Get Comfortable by mcccclean 2018-08-14T02:44:06Z
I'm amused, bewildered, and mildly comfortable. Wow. I have no idea what I just played, but I was giggling like a school child the whole time. Well played!
Foon → Ludum Dare Explorer → Users → zeta0134
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | 👥 | Heat Death | jam | 157 | 4.01 | 4.14 | 3.51 | 3.60 | 3.74 | 3.85 | 3.43 | 3.63 |
| 2018 | 42 | Running out of space | 👥 | Dyson's Fear | jam | 317 | 3.65 | 3.26 | 3.36 | 3.43 | 3.66 | 2.58 | 3.24 |
I'm amused, bewildered, and mildly comfortable. Wow. I have no idea what I just played, but I was giggling like a school child the whole time. Well played!
Heh, this feels pretty polished out of the box! Excellent music, coherent art style, and generally fun gameplay. Ships could use some more variety than "fly directly at the center of the map" (I didn't play more than the early levels, so maybe I didn't see that) but the bullet blocking mechanic was clever. Reminded us of Ikaruga actually, was that your inspiration?
How cute, a little game about filing library books. Strangely soothing, but simple... wait... WAIT WHAT?
Very well done. I ran into some minor quibbles where the seam detection wasn't super stellar (especially around the 1 / 2 / 3 section) but overall, I was thoroughly disoriented and had a brain bending good time exploring the space. Kind of has an antichamber vibe to it.
This one channels Wario Ware something fierce. That's a good thing! Excellent polish and presentation. The only real swing and a miss was the jigsaw puzzle, which has been overdone, but I'm really nit-picking; given the time constraints, this amount of polish is refreshing to see. Good work!
If you don't have a gameboy emulator installed locally, we found that the game does seem to play in a couple of HTML5 / JavaScript based emulators. The following two allow you to load the game:
https://wasmboy.app/ https://andrewimm.github.io/wasm-gb/
@andrey-ugolnik It's a gameboy game written in z80 machine code, so it's not the most portable thing. :) It should be playable in almost any gameboy emulator though, and there are a few of those that run in HTML5. I found [this one](https://wasmboy.app/) to be the best, but would still recommend a native emulator if you have access to one.
I'm even more impressed by the graphics since I saw that you made it in Love2D. Isn't that a pure 2D engine? How did you pull off those smooth rotations? Either way, nailed the visual style and I had to pry myself away from the puzzles. Well done!
Went from sign reading to neat grow-shrink mechanics, to not being able to figure out what to do with the domnios, and then realizing the level was shrinking way too fast. Frustrating. :/ I feel like the puzzle mechanics would stand well on their own; the room shrinking as a time limit makes for dead man walking scenarios.
There's a ton of content here and I really want to like it, but the camera controls are unbearably bad. :/ It would be more playable if the camera would simply stay put and stop switching modes.
[ pause for effect ]
You did _all this_ in 48 hours? I mean, there are some minor bugs, but holy cow, that is just a metric ton of artwork alone. I loved the variety in the weapons, though the pit fighting got crowded fast. I think fewer, more dangerous enemies might have been more interesting than a bunch of weaker ones. Even still, this is just an incredible amount of content for a single weekend. Well done!
It's ADORABLE!
I very much appreciate that hardcore mode is just straight TNT. You got a good belly laugh out of me for that!
Not bad overall; it's definitely a game. I was sad that the TNT didn't seem to clear boxes in the main mode, which seems like it would have given the player a way to survive longer with skillful play. If there was a way to clear boxes I never figured out how to do it.
What... did I even... okay. Okay. You EARNED those humor points. Take your stars and go.
Wow. Nailed the atmosphere. I played through three times and died all three times though; do the terminals to enter the codes not spawn every time? I noticed the layout was different on each playthrough. The 100 cap on oxygen was a little weirdly limiting though, since I couldn't opt not to pick a tank up. Either way though, for 72 hours this is impressive stuff.
For a text based game, I'm impressed with the graphics on display. Go figure. XD
Love the story integration, things are pretty polished. Got stuck pretty early by building far too many material factories at once, one restart later I had a handle on things, and died to monsters and my own poor planning. Overall the mechanics were sensible enough. I love unfolding games like these. :)
My biggest source of confusion was the space used / remaining meter, top-right. I never really could figure out how my space was being calculated; later in the game I discovered that debris was a thing. Is that displayed anywhere? Being able to see debris more clearly (if it was there I couldn't figure out which number it was) and the space consumed by active buildings after they were built would have been super handy. That's nit-picking though, overall this is pretty solid!
Heh, I got sucked into playing this one for almost an hour. Good show! Took me a moment to figure out the general idea but once I had the gather -> upgrade -> expand loop going, I was hooked. I'd love to see this expanded and polished up. Only real critiques are the interface for the shop and home areas, which were functional but didn't explain themselves very well. Minor nit-picking given the time constraints though, and I did figure it out eventually through some trial and error.
This is a cute idea! The most glaring issue was the text overstepping the bounds of the buttons, which seems like it was probably a resolution issue in testing; it's really hard to read on my monitor. I appreciate the time-saving "don't move the abyss, move the whole town" approach. :)
What a neat idea! I never would have immagined inventory management as a means of both attack and defense. I like how this self-balances; I could either dish out tonnes of damage, or tank lots of hits, but not both. Humor was a bit hit and miss, but the concept is solid; I'd love to see this polished up!
Normally "physics-based tetrominos" describes a trollish, wacky and impossible game, but this succeeds in being playable, chill, and quite *zen* in its presentation. I got all the way up to 30 with a bit of patience, and wanted to keep going. Nicely done!
I managed to place the workbench inside the ship, which made it difficult to access. Oops! The graphics are charming and what's here is well polished and reasonably well thought out. Nicely done! I'd love to see this expanded into a proper experience down the line.
Wow. Cute little idea, polished to a mirror sheen. This was a blast! I only wanted it to be *longer,* so I could keep playing. Very, very well done!
I spent half an hour trying to balance the needs and get everything in the positive. I failed utterly... then the cultists started converting my population. 10/10, would perform the sacred ritual again.
What a fun little concept! And you did that in SDL, without a proper engine? Nicely done. The only thing I really had trouble with was the magnet mechanic, my hands wanted to press space first to activate it, not the directional button. Otherwise played through to the end with no real problems. A few of the block puzzles were tricky!
I can't say I'm a fan of "rapidly switch between screens and click on circles," but what's here is well polished and whatever wizardry you're doing to get the audio to sound like an out-of-control casette deck is *very* on point.