's actually a quite mentally taxing, fast-paced game. I like the idea though.
The noise-based samples were rather sharp in my earphones. There was diversity and buildup in the game but I couldn't persevere till the end.
Nice pixel art. I got killed a lot so I just flew all the way to the right, became a human, fell down to the crypt entrance and won the game. Woot.
Couldn't load the main jar on MacOS with Java 8 because of a java.lang.UnsupportedClassVersionError: com/ld35/LudumDare35 : Unsupported major.minor version 52.0
Also, the cutesy do not run jar has "no main manifest attribute" so it doesn't work either.
Having heard the sounds now in Firefox I don't mind they were not present in Safari ;) Very well put together game marrying sokoban and shapeshifting in a great package!
Got to level 7 and died left it at that. Simple but effective control scheme and level design. Nice
Nice mashup of various mechanics but some weird collision checks and other bugs (e.g. I walked onto a gravity inverter and it just disappeared like a pick-up) prevented me from finishing. But good effort.
Cool idea that is mostly marred by the fact that getting these complex physics puzzles working well usually takes a ton of tweaking and in a Jam there is not enough time for that. I stopped in the level with the red holes as ladders spawned and regardless of distance flew into the holes like magnets.
Still, excellent concept playing on the whole Portal scheme.
I had a case of the Wat?s when I played this but it's certainly… unique. Hmm.
Though movement was a bit slow and the floaty light lagged behind me mostly I found the combination of music, visuals and everything quite soothing. It felt like it was an actual game from the era of these kinds of games… including *cough*the fake walls*cough*.
If you want a spookier (but unfinished) version of the same concept, give my entry a try ;)
Fun little old school game. Finished it. The totally random movement sometimes blocked off some gold for a long time but it all worked out in the end.
Also, there's no audio so you might want to disable voting for it.
I'm not sure what triggered me getting or not getting the triangle shape, in later levels it was not enabled any more so I could not continue?
Nice style and setup, well done.
For some reason I need to log in to google to even see the file list. Can you make it available for all?
Covered the walls in lipstick, couldn't find the book. Creative use of the theme. Made it feel a bit like the "Inside Jabu Jabu's Belly" stage from Zelda 64. Well done.
Finished the game before I read I could switch weapons.
The collision detection allowed me to wall jump out of a cave with overhang, which is cool.
Silliness aside, looks like you over-scoped (like I did too) and ended up with something nice but empty. Next time try a bit smaller.
Hi, thanks for rating and commenting on Squirm, since responding on the same page is as useful as shouting at a lake: I've now enabled the innovation category.
WebGL version worked fine for me and I used the age-old method of always tracing the left wall, found a skull wand but then got clobbered by some pharaoh-beast. Not bad, but consider that if 2 of your screenshots are essentially black rectangles then your game is too dark ;)
As for the macOS builds, never distribute them as RAR, as rar files do not preserve unix permissions of files so your main binary becomes inert. Please distribute using e.g. zip or really any format that is not RAR.
Hadn't seen an Unreal WebGL game yet. Looks pretty good actually on Safari TechPreview. Your macOS link points nowhere I'm afraid so I can't check the native edition. Was it intended that the character starts swimming in the 3rd level / cave?
Nice one, I cursed the step animation many times for plunging me into a hole because I was off the platform 1/2 a sec earlier than expected but otherwise a solid entry.
I timed out in the bucket room and had to restart completely, which I will do later on, it was a bit disheartening. Interesting drawn + realistic visual style. Creative visuals of a scary version of a normal house. Good work.
This was a good laugh. Entertaining use of the theme. Ace graphics. Had no troubles. I want a confused pet from 67M years ago now.
I got stuck at the part where you light the torches. I believe I got them all burning but not all had a light glow around them, so maybe it failed to register? This was the web version btw.
The music makes the game, very SNES-like. Adding the jukebox therefore was a good choice! Gameplay is mostly a lot of walking around but all together it was good. Well done.
I got a few items but then got stuck, there's a metal attachment point on a tree in the lower part that seems to mean something but is non-interactive. The graphical style and music fit well together. The tone of the writing is a bit random, the first few lines are all "oh, the drama" and then she's wisecracking about skeletons and graves. Nice entry.
Good complete game with tones of Undertale indeed. The 1st puzzle was the best one really, should have put that one last. Odd atmosphere, well done! Another puzzle lover :)
Nice take on the theme with upbeat music and simple play style. Finished and died 14 times, mostly at the mouse section. Very nice!
Odd experience. Not sure what all the books and dollar coins were for but I think I got all of 'em.
How do I get my dad/elder brother out of the room? He just rotates and moves a bit and then I lose. Otherwise quite funny game, nicely done. Gave me a good laugh. Thanks!
I won. This would work well as a twin stick shooter. At first I used stuff sparingly but when I realised you can put traps down infinitely I won pretty fast. Add a few different movement strategies to the monsters (circling around, running in bursts, etc.) Nice style and background sounds.
If this entry had (good) sound it would be really good, now it's just very good :) Amazingly accomplished roguelike with cute pixel art and a real UI and all that. Very nice. I got to level 5 with Vivi, I mean the wizard.
Great sounds and music that fit the game well. I'm fascinated by the process that has me hit a completely arbitrary and wrong arrow key when defending much more then when attacking. Maybe it is the zoom effect when they approach that triggers some sort of panic? I miss defence about 80% of the time vs 10% for attacks. Great feel, good entry.
While I'm here, thanks for looking Callisto earlier, hope I can persuade you to have another look now that I've fixed the graphical issues it had earlier. Thanks!
Nice attack patterns, quite hard but doable. Nicely done! Graphics were good too, don't worry about 'em.
Very nice coordinated visuals and sound. The incremental discovery sometimes was a bit arbitrary but that is hard to avoid in a single space and with 3 days time. The accents on the voiceovers gave it an extra charm. Very good team effort, 8 people are a lot to coordinate in such a short time frame.
Oh, and I always knew that [CENSORED] was evil.
Humorous enough for a text adventure. A bit of a cliché to do the whole loop thing but hey. Thank the good green earth that I didn't have to type hundreds of commands, esp. after I burned the place down and had to start over. Only once though. I'm a quick study.
Be sure to add a link directly to your .jar so people can try it! Few will download or even look at the source. I'll look at this one a bit later when I'm on a computer with a Java runtime.
Nicely done. I do hope that, given your climate, this game was not made based on personal experience. Anyway, got 775, those roaches got nothing on me. Keep learning and practicing, you're doing great!
The dungeon tiles were very classic Final Fantasy, nice. My weapon was different the first time I tried this than the 2nd, is that correct? First was a red long distance thing, the 2nd a brown short distance sword. Bit too grindy for me, but good idea and nice theme usage.
Nice little obstacle course with a good soundtrack. Controls are a bit clunky and I got stuck on some inopportune moments. Overall good job.
I could not get the hang of the controls in their various orientations. I instinctively tried to use rotation triangles of WASD based on my orientation. Maybe make an option for that control scheme? Cool pixel art and excellent MegaMan 5/6 like music.
For your first game together this nothing to be ashamed of, nicely balanced simple game with a clear mechanic. I succeeded on my 3rd try. Nice and upbeat. The flaming inferno was a bit abstract but hey. Nice work.
The app folder contents are severely broken (duplicated, missing and otherwise broken files). Please clean your output folder and create a new build, this one will never work.
The cryptic hints were a bit too out there for me but luckily you can just click on every game till you hit the right one. Nice tile game, got stuck on the one in your screenshot but worked well. Fun setup and usage of theme. Nice.
Total chaos. I clicked to do some special attacks but I'm not sure I helped my poor heroes much in the end. The presentation, art and music are top-notch.
Put some polkadots on it and it's a ladybug (ladyroach?) Cute little game, like Chu Chu Rocket without the Chu Chus. This needs some music love and some nice sound effects.
CARP! Link didn't have a closing slash, fixed now! Sorry.
Well damn, I'll try and fix these issues, can't repro them here.
Thanks for all the nice words! I did play The Room 1, quite a while ago, so I wasn't sure if I should reference it in the text because I couldn't remember how close it was to this.
Yeah, I really wanted a 3rd test to wrap it up but I just barely got it finished in time as is. I am expanding on this though. Thanks for the review!
I think I lost the plot in scene 2, a grown-up toilet? Gameplay is rather busy-work-y but there is a certain charm to it all.
Mac version works great (macOS 10.12.2) Fun how the chiptune music and sfx have to remind me that this is a compo entry and not a Jam one! Very well done. I thought the pencil scribble overlay would get on my nerves but it surprisingly didn't. The portals work seamlessly. Should I do something once I find all 8 spots? Great entry.
Those final sheep were the end of me. Funny setup and nicely worked out, esp. for 48h. Well done.
It's that you wrote in the comments that jumping from the TV to the bookcase would work because I had given up :) Got both levels quickly after that. Nice set design and visuals.Indeed very short but a fun diversion. Congrats on finishing.
Presentationally this is up there with great entries, but there are many bugs, mostly of the collision kind (falling through floors, things moving through walls, etc.). Also I am completely stuck with only 2 orbs and the/a life expansion in my possession. I would really hope you can expand on this, fixing some issues and perhaps clarifying some more stuff. This has potential to be an awesome 90s PC title. Great work.
Feel like the start of something bigger indeed, but good on ya for getting it out there.
The cheap deaths are fine as the game is short I think. I honestly do not know what to do with the levers, it looks like I need to guide something down a rail to the proper icon on the floor or something but I'm stuck. Great visual style and good entry overall. Nice work.
The little chopper that couldn't… even with the hidden stash of 2 extra rations, my white vision victory is rudely interrupted by me dying. Oh well, I earned my one achievement in this game I wanted: falling off the edge of the earth.
Good work for a compo entry, great style and visual setup, curious how far you would've come with one more day!
Very stylish and good concept for this theme. Nice work.
Nice idea with cute little touches everywhere. Like the awkward descriptions of everything. Nice and surreal.
Cute game with nice idea of dragging around your own entrance to new world. I think I was invincible though, 2nd ghost-boss I missed a jump and got hit but nothing happened. I of course made use of this by just spamming hits without worries. ;)
You took a difficult challenge getting all the rotations and physics to work in such a small viewport and mostly you succeeded, applause. The controls take quite some getting used to but that's in character for a Gameboy game. While not flawless, for a 48h timeframe you got quite a lot right for such a complicated setup. Nice.
While I would not call roaming around in a mostly empty world "endless replayability" it was fine for what it was but I stopped after 2/10 houses. Maybe add in ambient story text that is told/presented as you walk around? Why am I looking for this needle, who lives here? etc.
I still had the assets/shader.json not found error. Had to prepend the result of `love.filesystem.getSourceBaseDirectory()` to both files loaded. Then I had to remove the GL_ARB_gpu_shader5 extension: enable line. While this is supported on macOS, Lua does not seem to enable the core GL profile in its setup. It was also unnecessary, nothing in that shader requires it.
So with it it running I was mostly left moving around in a Cthulhian room with a cube in it. Not sure if I'm supposed to do anything? Points for original use of the theme though. I didn't get much farther mentally than "uh, a single room?" Nice.
Played the web version. By complete chance my semi-random clicking on the lever puzzle yielded the correct solution on the first try, which was a bit confusing. I confirmed by pressing H on the next round that I had done the right thing.
As with another puzzle entry the best puzzles were the earlier ones, although the very first one was a bit arbitrary. The figure out the 3-digit code one was the most developed one and the box puzzle was the least developed, which is probably normal as you were probably scrambling to get things done by the end.
Nice basic aesthetic and the music fits the tone. Cool entry. I made a puzzle entry as well, curious what you think of it.
Good basic mechanic as foundation. Nice to use ricochet to overcome single room limitation. Nicely modelled and animated enemies. Good.
Great presentation, modelling, etc, but the game is too hard. I don't think anyone will complain if you upload a slightly modified version where the boss has about 1/2 to 1/4 of its current HP and where its attacks are equally nerfed.
I won! Good to see others interested in working directly with WebGL. Indeed, this game is not the most fascinating, but it was fine and it has an ending. For 1 day, not too shabby. Maybe increase the torch radius by a teensy bit, though :)
I win! Web version seemed to work fine? Good for a giggle, this one. Muddy mice feet are hilarious. Cute style and well done.
Given more control over my jumps (height and in-jump movement) I would have had much more success I think. Nice style and cool looking eye-slimes.
Although I got to the ending, there are still a few things unclear to me. Can't really ask about them here though due to potential spoilers but if you can put a text doc online at some point giving the basic story that would be great!
Anyway, nice idea and a not-too-annoying text parser, which is a win. Nice one.
I went around the ship many a time but I can't find the motherboard, only those pink cards that don't seem to be able to be used? Puzzling. Having the many jelly-bellies line up outside patiently was funny as it felt like I was some kind of government institution. Funny call audio.
For its simple looks, it deftly uses rotations of the level in a stylish way including th win screen, nicely done. Mood is enhanced by appropriate music and sounds. Very nice.
Have not played it (no Windows machine) but that description is worth something by itself. Gold star.
I'm thinking the descriptions on the cards has something to do with the shapes of digits? I'm stuck … Very nice visual style with half-tone (duo-tone?) filter. Good movement sounds that seem ambient sounds. Good atmosphere.
Anyway, maybe a little hint? :)
Oh btw, both the Mac and Linux links are 404s…
Solved it. Wow, that code was obscure, I was too focused on just the hangers. Good ending!
The hitbox is about 2x as wide as the character and sometimes keys did not immediately respond. E.g. if I hit left, I have to hit right twice to actually make stickman go right again. Not sure why but these two combined made it very hard to get beyond the first trap after the window, so that's as far as I got. Nice old school MIDI tune. ;)
Interesting runtime, would hesitate to call this a game but eh. The colour scheme is perhaps a bit obvious as to their meaning. Photos were rather low quality. I did like that in the interpretation phase, it was suddenly several hours later as evidenced by the sunlight.
Got stuck in the 2nd cycle where Dennis just said "Not now" to everything except the CDs but that did not become a talking point with the mother. I may have missed something? Nice idea, but perhaps a bit too complex for the jam to really flesh out.
Presentation is clean and effective. Sound is typical 48h fare but it kind of fit the whole thing. Got 460. Nice good showing.
Good level and art design. Please disable voting for Audio in your entry as there is none. Make the bees move more erratically / aggressively to make them less like cannon fodder. :) Nice one.
Cute style, but indeed not the most memorable experience. Having no win condition is appropriate though. It is the fate of the boss to be taken and then just do it again and again. Thanks to this submission we know that VG characters exist in a perpetual, unescapable hell. Good.
Read here that you cannot lose after I suspected and verified that in the game indeed :) I liked the set of drawers, funny sound and blocky horror model. Controls are very sensitive. Not bad.
That's some high art sheet going down here. I liked the stark visual style of the room(s).
"The only winning move is… not to play." — Joshua, philosopher AI (WarGames, 1983)
He was on to something.
Good art. I like the idea of controlling the discussion to lead to victory but it felt a bit too much like trial and error. Gave it a couple of tries but didn't intuit the right way to save 'em all.
Cute little game that worked fine from beginning to end. Given the solution I'm not sure if either the first or last digits have clues so I went through 'em all :) Atmosphere is good. Even though there's a time limit, the whole experience was rather calming, nice. Well done.
OK, I have to admit that I only spent a short time actually playing the game. Seemed good indeed for compo but on web the keys indeed did not work (don't have a Windows machine here, can you export a macOS version?)
Anyway, instead I took a cue from your screenshot and had the room fill to the brim with zombies to see what would happen. Amazingly, Unity's physics solver can hold a ridiculous overload of objects inside the room and only at this point:
https://zenmumbler.net/bugs/zomboverload1.png
did it eject the first zombie. At this time the zombie horde was already a green undulating mess with zombie meat squished together in horrific ways. It was only once it got to the 1 fps simulation rate that it really started throwing out suckas, one at a time.
https://zenmumbler.net/bugs/zomboverload2.png
So, in short. Great game :) I had fun.
Ah, never mind in fullscreen it did work. I reiterate, nicely done!
The programmer graphics and somewhat unpolished game logic suggest that this should be an also-ran LD entry with nothing much going on but… It works. The graphics become charming, the rewards are cute and the music is really excellent. The music is by far the best part of the game and what pulls it all together. I got top scores (>2400) in all levels :) Brilliant.
Well…, I _am_ an expert in drawing moist textures.
Ok, so I've amended the entry text to hopefully make it very clear that this game was hopelessly unfinished and that there is no gameplay beyond walking around.
Thank you all for giving it a spin.
The sound effect was… jarring. Would like the encounters to be a bit more frequent and perhaps speed a bit higher.
I have to ask, did you make all the sfx, models, music, etc. yourself? If so, then that is an amazing achievement. If not, consider opting out of the respective voting categories.
BTW, I have to ask because the whole product looks very nice, so I hope you take it as a compliment ;)
If you modelled it yourself, which modelling software do you use? Mostly curious.
Assuming you made the game with Unity, can you also make a macOS build available? Thanks in advance.
I would not call that a small world but it was nice enough bumping around. Found 2 items and got 2 torches but then I believe I hit the content limit. Nice generated world.
Charming little game with amusing sounds (except for the fire-guys…) and it has an ending too! Nicely done.
Will just echo the comments about balancing, etc. Good art, creative idea with good theme fit. Nice touch to have the drinking cutscene be faster every time. Good entry!
Great visual style and animations, clearly. The levels themselves, while they work well as a series to introduce new things were a bit uninspired on their own (but that's a common issue with so little time.) Getting killed (and thus having to redo) the last level quite a few times due to twitch movements necessary with almost turn based controls was a bit irksome. Due to the slow movement of the character, it's perhaps good to have an in-level checkpoint as well. Still, nice work.
Again, excellent work by Marco Vale. For 3 days time that is amazing work. :thumbsup:
Finally, I would opt out of the "humor" category as it does not really seem to apply to this game.
Shark could have been up to 3x faster. Nice presentation, maybe some enemies/obstacles next time?
Not too shabby. The birds quickly become an insurmountable challenge but the concept is nicely worked out and the goal is clear. Nice.
Also felt the ball was bouncing off of the beetle more than me actually moving it around. Had to rage-quit at the wind level, sorry. Good idea with good theme fit. Nice beetle model and good overall package. BTW: works fine on my 2013 iMac 27" at highest quality levels.
Great experiential game with visuals and music that complement each other nicely. Bit of a dud that it ends in my (inevitable?) demise but hey. Also, and if I need to nitpick like this you know the entry is good, but it would really finish the game if the sound effects were properly tuned to the music playing. Esp in the autoscroller levels the sound of the tree blooming is off-key. Anyway, great entry with excellent music. No moist textures but you can't win 'em all.
By the way, the initial organ-y + piano section in front of the planets reminded me of the scenes in Final Fantasy 4 where you watch scenes in space. Similar music and vibe, the tenor sample in the end brought back memories of the Opera House in Final Fantasy 6 and BGM01 gave me Zelda: OoT memories. Nice.
Do you have a link to any of your other work? Much obliged. I have listened to the track "Sidescroll" several times now and it really is very good, the best in this game I think, once the bass line and drums are added I am reminded of tracks from Chrono Trigger (on the SNES). One minor niggle I have about it is that the strings in the beginning of the track sound a bit MIDI-y or something, not sure what it is, though later in the track that is less apparent. Anyway, again, great work!
Got 15600 points. I avoided the lightning bolts but now see that I shouldn't have. Oh well. Nicely put together and complete experience.
Good style. The stage is indeed a bit too small to really work. Good one.
Cute rat model and nice little touches all around. Good.
This is a great entry. Not every game needs to be innovative and have monsters and whatnot, some games, like this one, are just great examples of a certain category of games. Music was great, obstacles could have had a bit more contrast vs the background but otherwise fine. This game is great just the way it is. Well done.
I did need a moment afterwards recovering from my brain thinking that everything moved to the left ;)
Reminds me of Blaster Master for the NES. Well developed and laid out. Nice one.
The extreme pixelation makes it a bit hard to see what is going on, but otherwise a fine adventure-style game with a disincentive to mesh every combination of objects together with the power level. Because of that it would have been fine to carry more than one item, though. Good entry.
@assoonasimpossible, true about the innovation part. Too bad you can't disable other categories. The premise for the game was basically: "Zombies. Run." and even the zombies got cut in the process (save for a quick mention in text)
@local-minimum indeed, this game is well suited to expand upon for my prototyping as it has such basic roots but it is quickly engaging.
Thanks all for the comments!
@terryg, the theme is mostly there in terms of the building metaphorically running out of power, which causes the flickering lights and general unsteadiness of the place, but indeed I do not foresee high marks in that section.
Hard but not undoable, nice simple platformer with energy used for 2 disparate purposes. Nice.
My progression: "Man, that's a lot of post-fx"… "cute robot" … "oooh, day and night cycle with solar charging!" … "hm, what do I do anyway?" "what's MRS-30?" … "I fell down a hole". Cool game. Good mood.
Interesting interactive fiction. It felt like reading a living poem and fit well with the theme. Nice.
It got a bit too "I wanna be the guy" for me with all the spikes and traps and reloads and all, but this is a very impressive entry. Good work.
Those hands killed me right quick the first couple of times and then Andross and his cousins show up and things got out of hand from there. Did manage to get to the end and I was thankful that at least there wasn't just an untouchable toilet there. Nice retro+ visual style and audio. Well produced!
A negotiation game but then with hopefully not boring storylines. Great cohesion of art and voices and overall feel.
And to ask based on your input on my entry, you mentioned left and right stopped your motion, have not been able to replicate, if you have a chance, please let me know which browser/platform you used and if you have any special keyboard layout/config. Thanks! (Sorry to put this in my comment here, but this site will not notify you of mentions, so…)
Having made a NES emulator myself (quite a while ago now) I feel compelled to say that (arbitrary) rotation of sprites was of course not supported and you probably have way too many sprites on screen at once at times (max 64 8x8 or 8x16 blocks, no more than 8 of those on the same scanline) and I won't even get into the limits imposed by 1/4 scale attribute tables, which contained the upper 2 bits of the palette indexes to use for 4x4 blocks of tiles, oh, and did you use 8x8 tiles? etc etc etc,… but let's not get too picky.
Anyway, old games sometimes had clunky controls but I think adhering more closely to 8-bit standards and having only 4 directions to point in, maybe 8 with pre-rendered rotated sprites, and increasing the move speed by at least a factor of 2 or 3, would have made the game better and be more authentic to boot.
That said, you went for a consistent style and delivered a good retro+ game with good accompanying music and sounds.
If this is a Unity game, could you make a macOS build? Thanks.
This was the first game I tried this LD but forgot to review until now. More of a toy really, but a good one. Cool musical experiment with stylish presentation. Groovy.
Cute little game, good idea to manage power usage manually. Nicely done.
Hi, can you make a macOS build?
The art was adorable and excellent, game wise a bit less interesting. Good mood.
Good little diversion, esp. for 1 day. Art is well, art. Would be good to know how far along I am to the exit so I can feel some excitement or dread based on my current health, etc.
Nicely done, you have to make some strategic decisions and think fast. Little bug in the counting of bodies, I escaped the last level with 1 crew still there and that wasn't counted as a death. Great entry!
Looks like a complex game for such a small amount of time. There are a lot of drones and energy drains very quickly so I did not get too far in my couple of tries. Balance it out a bit more and make a post-jam version. It should be good!
Oh, and since you did not make the sounds, please disable voting for Audio.
The game sometimes got a bit confused when using E + arrow up instead of W. Otherwise cute platformer, keep going.
The innovation theme is often a bit meaningless but for this entry it is very relevant. Very nicely executed game with a good feel and mechanics. Well done.
This is brilliant, but after I finished level 1 I had to give up. Best theme/innovation entry this time tho, congrats. Very well executed.
Some bugs here and there but overall a fun and clever idea with a great theme connection. Visuals and sound effects were funny. Great little title.
I think LD is a good place for experiments like these. It worked well enough in my dark room with my phone light acting as the light source, but holding a phone, navigating with WASD and seeing what's going on was a bit clunky. Would be good to make a quick post-compo version with more traditional means of a light switch, but I applaud cool experiments like these!
Speed the whole thing up by 2x and you've got a nice thing going on here!
Cute hamsters. I mostly let it run in the BG and was thankful clicking was only really needed in a few sections. Did get 6/6 achievements tho. Nice one.
This was quite a bit more strategic than I thought. First I was just gunning for the exits but quickly learned to path out a good way along the powerups. Those butterflies are bastards though. They surround you and quickly kill you. Good one!
Excellent level, visuals and music. Very well rounded. Great work!
Once again a wonderful game / experience, I really liked Colorfly and this was an improvement on it in several ways. Great soothing music and feel, kind of the opposite of what I went with. Excellent.
When trying your web version, it does not start because your server is returning 500 errors for almost all support files.
Pretty good, I can indeed continue moving after falling into a trap but the basic mechanics and feel of a shooty platformer are there. I felt the pressure a few times when bullets are flying etc.
One thing though: the noise sample when you start if WAAAAAY too loud, I had to turn down my volume to the absolute minimum and my ears kind of hurt afterwards.
I didn't really know what to do or if anything I did had any effect, but seeing that gif of a whole bunch of massive atoms circling around I was doing it wrong, clearly. Good thing getting a whole sim out there in 1/2 a day.
Nicely done first game. Handling collisions well is always tricky, so don't worry if you didn't get them exactly right first time. Forgot I had a weapon until I read a comment here, see of it as a hard mode :)
Got to 90 seconds which is probably very close to the maximum. Main issue I have is that there is no skill aspect to the game, it's essentially luck if you run into enough batteries. Of course, that there is no win state is also sort of a feature. I'm DOOMED no matter what I try. Nice.
That is some amazing art and music produced over a weekend. I am seriously jealous. Got to figure most of it out with just a little help ;) Bravo.
It was my great desire that someone would make a game where you're running until there is a sign that says "Now leaving Power, [random US state]" and then you would win, but this is pretty close, pun wise and a fun game too. 230 points, ran that bastard out of town.
The left and right controls on a keyboard really threw me there for a bit but I emerged victoriously! Well done.
I could go one for a long time with near full gas by slowing down a bit, avoiding cars from behind and siphoning whenever possible. The music loop got on my nerves rather quickly, but the notion of side-siphons is genius and should be a default option on all cars. Like others mentioned, not the most enthralling game play, but I've definitely seen worse. Nice attention to detail too.
Your download links have expired, can't get to the files.
I was not sure exactly what was going on in terms of why I was losing or gaining power but I did like the battle system. More time…
Reminded me of 90s tile games, cute style.
I like the notion of a culture where each life is valued not by merit or capabilities, but knowledge of arbitrary trivia.
Cute, if very unforgiving. Nice retro style but even in native code there is some slowdown here and there interestingly. Nice style and design.
Nice entry, was it really a Jam entry or did you finish in the weekend? Since you made all the art yourself you may have qualified for the compo. Having a randomly generated dungeon with monsters, multiple weapons and all that is quite the achievement for your first jam ever.
Don't forget to rate other games so your game will end up being rated by others as well! It's a good game, don't let it be buried.
The pointlessness of it all (game, situation) was well conveyed. Nicely done.
I see that you're using Unity, can you make a macOS build? Thanks.
The brilliance of this game is that it lures fools like me into walking all the way to the end, even _knowing_ that nothing will happen and it will have people like @oxysoft expect big things and then ranting for a while when he is unapologetically betrayed by a ghost toilet facing a piece of chocolate.
Art. Sadistic art, but still art.
The alien invaders sure are persistent, and numerous. Cool pixel art and nice overall presentation. Game is a bit thin but certainly not run of the mill. Nice.
I had a few occasions where there was "No fight" when I picked some monsters and then they were gone and other things were also not completely clear to me, but I got about half way. Nice oldschool graphics and sound.
Finished the 3 levels after some experimentation and got 6,480,000 points with 50% energy left. The music got a bit on my nerves after a while but otherwise a well executed game.
Not sure what happens when the lights go green but good compo concept.
Argh, I didn't even make it the whole 2.5 minutes, and I tried twice! The babies and the thieves and the crowding and the incessant music and shopping and it was just a bit too real for me. So in that regard, great job, because this was terrible. I will never go out into the real world again, you have convinced me that it is better this way. I only need my wife anyway. Well, and food too I guess.
In all seriousness, the bombardment of annoyances in this game is amazing because I could feel myself stressing out, which doesn't happen very often. In the wise words of Joshua/WOPR: The only way to win is not to play. This is normally not a sign of success, but in this case I feel you succeeded. A+, Great mood, can never play again.
Good reversal! Nice visual style as well. If it had some suave music and sound effects, would have been perfect. Well done.
@willowblade, could you look in Firefox's error console for me to see if there were any errors reported, this would help me track the problem down. Thanks. Oh, and that E shows you the prompt is actually a bug ;) That's what you get if you look at the exit before the end of the game.
Thank you everyone. I have a list of things I want to add and improve for this entry and your kind feedback makes it feel worthwhile to implement this list!
@Ace17 Thanks! I was going to have some obstacle / enemy things but simply ran out of time. But I'm working on my engine and this entry for a "HD remake" so to speak to make it a) look and feel a lot better and b) add in in all the things I wanted to do but couldn't.
As for the effects and mood: I am a big fan of Frictional Games and and I strongly encourage anyone who appreciates these types of experiences to play all their games. It may be nice to start with their older games (Penumbra: Overture and Penumbra: Requiem) or get straight into their more well known titles: "Amnesia: The Dark Descent" and SOMA, which is closest to the experiential vibe I believe you refer to. All available on GOG and Steam and also on Consoles, etc.
I also remembered that the camera tilting and movement impediment was done very nicely (though in 3rd person view) in Eternal Darkness for the Gamecube. If you can find a way to play it, I recommend it, a nice classic.
For those interested, the numeral system in this game I based on Riven's 5-based counting system. First the digits 1-5 and then 1-4 again combined with 5 to form 6-9. The system in Riven is more elaborate but I needed to keep it a bit simpler. :)
(Just checked out Kairo, intriguing. Will investigate further, thanks for the tip!)
@furet, thanks for playing! Your comment may indicate I have a render (or UX) bug though. Did the buttons not light up when you hover over them? I probably made it too subtle based on my monitor but if it didn't light up at all, I'd have to look into cases where this may fail, thanks! (and indeed, a crosshair is a must have, at least as an option)
@furet, thanks for confirming that, yes indeed a usability problem. Thanks for letting me know, this kind of feedback is very useful!
@jjjjason great that you liked it and thanks for the feedback! Some others mentioned this camera snapping too. If you've played other mouse-capturing games in the browser too and have not seen this problem before then it's just a bug in my movement code, which is still a bit… unrefined. I do hope it's not some weird bug / edge case in the pointer lock implementation itself. I will try it out in Chrome Mac and Windows to see if I can replicate and fix this. Thanks for the good story and I'll be sure to let you know when I've updated this one.
@ava-skoog Thanks for returning! It's not perse a lot shorter, but perhaps easier this time around. I thought the indirect puzzle was already overreaching, but I was pleasantly surprised by all the people here finishing it.
Sadly, the end really is the end, there's likely a bug in the final titles. Hitting E for example will also make the player say something, but that message is for in-game, not end-game. Reason is the end game titles were added about 5 mins before submission time ;) Sorry for the confusion.
The "Unless I go back" is meant to convey that the protagonist, despite being almost destroyed by the orbs, still yearns for the power they could bestow upon them, but it's rather concise story-telling indeed. Hope to clear all this up in my "hd remix" version.
@baby-dino-herd Thanks for reporting! Can you tell me which browser and OS you played it on? This will help in creating a repro case, thanks!
@ava-skoog, thanks for the full write up again, it's very appreciated! As for the puzzles, I think adding some text to them probably made them easier, I explain a few elements that the player otherwise would have to infer or guess, but for more experienced players it's apparently quite obvious what to do. Always a tricky trade-off. I really want to make a "puzzle level" selection a la Silent Hill 1 & 2 to my upgraded version. I have a soft spot for PSX 1 & 2 idioms ;)
I think writing down hints is the "proper" old school way of doing it, now I see people just taking a picture of the screen with their phone these days, which is fairly obvious but something I always forget I can do in the moment.
About the pits, the reason for their existence is that I was bothered by the 2 empty rooms before the orb chambers and I needed something quick to add some ambiance. Now, a pit in Sketchup is made in about 30 seconds. — In general, I can recommend Sketchup for quick creation of indoor spaces. With a bit of practice you can create quite elaborate architecture quickly. — Anyway, I added the 2 pits, put a trigger collider in them and had a message pop up with a sort of … SH-like ambient detail text. But beyond that they play no role in the game.
If you don't mind I'll be sure to give you a ping when I release a better version of this. Thanks for playing!
Clever usage of the theme. I finally figured out a pretty optimal way of descending and going back up again, ended with 56 points/crystals. Simple but nice.
Please, no. Good creepy doll situation going on here and I can appreciate the sentiment. Not sure how to shake the critters off but well played, team. Well played.
First of all, crate title. I got overwhelmed quickly as people came to pick stuff up as I'd just dumped everything close to me. Logistics is hard. Will try again. Nice one.
The disembodied cat paw in a cheese was a masterful design element. Cute and funny game.
Hey, just a heads up: your macOS and Linux links are pointing to the Windows download.
I'm running on macOS. Your distribution only includes the Windows output (an exe + separate data folder).
OK, tested the macOS build and works fine. Thanks for updating it. In the game I got stuck with a board with almost no vowels at all, making words nearly impossible. Would be good to add some distribition parameter to your board generator so it yields a proper ratio of vowels and consonants in each area. And indeed, being able to cancel a word would be nice. Nice one.
Wait, is that the link to the theme that more consonants are worse? That would be clever. ;)
Promising, but not much of a game. You are clearly a skilled duo, so remove the references to big games that will get you cease and desist orders and make this into a great game! Good luck.
Good usage of theme, great looks and good level layout! The music got on my nerves quickly but otherwise no complaints.
This is the only game in LD40 that thought to use tribbles, which to me seemed like an obvious theme usage. Nicely done and thanks for the tribbles!
Good amount of work for a compo entry. Having read your comment (btw, replied back on my entry page) I see the link to Kairo in this entry clearly! Also, I feel justified again for the decision I made for my engine. I tried some quick collision code, immediately ran into a ton of edge cases, thought "Nope" and integrated AmmoJS (Bullet physics) instead ;) Is your engine code online somewhere? Would be nice to see how you approached some problems. Oh, the game: the harsh sounds and architecture I feel worked well. Gameplay was simple but clear and I made it to the end. Cheers all around.
(btw, just saw the source code link now, my bad)
@Ace17 I think it never hurts to put up some code on github, especially anything dealing with 3D physics as that is in very low supply in the world. Deep down I want to have my own physics in there but I already had so many things I wanted to do I had to defer it (and then I realise libraries like PhysX and Bullet have been tweaked and optimised for 10-20 years and well, I don't have that kind of time :) I may make the physics handing pluggable, … NO, more feature creep! bad! … See what happens there?
As for the Penumbra games, they are clearly somewhat older but they showed the initial experimentation of the studio. In Amnesia and Soma, they made the player essentially helpless which makes those games even better. Amnesia can be just plain old terrifying and SOMA is a masterpiece of atmosphere and story and it even ran at full quality and a good (enough) resolution on my 7 year old iMac, so it should work fine anywhere. Don't miss it.
Damn, that's hard! The words just come flowing out. Fun idea and good link to the theme, nicely done!
Good positive spin on the theme. It's hailing outside and I've got a warm cuppa right here so this was a good moment to play.
Afterthought: you know, I was annoyed with the theme because it would (and did) give rise to many negatively-themed or "reverse" games, but I didn't even consider reversing it like you did, which now seems obvious. Thanks for sharing and good night.
Good look and feel, nice music and setup. The NPCs are a bit too unpredictable to really use a strategy in the game. Sometimes I would rob a house right next to a guard and nothing would happend and sometimes a guard just decided I was evil while I was walking around. Great entry.
Finished all 9 levels. Pretty good. The spells/potions were a bit underused and in L9 I saw a purple potion in the light that was not there, bit odd. Good setup.
Nice simple style and design. I got stuck on the screen with 1 bar and two vertical dots because the game took too long to detect both Ss hanging. So I kinda rage-quit. Nice piano music too.
Very nice drawn visual style and animations, fun little things like a bird sitting on an alligator's back. Good adoption of theme. I got about 1300 pts at level 3.
Looks amazing, if the controls didn't register double jumps as eagerly it would be very pleasant to play.
The collision boxes are not very intuitive but points for a cut protagonist and a nice backdrop. I won and was the 13th to do so I think. Who doesn't like a fat cat?
Good job creating a faux multiplayer coin collect-a-thon in a compo. Had me fooled there. Controls were weird but that's part of the point, I felt. Nice one.
Very nicely done. Good overall vibe and I loved the after-game inspection phase to check your result. Nice modelling too!
Great look and feel, esp. for a compo entry. Sadly the level generator had a habit of making impassable sections for me… Well done.
That took a turn for the gruesome as I started devouring mice left and right with that gore sound effect. Started off so cute but it's real life, yo. And what is wrong with that girl that she keeps bringing in food for the mice and things that will kill me? This is some dystopian stuff. Nicely done.
Hey, just a heads up, your macOS distribution is very strangely broken, the app has all of its content folders (partially) duplicated with the files spread across the various duplicates. Can you make another macOS build and zip? Thanks.
Simple but fine scoring system balancing slowing down vs more points. Be sure to rate others so more people will find your game!
Nicely done. It's actually more enjoyable to just east all the food and let happen whatever happens.
Very atmospheric and moody. I felt like I was surrounded and together with the visuals and sounds contribute to a tense, oppressive setting. The evil laughs are a good touch too. Only the chirpy birds sounded a bit too happy and morning-like, the crows fit much better. You may want to opt out of the humour category as well, unless I'm just humourless…
Btw, if you feel so inclined to try my entry, please wait a bit. It's incomplete but I'm actually making a playable post-compo version. You can rate the current one but there isn't much of a game there.
Anyway, great entry. Actually kind of sad I saw all the in-production pics as I already knew what was going on. Next time I'll have to mute your twitter during LD 😁
@mattpattie2 Thanks for playing! I updated the description with what I planned to do.