Metamorphosis by Turtle 2016-04-18T20:47:00
I don't think the theme is bad, but some readme/manual or something is missing - therefore I didn't probably get full point of the game.
Foon → Ludum Dare Explorer → Users → zgragselus
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 53 | Delivery | Trebuchet Post | extra | |||||||||||
| 2020 | 47 | Stuck in a loop | 👥 | Get Out | jam | 784 | 3.50 | 3.27 | 3.66 | 3.31 | 3.47 | 2.82 | 2.70 | 3.36 | |
| 2020 | 46 | Keep it alive | 👥 | What A Dig Move | jam | 1017 | 3.57 | 3.31 | 4.02 | 3.50 | 4.35 | 2.96 | 4.02 | ||
| 2019 | 45 | Start with nothing | 👥 | Food Fight | jam | 593 | 3.42 | 3.32 | 3.07 | 2.67 | 3.90 | 3.00 | 2.98 | ||
| 2019 | 44 | Your life is currency | SOBA | jam | |||||||||||
| 2018 | 43 | Sacrifices must be made | 👥 | Sacrifical Flight | jam | 920 | 2.89 | 2.34 | 3.05 | 3.78 | 3.91 | 2.22 | 3.01 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Logicatory | jam | 984 | 3.00 | 2.93 | 2.29 | 2.31 | 3.47 | 1.82 | 3.27 | |||
| 2017 | 40 | The more you have, the worse it is | 👥 | Air Pressure | jam | 508 | 3.51 | 3.06 | 3.64 | 3.62 | 4.06 | 3.31 | |||
| 2017 | 39 | Running out of Power | 👥 | I'm an (nuclear) engineer! | jam | 488 | 3.26 | 2.81 | 3.65 | 3.72 | 3.81 | 2.48 | 1.93 | 2.81 | |
| 2017 | 38 | A Small World | 👥 | Run, U Fool! | jam | 102 | 3.90 | 3.51 | 3.45 | 3.21 | 4.73 | 3.38 | 2.65 | 3.65 | |
| 2016 | 37 | One room | One Room Factory | jam | 607 | 3.12 | 2.78 | 3.24 | 3.59 | 4.17 | 2.20 | 2.82 | 100 | ||
| 2016 | 36 | Ancient Technology | Shadowz Adventure | jam | |||||||||||
| 2016 | 35 | Shapeshift | Vikoz | jam | 535 | 3.25 | 2.68 | 2.77 | 3.13 | 3.90 | 2.50 | 2.90 | 63 |
I don't think the theme is bad, but some readme/manual or something is missing - therefore I didn't probably get full point of the game.
Cleaning up after soldiers is an idea that was not here since... well I can't remember.
For me the first thing was unique graphics, apart from that you could distinguish shots shapes a bit more, but it is cool!
Great, graphics is impressive, shapeshifting is cool and the humor is great!
Music perfectly fits the game! It had a bit problems with performance in web, and after few minutes it gets repetitive, nevertheless great job!
It is really quite complex. I really like it.
Great idea and I totally love when you lose this game.
The music is great, you can be killed by your own bullets aarght!
Really great entry! Very good job for a team, you are working great together, so I can just say. Keep up the good work!
Great concept, works cool and I love how the leaves behave!
Great concept, great mechanics and fun to play. Congrats!
Cool idea, it is missing AI or network multiplayer :D!
Interesting level design, couldn't beat it though.
Too fast for me, for some reason shape shifting doesn't seem to be working on my computer.
Graphics is really interesting in this one. Audio does not fit, but overally it is quite cool.
Great entry! Too hard for me to play in the morning, but I like the concept of losing one hitbox after another.
I've played just web version, no problems with lighting, but a bit with controls, and audio. Apart from that the idea seems cool.
Thanks for playing, I thought so too ... we had it harder before and switched to easier version that is up now (as the tester had problems surviving for more than 200 seconds), it will eventually get harder and (in the end) beat the player.
Basically you will reach really hard difficulty after some 6 - 7 minutes. It will ramp up really quickly after (basically difficulty gets harder faster and faster).
Thanks for playing. As mentioned adding more variety (for both - player and the enemy) would definitely improve the overall feel here (the ideas were there, but we ran out of time for their implementation for the jam).
I'm still playing with an idea of extending this with ideas we had during the development, so I think about the whole project as "proof-of-concept".
@batmanasb There is new game button in bottom left, but I'm not sure whether you will see it under Wine. It is in Unity though so I can try building Linux version.
It is running great, the idea is really catchy, sadly it is really short.
Nice interpretation of the theme!
Thanks for playing!
There is some recoil implementation done, and it decreases when you pick up spotlight and laser in scenario mode (therefore your accuracy improves).
It is kind of "voice acting" - it is a synth voice, so no voice acting included. It should sound like a robot (as the main character is a robot) though.
I would like to see myself making some bigger and more complete game, and especially I'd like to see the result of it.
That RPG memories. Take one more pill and no escape :D
Graphics is quite interesting, the jumping feeled ... well, strange to me.
The real problem is audio, its volume is so high, it was tearing my ears even at 1% of volume of my headset.
The sounds perfectly matched the petting. Cute game, yet kind of misses the goal.
The game is cool, but the controls are kinda clumsy - especially the mouse look could be better, now it is too sensitive for my liking even on pretty small DPI.
Interesting, although seemed quite random to me.
The writing is interesting there, but it was indeed quite short.
I don't understand this game. Does it have any goal whatsoever?
Sounds and music are interesting, and made me laugh to the point where I couldn't play the game. Nice one!
I had fun, it is interesting - whenever you can shoot, you will most likely have fun.
The graphics would need a bit of work, on the other hand power ups were interesting addition that makes this replayable.
Congratulations on making a game.
Interesting idea and mechanics... although was it really as simple as just opening door and going out (or I'm missing another point?)
Nice work, I've had fun... and I guess that counts.
Actually it is technically one big room composed of smaller ones. The game is interesting puzzle, but somehow slow and the level is kind of complex - so it takes quite a time to solve it.
The movement wasn't ideal I'd say (although that might be due to me being used to Source engine, and you couldn't really maneuver here in the fly).
Overall it was nice, if not the best, puzzle-based entry.
Interesting idea. Although few notes...
When switching room the gravity logically changes, but it can be super frustrating to position the cube that is affected by gravity.
BUG->When you rotate chair(or other objects) upside down it falls off through the floor.
http://imgur.com/a/jRSRT
Wow! A great game! Totally loved it.
It is just kinda too dark to play during a day, you can't see almost anything on the screen.
Also, the rocket launcher had short reach, because of the arc it shoots at; I would understand using physics for rockets, if you wanted to make use of realistic physics. This felt weird, personally (maybe because I'm used to Doom's rocket launcher?).
Other than that, really nice game!
I got scared. Multiple times actually!
The first thing that scared me was a note, that "they can't see you". I was like who and turning around like mad.
The graphics has few small glitches though, but the mood is perfect.
Nice game! The graphics were glitchy in google chrome though (shading of the furniture bleeding outside).
The game looks nice - for the one screen I can play on.
I try the single game. But i dont know if i 'm so slow or the game is so fast. :D
Congratulations on first game. You went 3D, which I consider a good choice for learning. Now, what could be improved:
Shooting games need precision and recoil. For some reason I don't think the bullet travels in direction of shooting, and there is sadly no recoil. Missing sound for shoot is also kind of required as a feedback to player.
Not so much way to play it. For my opinion you can change dark into some type of shadow can be more friendly for playing.
I liked it, however, there was one thing that wasn't well done - sounds playing over each other when you clicked on something, and no subtitles for the player.
Other than that, really nice hand drawn graphics! And kinda amazing you created a storyline for a adventure game. :)
Great idea.
I found only 1 small problem. When i tab out and return back, the outer cursor is still active.
Quite nice for 3-4 hours, yet very hard to play. I kind of found the music quite matching the game though.
The game froze in the battle vs First Boss, when it was (my) Intelligence vs Redraw (opponent).
Other than that, I like the game. Management games like this are fun.
Shame it's unfinished -- also, why is there concept of money, if training doesn't apparently cost anything? And does the battle system use actual values, or is it just random? I couldn't figure it out, and then it froze. :(
Interesting game. I found problem in Windowed mode when mouse is still active outside of application.
Interesting game there, the gameplay is nice although it requires a bit more fine tuning (the turning is kind of strange).
I clicked a way more than I expected. Levelling up is cool.
Interesting idea and gameplay, the game is more complex than I expected.
Although the game seriously lacks an option to speed things up (I was kind of bored by just waiting for expedition to finish), also each single time I found barbarians, my worker died (even with soldiers) - so I guess some balancing is wrong there.
All in all, it is quite complex and really nice. For 72 hours compo - well done!
Nice and quick game. I'm perfectly noob for this genre, so I didnt beat him, and had hard time surviving for just few seconds.
The death walls are making it even harder, but generally the idea is funny. I had my few minutes of fun and that counts.
Audio-visually it is really matching, I like it.
My view may be biased, because we did a similiar game for this jam, but:
I get you tried to go for something original regarding the controls, but it didn't work out (at least for me). The issue is that you can get blocked while placing something, and can't move. Also, the rotating mechanic is kinda wonky -- especially combined with the small factory.
If it weren't for the screenshots, I wouldn't figure out how to make Milk Chocolate Bar.
And it sucks you can't change resolution or run the game in fullscreen.
Next time don't include the .PDB file. It's only for debugging and has around 120 MB. End-users don't need it. ;)
Other than that: the graphics are beautiful, the music is fitting and the game is really fun to play. Well done!
Quite nice game, although as I'm super bad with platformer games I wasn't able to beat it.
Audio fits it well, I'd say it needs improved control and feedback for the player - but maybe that is my general feeling with all the platformers (as I'm indeed noob at them).
I can't run the game. :(
Nice idea for the theme. Quite challenging too.
Interesting concept with puzzle, although has performance problems.
I loved this game, kinda.
It's just that the controls were weird. I had to tap the arrow for every move, instead of just holding it.
Interesting game. I gave up after the sun passing through middle and being around 10/2200, because it seems the game had no actual goal. But nice immersive atmosphere!
The webpage isn't available. :(
Actually the concept is original and game is logical. It just misses the "Aperture-science" like graphical mood like in Portal, it gave me similar feelings.
The music and sounds were tearing my ears a little bit and they didn't match the game very well in my opinion.
The game looks nice. At first I thought it froze, until I realized you have to click on objects instead of moving freely. So maybe some "glow" of the clickable objects (or at least text above them) and different method of rotating camera would be nice. Just stick to standard controls, basically. :)
It's kinda hard though, I always die after visiting few planets, the pictograms could be explained somewhere a little bit more?
I like your game (idea, graphics, etc.), but the controls were bad. :(
You should be able to "cancel" moving the row by placing it in similiar position as on start. If you move it even a little bit slightly, it will move anyways.
The controls of sprite/camera were little bit complex/befuddling/uncomfortable, it was really hard to move across the room, rotate the camera, etc. easily. Honestly, if WASD/arrows controlled the character (or keep the primary click on mouse to choose the target, not sure what would work better in the end) and all the camera stuff was done with a mouse (inspire yourself in Blender/Unity/etc. for the scroll wheel hold/scroll to move/rotate/zoom!), the experience would be nicer I guess? :)
Also, after reseting a level, I got stuck and couldn't move the sprite.
Interesting game; graphically nice, but I don't see how it fits the "one room" theme.
Wow, similiar game to ours! I like the idea of going completly CRAZY with the factory line; it's just a shame the controls are kinda clunky, and so are the physics.
Good job though!
Quite interesting gameplay. I like the art style - but I was missing some goal of the game. Keep up the good work.
Nice 2 player game - reminds me of old time when we had to sit at one computer to play multiplayer.
Single-unfriendly though (could've used some kind of AI to replace second player though).
There is no real feedback for the player (I was also not sure whether I'm recording or not). I did got some evidence (basically of all his movement), although he wasn't caught.
Graphics was not really consistent, the music on the other hand fits perfectly.
Didn't find the solution - although there is some serious bug with shadows (which makes it really hard to focus).
Also misses some music.
It's kinda hard to rotate and move at the same time.
Other than that, the game is really nice - especially liked the theme!
Alright, the bugs are quite fast, and quite tough... I fought for around 5000 score and then died in a painful death.
Love the cat sounds!
Interesting project!
I made all but one disappear. Oddly visually pleasing result.
Interesting concept, although I found it kind of lacking some better visual feedback (animations, etc.)
The mouse sensitivity is too high, making it kinda hard to play the game even at 800 DPI. :(
Great game!
I love this, made it to wave 12 or 13 and then fell so many times they managed to destroy it. But I upgraded fully all the weapons!
Submission itself is an achievement and everyone has to start somehow. Congratulations on that.
I was missing some music or audio. The graphics was quite bad in my opinion, although I'd say you focused more on storyline, it wasn't that bad.
Great game! I love moving the objects.
Very nice, also using C++ and SFML is a big plus on my side. The concept is indeed interesting.
I missed any kind of music and sounds. The gameplay is not easy, but quite complex ~ some kind of tutorial would be cool.
Overally good, they do indeed leave too fast (and assuming you read what they said ... it was literally impossible to give them even a single item).
I really liked this game. I'm not a fan of pixel art, but this one was really nice. And the game was fun to play. :)
The concept is really nice, I would work a bit on controls as they didn't seem natural to me (but that might have been only my feeling though).
Music matched the game quite well, and the idea is very catchy.
Probably the most humorous game out there so far. The game has quite complex dialog, and I kind of enjoyed it.
I ha to fight the Y axis inversion on mouse though (as I don't have a VR available).
Wow. Probably the best game I've played in LD so far.
I somehow "won" on my 2nd try, but don't understand the mechanics what has an effect and what doesn't -- all in all, this was a fun one!
A tremendous game. Tremendous.
Nice! Should something happen after collecting 12 other than getting "goodbye" message?
The gameplay is nice, although there are some significant problems - like too little feedback during the fight between the characters (missing animations).
Overall it is interesting concept and reminds me of "ant wars".
Shame this doens't have some kind of audio.
I enjoyed this one. :)
Very nice game! Got repetitive really fast though.
Alright, first of all I'm really scared by bees in real life. So you got me there...
The graphics is simple, yet it does its job and with variety of spells it is kind of fun. Which is important. You fit the theme nicely, yet the audio for spells is missing - that could make the game a lot better.
Anyways, good job and keep up the good work.
Interesting game. I'm not really fond of Escape Room games, so I had to read through the manual, the controls felt little bit clunky sometimes (especially the cursor locking).
Not that bad, although the gameplay is really hard. I couldn't even last for few minutes.
I didn't hear any Audio?
Also, please, next time, don't put in an installer.
Yeah, in hindsight, the tutorial could have been more helpful. :(
Anyways, the order of assembly is marked by the numbers on the machines (can be seen depending on their rotation/rotation of the camera), and also by the order written in build menu (01/02/03/04/05). The station 02 (Acid Sink) requires intermediate product from 01 and Acid Barel, so you need to put it on a belt which is going to station 02. And 05 requires Electronics and product from 04. Each station has a direction in which it needs to be placed (the arrow on the top of machine).
Hope this clears it out. :)
Thanks for the feedback, to all of you. We, as a team, are reading each single comment, analyzing and figuring out what could be the improvement. I will try to respond to some of you.
@Michalidis - Thank you very much for longer comment, I appreciate when there is any criticism and I'm very glad for it. We are going to do some gameplay and tutorial videos over the weekend - as we are quite busy with our real life jobs at the moment.
Anyways originally a tutorial level was planned, but due to time scale it didn't make it in.
@sacredseedstudio - Thanks for finding a bug. We will look into it. Adding "time-scale" to allow you to pause or fasten-up the game could be an interesting option. As for growing this game, we are still at the point of deciding whether to continue on this game.
@ambocclusion - My apologize, this is my first attempt making Unity OS X build. I'll take a look into that within next day or two.
To all others - I'm really glad you played our game, and it makes me really happy to read all the comments. We are writing each comment down and figuring out what we could improve and how, so thank you for the feedback and I'm glad you enjoyed the game.
Thanks a lot for your feedback! As we've written in the post mortem, the decision if we will finish the game is still open for discussion, but it is a real possibility. :)
@Japes: Well, most of the things you mentioned were planned, but we had to cut the gameplay to keep just the most important mechanics, to be able to finish the game on time.
If we will make it into a full game one day, we will definitely revisit our todo, which contains some stuff you mentioned (differently looking stations) - and of course also some better balancing regarding to money and prices, option to regulate the amount of incoming suplies, etc. And of course, the tutorial is a must, as we already figured out from the feedback.
And well, this is our most important lesson for next LD - better tutorial. Especially when the game is complex.
@pseudomarvin: Ouch, that's probably a bug with a minus sign when refunding the money -- thanks for pointing it out, we will check it! Regarding to the suspending the flow, you are absolutely right. This was something we planned (including paying for supplies and adjusting the amounts you recieve), but had to be cut down for more important stuff, and it didn't come up until after deadline that we should have added at least pause/stop buttons.
@JonathanG - actually that is one of my fears if we extend the game to a full game, we need to think a way how it would be playable for at least few hours per building + making multiple maps (multiple factories) ... maybe even allowing to connect them somehow?
Ah... I'm overthinking it now.
The controls are really frustrating. The TVs should have at least been closer or something.
Good job. I recommend to put there some information about shortcuts.
The game is bugged. When you go up the stairs, you can't return. :(
Other than that, it isn't bad for your first game. The biggest issue with doing games like this for a jam is that you need to spent a huge amount of time on writing a story/dialogues - a time that could be spent more on game mechanics and polishing controls/graphics. Which is even more visible when you are not experience enough, because even the basic mechanics will take you longer than you'd hoped.
Next time try to do something without a story, and I'm sure you'll do better! ;)
I haven't found or noticed any direct relation with the LD theme. Apart from that:
- technical quality is not that high, it is stylized and yes, the pixel art... on the other hand the art doesn't seem consistent to me; I'd also like to point out controls - which are solid, but the gravity behaves a bit strange in my opinion
- for some reason I didn't really like the moving platforms (maybe because I played this one on keyboard and not on any controller?!)
- kudos for sound and music, especially as this is compo, in which case you basically have to make everything yourself
- i haven't found anything innovative on the concept, it is well made, gameplay is solid, but it is missing something that would make it special
- overall the game seems quite complete, especially by having multiple levels
Making multiplayer-only games for LD is somewhat problematic.
While possible to run and play if you have friends participating in LD, you still need to gather together and play that game at the same time. Which doesn't happen that often - also as a team you can rate 2 different games with 2 people at that point, instead of playing just 1 multiplayer one.
Overall, as I went through the struggle, the graphics art is interesting and the mood is there (with the music).
Indeed a nice use of theme and kind of simulator I enjoy. The graphics and music really fit the theme, sounds are a bit too strong, but they also fit there.
I'm missing a bit more in-depth gameplay (mid/late for the game, upgrades and possibly some automation (to refresh well if necessary, etc.). Although yes, it is a jam game, not a retail. I'd like to see something like that in a bit more complex game, could be interesting.
Thanks for making the game and congratulations.
Interesting and fun, I couldn't beat you (ended up around 2800). It is unique and quite polished, although in my opinion the technical execution could be better (it is way too simplistic in my opinion).
Congratulations on making game!
Relaxing game with perfectly fit theme. I can't really say more, the amount of objects added is awesome, I was just missing some real atmospheric scattering to show up!
Keep up the good work.
The concept is interesting, but I lack any further feedback to the player. Also, this needs a tutorial - I had no idea what to do from the start.
For some reason, I was unable to kill all the animals, but that probably was not the goal of the game.
Good job making the game!
So, as I remember @omiya-games playing my game last time, and I played yours ... I was kind of wondering whether you participated or not, and as I see - you did.
I'm kind of surprised, I played both - jam and post-jam version and it is suprising, action and fun. I successfully died multiple times in both versions!
What I didn't like - probably the jumping, it was way too easy to fall off (although yes, I am kind of noob!), apart from that the power-up mechanisms work, the critters and funny and yet terrifying :D, and falling into oblivion (e.g. dying) was never that much fun.
Thanks for creating it and congratulations, I had fun playing it - and that counts I guess :).
The concept is very nice, although a bit short (could use some power ups for sure, and maybe multiple levels ... but yeah, just 10 hours for making a game is not that much, congratulations on finishing). I think graphics and music fits the concept well - it has a 'child'-like feeling, which is definitely not a bad thing!
The reaction control system (RCS) ... e.g. what should make vehicle rotate is animated in flipped direction (not sure if intentional or not), but it got my eyes (but maybe I'm way too big spaceflight enthusiast).
Gravity system mechanics seems quite solid (it is actually accelerating, and not having constant velocity compared to other games), and well suited for such game.
@m-1 Thanks for feedback. The low fps is somewhat problem (Unity doesn't really go well with lots of game objects, and voronoi shatter generates lots of game objects - the only solution here would be, don't use Unity at all and hand-tune the shatters by hand), the WebGL port suffers even more from this (sigh... javascript performance), even though that version was heavily optimized in last few days. Which still makes me doubt whether to release it ... unless I re-generate the shatters to look worse, but that goes against the rules in my opinion (I could release it as another executable though!).
Level 3 is somewhat very hard, I was against putting the required 'skill' level so high - but other members of the team over-voted me (as they were using controller for testing). It is still possible to beat it, but requires precise hands and good timing.
Thanks for playing and feedback it is appreciated!
Thanks for the feedback and I'll add my reply for some of you too (as my opinions are somewhat a bit different in few cases).
@coleslaughter Thank you. Two colors in advance would allow for more planning, but that would also need a different camera position or a sort of minimap (as you don't see the whole level in the beginning). I agree with last level and level 3 being the best ones (forcing you to pick the correct gate), mechanics work there... more complex maps are about searching for the gate, and all levels tend to be unforgivable (there was a serious inspiration by Dark Souls)
@maldo19 As for the tutorial, it indeed was attempting to put up a narrative. It is somewhat problematic to figure out a tutorial that everyone would like (although from last 3 Ludum Dares I've noticed that tutorial is a must, otherwise there will be a lot of replies of 'I had no idea what to do', which makes you somewhat sad as an author.
I agree with music not reflecting you want to get safe. The real problem here is, none of us is a musician (except the friend of one of us, who actually made the music - whom we mentioned in credits). I'm glad to have a custom music of some sort, and therefore being able to participate in music category. The music could use some kind of grading (or ambient sounds) as you progress through each level.
Honestly, you're the first one not to complain about very hard difficulty (so for next time, having different difficulty levels might be interesting). The resolution of some sort is there (it could use more writing to add some real story telling, instead of just putting credits screen there ... but there is a time cutoff for Ludum Dare).
I'm glad you've played the game and gave us this feedback. Thank you very much.
@wujood I will probably put up small article on how to do floor shattering. As for the character control, Pavel first started with Unity third person controller, but it had problems with camera (it wasn't smooth enough, was shaking, etc.), so I later updated some code in it to make camera and character movement more smooth.
@sojabird @ynk @hu9o @esiden @jay-valencia
Thanks for feedback, although this game was for Ludum Dare 38 (where topic was Small World ... it can get into your search when you're going through games across all events). Please check the one I made for this one - Ludum Dare 39. You can get to it through my profile.
@OscarTrevejo Thanks. I see there is the same problem as last time - that our game from Ludum Dare 38 pops up. I will check out yours, and feel free to look at my entry for Ludum Dare 41 (the recent one):
https://ldjam.com/events/ludum-dare/41/logicatory
The game idea is there, but the mechanics are extremely unforgiving. I literally died about 20 times before I was able to score 3. At that point I really gave up.
The mechanics should be more 'orbital' like in my opinion (accelerate/deccelerate -> therefore implementing actual orbital mechanics). Orbital transfers are quite hard and unforgiving themselves (which is common knowledge around for any space enthusiast), and by doing this discrete (direction change + just straight line after ignition - you made them even more unforgiving) ... this would make them more forgiving.
Enemies are also extremely hard from start, by making them easy to kill, and later making them harder you could improve the feel and help player in the start (otherwise most players will just get frustrated and rage quit).
Congratulations, especially for making your own engine, and Vulkan support!
Congratulations, the models seem quite solidand the game seems like a bit of simulation (resource management). The game lacks some more depth, but as this is for jam I guess it is still perfectly fine.
I miss to see some actual combat (although I know that it is impossible to do it in such short time).
It is nice, the graphics is too simple for me, but I got over it and discovered that it is actually somewhat fun with all the power ups you grab.
The execution is quite solid, although the game is somewhat extremely frustrating to me as a player (at least from the beginning). Without any idea where to search for resources and time going out - you basically end up having few dozens of loses before you are able to deliver something (e.g. before you are able to play the game).
The timers should be a lot more forgiving from the start, otherwise a lot of players will instantly quit, as no one likes to lose multiple times in a row. Once you get your hands on controls and around the map it gets a lot better and game gets really enjoyable.
Controls of the car are somewhat strange - it doesn't behave as a car to me (steering, etc.), but it suits arcade nature of the game.
The graphics look good for a jam version, and the innovation is there. Good entry, although with very steep starting curve.
Short and quite nice game. The concept is really nice and I understood the mechanics within a minute without needing the tutorial or how-to.
Death screens are nice, so is victory screen. Fits theme very well.
Few points I have:
- as the concept is simple, it is somewhat very easy and fast to finish the game, yeah I'm complaining for it being too short (not really taken into account while voting - as this is a compo/jam game, not retail with tons of time to finish)
- while I personally liked controls, I just wanted to take some gyroscopic controller and use that instead ... in my opinion such controls would be more suited, although decreasing people who would try it indeed
- too much text in the menu, I got too confused about the buttons and text everywhere... I know menu is the last item everyone implements on Ludum Dare, but you deserve credits screen ;)
In the summary, it is polished and I enjoyed playing it.
Interesting gameplay, simple, yet addictive.
I had a bit problems with key-mapping (it didn't suit me - but that is often personal preference, so it is somewhat hard to satisfy everyone).
Congratulations on making the game and keep up the good work.
The game is really relaxing and nice, a bit more combinations would be good and I'd like to see this in more advanced 3D graphics that could be really cool :)
What is misses, probably a tutorial. This is a must for any more complex game like this.
Thank you for creating, it did it's purpose, I had some fun.
Alright, based on the comments you haven't hit any space enthusiast, well here I am.
The idea is nice and first of all good job on it, but I've found some major bugs in there (in terms of how actual orbital mechanics work), so here it is:
Planet orbital speed is heavily dependent on trajectory, basically all planets are in stable orbits and as this is an orrery it has to respect these laws, also known as Kepler's laws of planetary motion (mostly simplified to just circular, known as Copernicus laws). To have stable orbit, you need higher orbital speed at lower altitude (distance) from Sun and lower speed higher (hence speed can't be "set", but should be automatically calculated).
Apart from that, I really like the idea and the feel of the game.
It is chilling and I enjoyed it. From game side, I'd suggest looking at controls and camera (especially the camera). The game feels quite complex and interesting, even if it is not realistic.
Overall I can't point out anything negative about theme-idea pairing and the game play. Keep up the good work.
The concept of using gravity is quite nice, and you can make orbiting yourself around other bodies, which is funny. The game is atmospheric but somehow misses a goal.
Overall the entry is indeed artistic and interesting. I like it a lot.
The idea is there and fits the theme, but apart from that it severely lacks any feedback to the player or any visual change.
It is quite hard to understand the game in the beginning.
Congratulations on making it and kudos for fractals you generate!
The mix between graphics in 2D and 3D is interesting. The story is somewhat sad (not necessarily bad) and game seemed short to me (although yeah, making story telling game for Ludum Dare is somehow a problem due to time range).
Technically it is quite nice, water sounds look good. Few points regarding graphics:
- the missing sea floor is visible, it makes ugly edges under water (as it has refraction) - I miss some textures, I know you wanted this to be stylized, but still - hand painted ones could look nice here + the water doesn't really fit the scheme (if you use just colors) - shadow casting seems weird for pixelated character, but it would be tricky to get it looking good under all angles
Extremely hard to control, but fun.
Quite good entry. I died numerously and the game is quite hard to beat. Few points:
- it could use larger zoom - it is impossible to get into stable orbit (while it shouldn't be!) - it could use better graphics (I honestly hate over-pixelated graphics, and having this hand-painted or just higher resolution would make it a lot better entry)
Anyways I liked it, and that is quite an exception for pixel art games. Thanks for creating and sharing!
I like the way it plays. It lacks some tutorial and multiple levels (with growing difficulty, as it is quite high for start).
Congratulations on making the game and keep up the good work.
This is actually a very good game. So first of all, cats are awesome (but dogs are better)! And now to the important stuff:
- concept of using gravity (of some sort, as it didn't seem physically correct) is awesome ... but who cares, it was FUN - audio is awesome, the music and graphics almost perfectly fit the 2D scheme of the game - gameplay is great, I didn't master the 'sprint' functionality that well ... so I was getting into outer space all the time
Overally, one of the best entries I've played so far. It almost forces me to try making a clone of this - just because it was so good to play.
Interesting puzzle involving simple gravity simulation and modifiers. I like it a lot... sadly it had just 3 levels.
You could add more interesting concepts and especially touch controls (this would have been awesome entry, being it for embedded devices).
Anyways, congratulations on making a game. I enjoyed it!
The game is complex and has some depth in mechanics, but...
I don't really like the execution, the controls are frustrating (you can't re-select zone when editing another one, etc.), with the looks of the game it is indeed hard to control and play it. I found myself struggling more with controls than enjoying the game.
The spinning adds challenge indeed, but it is not pleasant to play it. If I didn't have a headache this morning, I'd probably try it a bit more (it is super hard to play).
Also in terms of graphics, it is very hard to distinguish whether you hit or miss some obstacle.
Interesting, the concept is very simple yet fun. It is addictive and with some narrative it might even be considered as full featured game. It could even be more fun with embedded devices and other means of control.
The physics is awesome, and I love the multiplayer added into the game. Most likely the only game so far, which made me explode with laugh. Keep up the good work.
For me, the camera could be positioned a bit more higher - so the far corner is better visible.
Also I'm glad there are indeed more people from Czech that participated in Ludum Dare (ZdravÃm z Brna)!
The concept is interesting, although has few items that could be improved: - it is doomed to end up with dead rabbits, even though game starts slow it accelerates and you have no way to control it for longer time (because you can aim just for 1 animal at time). - the mid and late game overwhelms player, which means you pretty much end up shortly after reaching few dozens of rhino population ~ basically everyone will have pretty much same score, not really depending on their skill - lighting seems a bit messed up, although that might be due to WebGL version - adding a concept of day vs. night behavior of animals could be really interesting and make this game better
All in all, congratulations on making the game. Overally I like it, and the entry is quite solid. Keep up the good work!
I tried to play it, didn't finish, but here are few notes: - Using space to jump makes game quite simple and boring (you can get pretty much everywhere but it still takes a lot of time, no need to fight at all) - The way of playing is too repetitive after few minutes - The world is open, yet seems too empty = there are no tasks (except find the stations of course), and basically not much to do
... all in all, it is what I'd expect a competition open world game to look like, just pointing out the items, so you know in case you decide to go for bigger open world game.
Anyways, I also liked a lot about the game: - The graphics are very good - I loved sounds, they are somewhat fitting the game very well - The controls are quite intuitive and there is a how to, which is a plus - The concept of open world is really nice, and it fits the theme in my opinion
The game runs very smoothly (although I was playing it on 8-core Ryzen + Rx 480 as GPU), I haven't had a chance to test it on laptop or some lower hardware.
Anyways, congratulations on making the game (which is the most important part) and I'll make sure to vote on Friday once it is available.
Note. hopefully comments work, and you can see this.
The game is interesting, although it seems to try do a political statements. What the game is missing: - special events or some other kinds of actions - a way to lose the game
It attempts to give a message, for some part it definitely gives it out, but the lack of negative impact make it surely seem like a dream.
Very solid entry, and I liked it (even though I often hate pixel-art games), which is definitely a plus. It is well polished and one of the most complete games on LD, especially as it is done by one person.
I didn't really have problems with controls, but died way too often (although to be said, I really suck at jumping in 2D games - so I should just simply "git gud" instead of 'crying' here).
Graphics and style fits the game, could it be improved? Yes, definitely... does it need to be improved? Not really, I had enough fun this way too. The sounds fit the game well, as well as music. I can't really say anything against the game itself.
Good job, congratulations on making the game and thanks for making it!
As a jam entry it is somewhat less complex compared to others, although as always, congratulations on making a game. Making anything is an accomplishment. :)
What the game misses? I'd say a tutorial, as the game is confusing on controls of the camera and the game. Of course you can always add more depth, improve generator of the cities, etc ... but every jam has some time frame and you have to fit in it.
The graphics is cute and looks quite polished. As for the game play.
I tried the WebGL version only and it crashes once you try to move player into location that seems to be unreachable (moving the one from the cage out). I was missing some music and sounds too, to give me more feedback, although they tend to be quite hard to get around.
Overall the game is chilling and could even be logical if implemented further (multiple levels F.e.). Congratulations on making the game and good job!
The concept is good, as for the execution, somewhat repetitive for me. Few points:
- I like the tutorial, although it should have been separate (not after every restart)
- The planet rotates way too fast for me, at least before I got what I should do (and i literally 'git gud')
- Concept and idea of the game is good, but doing same things all over again makes it boring after a short while. Although in the end is somewhat innovative by introducing spherical geometry, it still misses something more in the concept itself to make it from good to awesome (although yes, it is a Ludum Dare game - so as a concept it is nice, if you're going to make something more out of it, think about mid and late game).
Overally, congratulations on making a game. I enjoyed it and thanks for sharing!
I died. After level 12.
Doublejump will help you to get almost through enything, eventually killing you by getting slowed by the spikes, or by just bar (The Destroyer) being too fast. The idea is cool, especially cool for embedded devices.
For me the character fits (as opposed to other posts), but yeah - in art style you will often receive critics from both sides. Music is also fitting the game - but could be getting more and more strong/fast over the gameplay (if it does, then it is probably not enough - as I didn't really notice).
The style is really nice and I kind of liked the gameplay.
It was in my opinion way too simple grinding, you could make more sites (some more dangerous) with some better AI to let enemies traverse the points where you mine. That way player could get items faster, but risking.
Congratulations on making the game and keep up the good work!
One of the most relaxing and interesting entries. I can't really say anything against it.
You didn't really follow the topic, but that is not a point in LD at all, the point is to make a game. And you created one.
Nice game, few points I have:
- the controls doesn't feel natural to me (and it looked like there is some reaction time), although this might have been due to WebGL/browser - Predators can be bugged, and get basically stuck at some places - Dog can run away from you and never return, which is somewhat problematic - You can kill predators and then go back for sheep (at least to some extent - Predators should in my opinion focus sheep and not you
Thanks for uploading and making the game. Good job.
I missed the health bar at first too - which made me die multiple times.
Personally I didn't like the movement and somewhat missed the tutorial, but overall the game was quite fun to play. Congratulations on making it!
The game has nice atmosphere and looks really good. Here are few notes that I've noticed, which could improve the game:
- The controls ok mouse + keyboard doesn't feel good to me, the W and S + mouse look to take direction just doesn't seem correct - Fireplace light effect seems weird to me especially during the day, literally almost any light will have close to 0 visual impact during the day outside (and mostly also inside), just because of the sun - it over-shines almost any light source outside - You can cut down tree at any distance (or at least at very large distance), that seemed unnatural to me
Anyways, congratulations on making the game. I really liked it and keep up the good work!
Congratulations on finishing the game! Now, few items I'd like to point out:
- the game difficulty is very high, I was not able to survive more than short time (although yes, I had the exact same problem with my game few Ludum Dares back)
- music, I haven't noticed any. In my opinion that ruins the mood (or maybe this is the problem with volume), but it is music what builds up atmosphere and lacking it makes game somewhat more empty overall
- tutorial, while it is there, the game already runs making it somewhat problematic to follow and still be able to participate in the game
I liked the idea of planet defense and stealing water with actually decreasing water level looked nice. I had some fun and that counts.
Keep up the good work!
Concept is nice, the keyboard controls are somewhat strange - and I was able to bug myself few times. The actual execution could use a bit more polish (but hey, which game on Ludum Dare don't).
I believe that using controller is a game changer here - compared to keyboard. Congratulations on making game and keep up the good work.
:cookie:
It looks promising, yet very incomplete. I know the struggle when one takes a bit larger concept than one is able to handle (we did that last time, even though the game had deep mechanics, it felt somehow incomplete after few minutes of playing).
The graphics looks quite nice, lighting and the mood is there. Music fits quite well - so from art side it is quite solid. From the gameplay side ... well, camera controls are confusing, and the movement around the planet is broken (although way too many games got gravity wrong in 3D).
I do like the entry, yet it is very hard to put a verdict there - due to its incompleteness.
Congratulations on making the game. Even though just 1 puzzle, it is still a game! :)
Congratulations on making game and the engine, and as I've been working with C++ for more than decade (and also in 3D rendering and simulation industry), I really appreciate you did game in C++ for Ludum Dare.
All I can say is Keep up the good work!
Interesting art style, although for me there was too much dialog and too little to do (the game was just about going through few linear dialogs), there were no choices or any other way how could the game ended - which could make it a bit more interesting.
Nevertheless I did like dialogs as it put up atmosphere, at least a little bit. Good job!
The game seems to ultimately let you run out of energy. I did like it - died few times which I consider success! In my opinion it was lacking some additional graphics representation (this way it was just some buttons and progress bars).
I didn't like the music too much, it didn't feel matched to the theme (although that will be highly subjective).
Also I saw you on twitch!
Art fits the game perfectly. I miss some final goal (other than getting thrown into boiler of course). Gameplay gets repetitive quite fast though (even though the power ups make it a bit more lively).
WebGL version ran smoothly for me (and I'm often having problem with those).
I'd like to try it, but couldn't run it. Just black screen on Chrome 59.0.3071.115 Kudos for writing your own engine.
Made me laugh quite a lot. I reached about 109 bunnies really fast, but they can easily block you from battery locations - it is quite tricky to feed them and not get stuck.
Neat game, can't beat it though! The upgrades are quite expensive and you need to grind through to get them.
I like the entry, the gameplay looks quite polished. Yes, it all happens in one room and is quite short.
What would I improve? I would definitely give the game better lighting and textures, it is missing them - and with few effects it could actually look very very good. I'd allow user to pick just one item at time only and keep it in hand - could be a bit more immersive (e.g. do it in Half Life 2/Portal style).
Also the music didn't seem to fit the game (at least for me, yet this tends to be quite subjective).
You hit the theme perfectly, graphically reminding of mix between older Sim Cities and Civilization (no idea why tho!).
The game play itself is interesting, yet a lot to read (at this hour!). But I managed to get through and survive few days.
Music fits perfectly (even though you withdrew from ratings on it), I really like it. It really feels like finished game (which is rare on Jam or Compo).
Keep up the good work.
Interesting game, although it tends to be very hard to control (or maybe the layout doesn't really fit me well, this might depend on the person who is playing it though).
The scenes tend to be very dark (some global illumination would be cool for such game).
Thank you for all comments and of course for playing the game. I will also try to play yours and give you a comment and a rating!
@everbrave The game isn't broken, the idea was brought to me on Friday and I've started with putting up game logic together. The actual calculation simulates (simplified) reactor chamber (and energy generating machinery - e.g. turbine, generator and condensator). The reaction speed is of course increased.
Actual simulation works with probabilities and free neutrons in reactor core. It even goes as far as simulating simplified nuclear science (rods are composed of 4% U235 and 96% U238 ... during reaction Uranium isotopes undergoes some action and change into other elements (generating power - either through fission reaction or gamma wave). It is not accurate (simulation would be too complex to control), but at least there was some physical basis that was simplified (and I guess I got myself on CIA list by going through various documents I've read about nuclear science in past time and last weekend too...).
In the end all I output to user is core output temperature and generated energy.
@james-dunlap Congratulations. Yes, music is sadly missing (we had no time nor skills to create some - but I hope we will manage for next Ludum Dare). I will most likely put some high score result and statistics into post mortem which I'm planning in a week or so.
@natruim729 I will do so. Give me few minutes and it's up there.
@natruim729 The link now points to zip archive containing app. Thanks for the hint!
Thanks for playing and trying. You can actually win (when the timer on the top goes to 0) - although it tends to be hard when matrix is not set up properly and you don't think in advance.
Note, it actually simulates nuclear reaction (as I described earlier), so it needs a bit of trying to "get it into hand".
Thank you for playing and all comments.
@fangzhangmnm Original idea (on early Saturday) was to have more effects in there (and yes, making some parts like pipes glow red was an idea), including mushroom cloud. Yet due to time constraints I had to give up on them.
@Dolash Yes, in the end you control only 1 parameter - which is simple enough to understand and play with. Adding more complexity would indeed make this closer to simulation (yet from past Ludum Dares I have experience that more complex game means less players who understand it = less feedback). Although as you stated, it is good starting point - yet I think I will pursue some different game in following month(s).
@duzzondrums More things to tweak could indeed make the game last longer (although would introduce additional complexity, which scares me since Ludum Dare 37 - where we got quite harshly criticized for making complex game). Weather effect was quite hard to balance (in the end I decided to go the way that makes it easier to win).
Just my personal suggestion (from the last time) - do a WebGL build. I know there is struggle with Gamma vs. Linear (and some post effects aren't working), but still do it.
The concept is simple and works.
I had troubles controlling the car (you can't see how are your wheels directed and I guess that is root of the problem), and somewhat the car physics was highly unpredictable.
I'm really bad in these key-mashers therefore I've died very quickly each time I've tried. Congratulations on making the game nevertheless.
Now to important part I write each time - what could be done better: I've played the game, it lacks the story or some introduction. When I was doing some task (riding bike, turning wheel), it was extremely hard to tell how I'm doing, as there was no feedback to the user.
Also, please un-check Development build in Unity. The game is smaller in the end and runs faster.
The game is very classical, and feels quite finished (which is rare on events like Ludum Dare). It gave me some fun and I bet that counts.
I'd increase the amount of power you have - but apart from that, I really like this entry.
Interesting game, yet super hard to control and frustrating - as you need to plan while being stressed with resources. You push player quite a lot (maybe too much, as I was more frustrated than having fun at some points).
It is quite lenghty and I didn't make it completely through, as it is very hard (to build enough of everything). Sometimes GUI also failed (especially edit box while packaging ship).
All in all it has more complex idea and I appreciate it, although it misses some tutorial and easy start.
Congratulations and keep up the good work!
Only was able to get 300 points. The game is good compo entry and feels quite polished.
Of course there would be tons of things to improve (graphics and art can always be improved), but as for gameplay it tends to be extremely hard to beat the enemy (as it reacts immediately and unless power is spawned in good position you have no chance).
Congratulations!
I've enjoyed the game.
It definitely needs larger map, and maybe more polished. The idea is there but some parts seems unfinished (although yes, polishing game for any game jam is very hard due to time constraints).
The idea is there and it is interesting. The downside is actual execution - aiming is extremely hard, the game seems too fast for me. It misses some balancing in my opinion.
I dont think this is too hard ("should I start building my own country?" ... nevermind!). I liked it.
I lacked some uprising event though. That could be interesting.
The game is interesting - I played the post jam version too. I like the graphics and console controls, yet it lacks any tutorial or telling player what to do (which makes the game quite hard to play and win).
The game looks very good, collecting swords doesn't do the thing though (or to be precise collecting all of them).
I could run WebGL version fine (on Chrome). The game is quite short (you die really fast eventually) though.
When shooting the electricity - it seems like to hit more enemies at once, but other ones (than the first one) seems to take no damage.
The buttons (as mentioned) are confusing. Apart from that I can't really say anything against it - animations are smooth, graphics is sharp and nice. Compared to other game this one has a bit more depth than usual jam game. Keep up the good work!
Very good work, it has a story line, it is somehow very playable and interesting. Graphics and audio is well-done, one of the best this time.
I have one negative though, the problem was with movement, it wasn't smooth and it was very easy to get stuck. It seemed to be too slow for me.
The game went well and smooth (as opposed to other comments here - but I've ran it on high-end rig).
Congratulations and good job!
The concept is interesting and with instructions added I was possible to activate robots and... run out of energy almost instantly.
After few tries I was able to charge robots and pick up some crops... then die.
The game is extremely harsh, I'd like to play it more but it is just extremely hard (no mistakes are allowed).
UI is great, although it is missing a tutorial, took me quite a bit of time to figure everything out.
Material status could be written on main screen.
Interesting entry - the models and textures look nice, some more animation (of vegetation), and maybe particle system could make even better.
I also feel this is missing some kind of backstory and possibly happy ending (or maybe you can win it, but I died each time I tried, although I'm quite a noob).
Gameplay is nice, the level seems to be too complex for me (I've found just 1 chargepad).
I tried few combinations, and hell... I'm good at destroying my country.
I like the entry. Voxel graphics makes it look cute, animations make it lively, multiplayer makes it replayable and it is indeed more fun in more people. As this was your first jam, I tend to always pick one or two things I missed or didn't like that much about game (because for me - a comment with description of what could be improved is more worth than just pointing out good parts):
- I missed some power ups that could help worse player to get ahead of the first one again (through some dirty tricks).
- I was lacking some higher goal (except of buying better tools, that would push me through game) - yet this is common problem with jam games (simply because there is not time to make any more complex goals).
- The game lacks controller/controls setup - that could make it even more interesting, and due to multiplayer it is well suited for it.
Congratulations on making your first jam game. I like it and enjoyed playing it - I bet that is what counts.
I like the music in here, it tends to be very hard to play and finish. Graphics are basic, but serves the purpose.
What is done incorrectly is balancing. After short while it tends to be very hard to catch rocks and you eventually die extremely fast, I'd like more if there was some goal and you could win the game.
Congratulations on making a game!
I'm quite confused by the game. I was unable to beat it (it misses instructions - and I wasn't sure what to really input) without some external help. Now to some technical issues:
Please in text-input games, try to always focus text input. It is ruining game experience when you always have to grab mouse and re-focus.
Now as for the graphics and music. The quality was high enough, it matched together (yet compared to some other games here on Ludum Dare it felt 'too simple' ... don't get me wrong, this isn't necessarily bad, but I'd like to see it in 'Life is Strange' like way). The game has quite good storytelling (I'd say one of the best this time on Ludum Dare).
Keep up the good work.
Oh.... the sound of alien! It scared the hell out of me. Definitely a good entry! Storytelling one. I really like it.
Interesting concept, and quite nice art with lively jumping animations. I like art style of the game. As for idea - it works with the theme.
Yet I do miss some endgame or goal of the game, or some spending of political power to do abilities (you can just always go around and gather more people - only being limited by the number of your followers and your speed).
Anyways I like the concept of the game. Keep up the good work.
The game is working for me and I managed to pick up some bananas and jump to top. The game is neat, although it sometimes bugs the collision detection when jumping (in good case you can do another jump, in bad case you die).
Execution as interactive story is very good. The mood is set up, the atmosphere is there, puzzle minigames are very good and making presentation more lively.
Nothing happened to me at the end of the street and I ran out of energy. Anyways nice entry for first jam! Congratulations on making a game. Anyways as I'm used to - here is at least short paragraph for inspiration (what I would like more ... as I guess that is more worth it):
For inspiration (and next time) - I missed a lot some more colors, lighting, textures and maybe even some penumbrae shadows, that would really build up perfect mood for such game. I was somehow missing night mood here (it looks way too bright to me).
Overall I enjoyed the game, it seemed quite short.
My finger... oh.... The game is great!
After 5 minutes of hard trying, I had to make a click script - just to save my finger from certain death in next 5 minutes.
Very good entry - gives quite a lot of fun in multiplayer. Keep up the good work. It is unbalanced - as one side has slight advantage.
We need some serious matchmaking and networking for Ludum Dare - so we can start playing against each other over the network!
The game is funny and adds some non-common principle of cleaning the room (flagging parts of it). So what is it lacking?
Definitely better art, it seems confusing to have grey walls, floor and black marking spots. They are visible, but not as good (or maybe it might be high gamma on my display).
Apart from that, the controls seems kind of non-smooth (I'd say that accelerating + decelerating might be more suited for the game, than instant movement in specified direction). Although the ideal would probably be a controller.
Adding some obstacles (furniture?) could also improve the levels (yet they might be there, as I went just through few levels).
Anyways, it gave me few minutes of fun! Congratulations on making a game!
I see you have great sense of humor as well. Keep it up, this gave me quite a lot of laughs (and pretty much waked up half of the street while I was laughing).
The game is quite nice. I enjoyed and although I think score counter is broken (it was showing 37 for me all the time, yet I was collecting examples for quite long). So few points I have:
I missed more shadows and more water-like look and feel of the game (the lower you are the less light there should be), maybe even volumetric light effects - that would be very cool. The controls are good, although the terrain seems quite boring (at least from texture point of view, yet it is a jam game). This could really use something like Tiled resources (Sparse Virtual Texture ... aka Megatextures).
I couldn't read tutorial fast enough, the vessel stars going down immediately - I'd suggest moving the text down with vessel and let it disappear after 15, 20 seconds.
Does the game have an ending? I thought it is lacking some, but maybe that is because I didn't pick up everything.
My score was -1018 meters, I believe I did something wrong!
It is nice idea, I didn't like the idea how everything stopped and you were 'refueling' energy, it confused me what to do from there.
It gave me some fun though - which is the goal I'd say.
Good job!
Interesting game there, the idea is there and reminded me of Lost Planet. I was unable to beat level 1 though.
I like it. Once you have everything the game doesn't allow you to do much, but still - very good entry. I did work up to like day 8 or 9. It seemed always the same after.
Keep up the good work.
Fun game, I like the concept - and of course I've died quite fast! On the first time. Balancing resources is extremely hard and takes quite bit of time to get used to it and balance.
The atmosphere is great, sadly the execution (graphics and audio) aren't as good (they are good ... but the story is way too better than audio-visual quality), and it ends with cliffhanger.
Overall I like this entry a lot, in my opinion one of the best for Theme and Mood categories.
I've tried launching and playing the game, but neither Tutorial nor New Game does anything in the menu.
So I've tried again today and it worked properly. The game looks really good and plays well, good job on that part.
Unit balancing doesn't seem to be correct for me (best buy us for 50, and 25 one seems pretty useless to me). Anyways I did enjoy the game quite a lot.
Keep up the good work.
Oh, this reminds me of some work I had some time back (really!). The game is awesome!
Keep up the good work!
Damn, I couldn't bear kicking incoming cats of the fence so I got swarmed quite quickly. The game has lovely graphics and audio, and the gameplay is fast-pacing and quite fun to play.
Fits the theme perfectly, so I can say just... Keep up the good work!
While the idea and concept is good, the game is extremely hard to play.
As said previously - the wolves run literally form everywhere and even bringing a single citizen to cathedral without dying is hard, really hard. Bringing second one is close to impossible.
The mood and atmosphere is great on the other hand. So technically it is just about balancing (which is very hard to do in limited time for jam). I noticed (from previous Ludum Dare events), that it was far better when I let my friends and/or relatives play the game and tell me what they didn't like in balancing. Even just few hours before the deadline, it still can help to improve balance and to increase or decrease difficulty.
Overall, I liked the entry.
Keep up the good work!
Interesting game, the balancing is well done (at least for first few days).
The graphics and audio were good. Although I had a bit troubles with vehicle controls (yes, I flipped around way more often than I should). Anyways packages delivered! One thing that could be improved is camera controller, let me show you:
bug.jpg
The camera could do a raycast to see if something is in front of it - and move towards the truck. This could prevent such situations where truck is not visible. Although this totally happens only when you follow roads!
It was actually quite fun for those few minutes.
Keep up the good work.
Quite an interesting simulation you've created. The balancing is done well and requires to wait for enough resources to be able to colonize - although waiting too long and your population over-breeds.
As for execution, I did like audio and graphics in the game. It suits the game well.
I was missing some button to execute people for resources, it would make the game a lot darker and allow you to get back after you get beyond point of no return. And yes, I've put whole race into oblivion in just 6 minutes!
And I've played few rounds too. So, first of all - I didn't really like the shooting in all directions (with arrow keys). I feel the game is way too easy with that.
It is possible to be blocked by your own bullets, not sure if intentional or not? I wasn't able to bug it though (but well, I tried!).
Visual indication to where enemy is would be good, also enemies were really hard to see on the floor (they have similar color), and I died few times due to that (yeah I know... 'git gud' on me).
Anyways I enjoyed it, it was quite polished in terms of gameplay, and I liked it!
Keep up the good work.
Good job on almost compo entry. The controls were something unusual (or at least to me), but I enjoyed it. Fuel could have different texture or model (I didn't realize what is fuel and what is obstacle on the first run, and died ... yeah, 'git gud' on me).
Keep up the good work!
EA-games simulator (aka Look box simulator) works really well! I had more fun than in Battlefront 2. Anyways I absolutely love this as sarcastic reaction to state of some companies in game business and keep up the good work!
I had fun for quite some time!
Implementation is good. Game is fun. Some balancing needs to be done though - enemies can easily catch you even with 2 items (not even talking about 5).
I enjoyed it a lot!
Just a typical day on Russian roads. Yeah, that could describe my first attempt. Also my second, third and so on.
The game is well polished and catchy.
Keep up the good work!
So, taking Soyuz-MS on the Moon is a task for true kerbals, not just mere men - that's the problem and that's why there were all the accidents on the route!
Anyways I liked the game a lot. I've typed 'covfefe' instead of 'coffe' more times than Trump and completely enjoyed this experience.
As for few things I missed:
- music - radio sounds and voice coverage, that would make this game really good - actual Deep Space Kraken
Anyways keep up the good work!
I did like the concept. I tried also the post-jam version where I reached up to 444, now for the bugs:
- the game doesn't finish. Time just runs up and you play on - would it be possible to re-set those miners and try to set it up again? Especially when you crash them - fast miner did disappear while setting it up, when moved to the mine and waiting for it to get full
The mechanics were quite cool, and indeed fits perfectly to the theme.
Keep up the good work!
The game is actually quite interesting. Adding some semaphores it could be quite cool simulator. I really liked it and it reminded me of good old Transport Tycoon.
Keep up the good work!
Fun game, difficult. Congratulations for making a game for compo!
Keep up the good work.
Kittens, kittens everywhere.
The idea is neat, although there are few flaws/notes/additions:
- You're not instructed how to control/what to do in a game at start, before realizing what is on screen you lose! This will lead into players just closing the game (of course not on LD, but normal players would just quit) - When building there is very little feedback about where the building is going to get placed (or whether building is going to be built at all) - Once you build few items, the game gets extremely repetitive - and boring. There is no mid or late game. Adding events and buildings to unlock would help here a lot - I'd introduce cables/energy transportation or pollution, that would require more careful planning, instead of just literally dumping any objects anywhere
I know this is for game jam - so it's technically a prototype - and what I've written would surpass any time-range for it. But could point you in what I'd enjoy more (which is, again, highly subjective).
Keep up the good work!
The art was really nice, it set up the mood. Now for the gameplay:
- while interesting, vehicle controller doesn't feel correct, the engine is just way too underpowered, as you could get stuck (e.g. not having enough torque to move up the hill), based on the vehicle model (looking like truck into hard terrain - old Tatra V3S or Kamaz) - I expected to have enough torque to accelerate up into hill - while the truck actually doesn't have torque to move up - colliders, they way were too overshot; I got stuck few times due to hitting a collider of lamp (while not hitting the lamp), and due to low engine torque the only option was to restart level (as you're unable to gain the speed again) - presents jump way too much, they seem to have almost no weight ... although I assume that is intentional for the gameplay
I did enjoy it, yet the first two were kind of frustrating (restarting level over and over few times just because of hitting the collider).
Anyways, as for this being a jam game - it is well polished and feel quite complete. I really liked the entry! Keep up the good work!
Oh my, the game is addictive. The idea is really interesting and great. I loved the concept - it could be especially good for touchscreen devices (instead of just mouse).
Few points:
- it requires a tutorial, I didn't know how to grab minion first - until I died about 2 times trying various things - there is no visual feedback of fences on resource (or maybe I used them wrong?) - minions doesn't show direction where they go (although their 'character controllers' were rotating), although that might be because I'm used to put direction on character controller
Congratulations on making the game and keep up the good work!
The game is really nice, the storytelling was done well, voice too. Amazing!
Keep up the good work!
It is quite accomplishment to work from scratch! Congratulations on that. The concept itself is basic, but good. I liked it.
Keep up the good work!
Damned people, I hope Mars was indeed happy in the end after I did what I did - I eventually killed them all (once there was too many to handle)! The game suits perfectly to the theme!
What I missed was a bit more explanation for Volcano (that it kills everything on whole side of planet). I've used it on first believing it will destroy just factories - and majority of population was gone!
The idea is very interesting and well executed. The screen-space effects were quite cool (especially the bloom!). I like the entry and the narrative in there.
Keep up the good work.
Congratulations on making software rasterizer work, that is huge accomplishment. The game itself was quite enjoyable and reminded me of good ol' Doom.
Keep up the good work!
I liked the game, although there was something disorienting when introducing the third degree of freedom for rotation.
Keep up the good work!
The game is incredibly hard, even though straight forward - it is incredibly hard to beat. I didn't make it through the game.
The voice acting and music was very good, actually this is the first game I've seen this time around with voice acting so far. Good job!
Keep up the good work!
Game is great, I did around 2000 on Moonshine difficulty, but high score said 0. Is that a bug?
Anyways, keep up the good work!
While the setting is nice, there are few flaws in the game:
- Clicking on the factories doesn't realiably kill them (raycast doesn't detect hitting factory) - Game gets quite boring after short while (factories doesn't really swarm you that much, and trees are getting removed slowly) - Misses some events or unique powers to make longer play time
Apart from that, I did like the mood and settings. The idea is there, and that counts (for game jams anyways), where you can't implement everything perfectly (due to limited time)
Keep up the good work!
The game feels really polished, apart from movement being somewhat hard. Graphically it is amazingly cute, and effect of getting more 'snowy' is beautiful. The animations are cute, and the music somewhat fits the gameplay (although tends to be quite loud - but maybe that was just sound setup on my side).
Amazing work for 1 man team.
Keep up the good work.
I absolutely love the running animation of the superhero!
While the idea is interesting and visually the game is somewhat specific - and I like it ... I've found two items that made the game extremely hard to win.
One of those was collision detection and character movement. It tends to be easy to get stuck on corner, which means you lose time, which means you can't get people out fast enough. The second was picking of the characters - there is no visual identification you can pick them (e.g. when you enter picking range).
What I absolutely loved was the main menu and user interface (as it is often the last thing I do in game). I'm always struggling with making good looking user interface, and you have absolutely stunning one.
Keep up the good work!
The game is polished, but the controls are making the game extremely hard to play. I was unable to make it past few islands - and after few retries it was really frustrating to go on.
The idea of steering when moving things is neat, but as the camera shakes and it's not visible WHERE you're going, you instantly crash into island. Also cannon (used to steer) when falls through ship means you died, and it does it so often (like every 4th or so grab).
While the idea is nice, it is extremely hard to orient in the level (there is way too strong fog effect). Enemies are also under the effect of fog, so they are hard to distinguish.
Lack of strafing makes the game different. Not a typical FPS, but seems frustrating to control (especially after everyone is used to do strafing these days).
Other than that, it scared the hell out of me and I've enjoyed it. Keep up the good work!
Atmospheric and ambient, it builds up the mood.
The problems I had were the controls, it was controlled somewhat 'non-smooth' and 'laggy'. It was running smoothly, but the input lag was there. Making the game quite hard to control.
The idea is quite new and it misses some kind of high score.
Keep up the good work!
Fast paced, hard, radioactive... it missed just one thing from perfection...
It missed Alex Jones, the living meme, and his voice on radio praising the sun... uh sorry (I forgot that I was gittin' gud earlier today) ... praising the Trump.
Now jokes aside, I enjoyed the game. Even though it was too fast paced to me, the movement was good. I thought that laser doesn't really deal enough damage and some colliders are missed, but that might have been just the feeling.
The helicopter mechanics can't really be used too much in so fast game. If the pace would be slower, people would probably try it more.
Congratulations on making the game though!
Game is interesting, but literally unplayable in window due to one thing - the mouse cursor is not focused on window and can get out (which is super annoying).
The drunk effect was epic though, and yes I had screen so blurred that I wonder how I was able to kill anything.
Keep up the good work!
One of the shoot-em-ups I actually really like and enjoyed. It is also well polished!
Keep up the good work.
The idea is really good. Adding voice over for that would be seriously awesome.
Keep up the good work.
The psychedelic level is ... interesting. Twisting platform and moving white platforms are really interesting (after rather boring start).
Graphically the game looks OK, and audio fits it (especially thy level when the protagonist is drugged).
I didn't get further though, my jumping skills are way too low.
Keep up the good work!
I really like this entry, adding 'switch camera' really distinguishes it from generic top-down shooters, and the graphics is well stylized, animations are smooth.
When I started first level I thought like 'that is easy', and then the big one appeared. As I didn't realize there are power ups and grenades I had to run and shoot until the time was gone. Anyways power ups are also cool addition to the game, and made it even more fun to play.
What could really improve it more is if first person aiming head any impact (giving headshots to those minions would be satisfying).
Keep up the good work!
Great shooter, downgrading is cool. I was able to survive just few rounds though.
Keep up the good work!
The gameplay is strange, I would expect some block mechanics and various attacks (strong/fast). But one could just go to enemies and click them to death.
They hit quite hard though and after few ones you will eventually die.
Anyways, it is quite nice base concept - it requires a bit more polishing, although which game on jam/compo doesn't right.
Keep up the good work.
Simple bare game that seems rather slow. It is good as a concept and bugless, but requires additional mechanics to keep player playing...
Adding pirates or some other encounters could improve that Better economic model (more goods and making them more expensive/cheap based on supply/demand model) Etc.
Anyways nice start and I appreciate it is completely bugless.
The game is nice, although difficulty level gets up way too fast and it becomes way too hard. There is not enough feedback when dying/killing and for falling platforms. Also dying out of spawning on wrong position (on falling platform) is wrong.
By feedback I couldn't see the 'essence' effect first, on the second run I could see the effect... weird, might be something wrong on my hardware side though.
The game is interesting, while adding a story in there is quite an accomplishment, it feels unfinished (yes, there is closure... followed by application exitting). I was expecting more, to figure out who you are and why are you doing that. But yeah, it's a jam game.
Anyways I liked it, keep up the good work!
An idea is good, the UI tends to be confusing - but once you get handle of it, it's okay.
The music is really good, and concept really works. I had fun while playing this and that's good.
Keep up the good work!
It's quite cool concept that is well-balanced. Few ideas that could be used to extend playability:
- making prices go up and down (supply/demand model) - upgrading buildings - forcing player to actually move units around (other units didn't really spawn or endanger me at all)
A graphically very nice experience, shattering items looked really good and reminded me of my LD38 entry (with Voronoi shatters).
Keep up the good work!
Great game.
Graphically, the towers look very good. Elvises too - they have nice cartoonish feel. The map seems a lot simpler compared to the previous mentioned. Although I know how hard it can be to put a map together and make it (visually). Note, the coins have front-face culling (instead of back-face) - is that wanted behavior?
I missed some kind of rock'n'roll music in the background.
And of course, I was able to bug myself and let cannon throw me out of the map!
bug.jpg
Keep up the good work!
I actually liked the concept, getting bigger and bigger. Too sad I'm way too bad in platformers (and I generally hate them - due to controls), and I was unable to beat level 2.
The art is okay, the tutorial has steep learning curve, but it was good. Also I remember how making a tutorial can be challenging - we did so in LD 38. And you never make a perfect one.
All in all the growing was cool, the machanics of shooting under you and boosting yourself makes this quite playable and the game feels quite polished!
Keep up the good work!
Oh damn! I should stop eating cookies.
You put a nice story into jam game, I really appreciate that - as I always had problems creating story-driven games for jam (simply because of time scale).
The boss fight was way too easy in my opinion (you could just click and wait for killing). Adding some hit-zones to kill enemy faster (or in this case to literally 'cookie the enemy into oblivion'), would improve it a lot.
Keep up the good work!
So, the game mixed things I like - weebs - and things I don't like that much - 'jumpin/runner' game. But hey, why shouldn't I give it a shot.
The graphics are interesting, I like how protagonist gets fat after hamburgers. I didn't manage to beat the game of course (I'm terribly bad and button mashing and precise timing), but I enjoyed it for the part I was able to beat.
While the graphics were simple and conceptual, they were also absolutely clear. Even "easy" level takes quite long to beat though, so I didn't even finish that one.
Adding few more special powers (to attract more people, or silence opposition) could improve that.
Other than that I liked the concept, it was quite enjoyable.
Understanding how to control was tough (especially when the descriptions in menu are wrong), but after a bit of trying I was able to play it finally.
There is a problem in performance, whenever fishes are thrown to the ship, framerate decreases - and quite a lot. Not sure why, as it is just few objects.
Visually the game is pleasing, yet nights are a bit weird - too little light, yet the sky dome is too bright. Maybe a bit more ambient light could solve this?
As for music, it is really good and fits the game well.
Keep up the good work.
I loved this one, actually one of the best entries this time. The mood and narrative set here is perfect, along with storytelling.
It was somewhat slow-pacing, but the story was well set. I also loved the character and movement - impressive work for 72 hours jam.
The game looks extremely polished to me. Timing is good (compared to other 'jumping' games) and audio-visually fits together with the gameplay.
Keep up the good work.
The game has quite a potential, it needs a lot of polish though (as every entry in Ludum Dare). There is lots of content, and the gameplay isn't bad.
Good job!
Quite interesting turn-based game, I enjoyed it. It has quite a lot of content added for the game jam, which I didn't expect.
Congratulations on making the game and keep up the good work.
I've sacrificed 24 people for the grater good!
I liked the questions, sadly you couldn't turn the switch in middle of train to break it! But you know, I've tried.
So apparently there is a problem editing entries and I'm unable to add link to game's download - it is available from - https://zgragselus.itch.io/sacrifical-flight
Thanks everyone for playing, I hope you've enjoyed it!
@pixelmeal Yes it is possible to save everyone (and was intentional). It's not that easy (because you need to fire fuel at correct time and altitude). I originally thought of adding some other aspects - like distance to island UI, and side wind at different altitudes (gameplay is physics driven).
There was not enough time to implement that.
@roka-josh I had it in previous games, yet decided to exclude it this time. Previously I always implemented it on Monday, sadly I had to be at work for majority of Monday (which meant that it's a no-go for main menu and high score list).
@bootak The water movement doesn't really make much sense (it's just a texture coordinate offsetting with a bit help of DUDV map ~ shaders for effects like water and fire were written during the jam) - adding flow maps could improve this to specify direction of water flow. It should be towards the island (near it) and pretty much none (further from it).
@iamsodarncool Indeed it does (as mentioned earlier - water could be improved). UI for altitude was originally planned, but I threw it out in the end, as I thought it killed the purpose of user estimating height just from looking around.
As for trees/rocks/etc. on the island. I originally had that in plan, yet it would've been quite a lot of art - and it wasn't really possible to make it all on time. So that feature went out as one of the first.
The game is quite good, I like the idea of using physics in game (which you can see in my entry), and I enjoyed this one a lot.
Editing could be a bit better (rotating camera around, and snapping could be a bit more polished), but apart from that it is quite enjoyable. Making editing is quite an accomplishment within the Ludum Dare time frame!
Good job and keep up the good work!
Stickman approach on 3D terrain is quite nice artistically! Game was quite good, I kind of liked it.
Good job!
Good point & click adventure. It has quite a plot that matches the theme, it keeps the pace. I liked it. It is sadly a bit short (which is expected for Ludum Dare entry, after all it is just 48/72 hours), without any alternative ending - either I die, or million of people will die?! (Or maybe I just didn't discover it).
Good job though, keep up the good work.
Good job, I enjoyed it. It tends to be quite hard to play on keyboard (I can imagine controller makes this easier), but I had fun playing this.
Very good entry, which taught me one thing: Samurais, fat guys and hot chicks in huge numbers are solution for everything.
I liked it, keep up the good work!
The idea is neat, technically the game works really good and I enjoyed it.
The main problem I had is that the game tends to be so random - based on directions from which enemies come (and based on the bug where you can't click enemy closest to you to attack!) you are either going to win easily or lose easily. Losing happens more often. Nothing small balancing couldn't fix though!
Very good entry, I enjoyed this one.
The mechanic themselves are well thought, and it is indeed quite playable - but long pauses during the game tend to destroy the pace of the game.
Good job!
Good game, I enjoyed it.
It did crash few times while playing it though (in 3rd battle) - couldn't really get past it.
Good job!
The game looks quite polished, animations are smooth and clean.
The style is enjoyable, yet I had some performance problems - which make the game almost unplayable due to very low fps (although note that I was playing this on my work laptop which has just intel gpu - which will be the reason of poor performance).
Good job!
The mood of the game is nice, but a bit of explanation how characters follow you when light is around is kind of important (I was sacrificing like mad before that).
The concept seems interesting, but it needs something other to keep pace of the game (like monsters hunting you in dark? That could do) - of course it is a jam game, so time to create it isn't unlimited.
Congratulations on making the game anyways!
Oh darn, they breed too fast.
The gameplay itself is nice, art style is quite minimalistic and nice. I've enjoyed it.
Good job.
Eventually you die! I love this kind of games, where you still hope for the good end, but programmer's dark soul will eventually end miserable life of the player! Yes!
I quite enjoyed it, yet as others, I did have found controls quite annoying (mouse look is a must for 1st person game). Does it have controller support (I didn't try), but it could also work well with it.
Anyways, Good job!
The entry is very good, I didn't make it to the end though (simply, I'm quite bad at playing platformers and generally I don't really like them). In which I'd like to say that I really enjoyed the game.
Thanks for the entry. The intro was awesome, and as putting a plot together in Ludum Dare is accomplishment by itself - I can just say - Keep up the good work!
Nice game, the lights & shadows are a neat effect.
Enemies are encountered after like 2 minutes, I was actually exploring - but couldn't interact with anything. And suddenly my reactor power goes down. Oh darn, running half map back to find out that I'm done for.
Congratulations on making a game!
Nice concept - for a small logical game, which I enjoyed. Which makes this entry quite different, and I somehow kind of liked it.
I found controls a bit wrong though. Especially what AI does. They can instantly kill you while you're not entirely seeing where they will land in next turn - so timing can be quite frustrating in some levels.
Anyways, good job and congratulations of making an entry!
I did manage to get to Wave 8 or so, the shooting was nice, and it was quite catchy once I understood that killing the ones with green light will turn them to my side. Destroying the vehicle is hard though!
A bit more contrast that you can't walk on the water would be good (I got stuck near it few times, and it often costs you either few lives or whole game).
Anyways, good job!
Very good entry, apart from minor bug (showing how much visible you are doesn't work properly in WebGL version), it is quite polished and quite complex. It was missing just some voice acting!
It seems quite impressive to do this within 72 hours!
Good job and keep up the good work.
Audio is quite good and fitting for the game. Concept is quite interesting, yet as with each platformer I had problems finishing levels.
The game seems quite polished, animations are nice, graphics fits it. It also fits the theme. I enjoyed it.
A bit of balancing could be done, adding more enemies (patterns for their attack), etc. Other than that it was actually quite fun.
The game seems really polished - it seems quite complete. As others have said, the controls could be a bit better.
You seem dedicated to make it into full game, yet (and this is personal opinion) it seems very basic to me. The gameplay gets quite repetitive. This is general problem I've had with Ludum Dare games (especially my own games) - they always tend to have too simple concept to build on top of it.
Anyways, I liked the entry and keep up the good work.
I had quite large problems with controlling the game - the collision boxes doesn't seem quite right to me (or the game is too hard). I literally couldn't get past level 3 because it was impossible to find good position to jump up.
Other than that it's not that bad, the narrative is quite good - and the idea is neat.
I'm glad I found that I'm morally right person - saving animals and porn-actresses was indeed a top priority (even though I didn't know who they're). Who cares about some religious leaders and human right activists when you can save a cat?! Like seriously! :dog:
Fun aside, I enjoyed it - the concept of being able to save just some and not all is something I like. It brought similar mood to when I was deciding whom to save (or let die) in Wasteland 2.
Good job!
Cool idea and great execution.
You never have enough dead bodies to build huge pyramid though!
Keep up the good work!
Sounds are awesome (especially with headphones you can hear from where bomb comes - or at least it seemed to me that you know), graphics is cute - I kind of like it. The main issue I'd say are controls (one could get used to those though). It is super hard to control and therefore super hard to navigate around the map.
It's always funny to find game with idea similar to yours! Cheers for that (best concept, I know!).
It is really fun to play! I'd appreciate height/speed measures always on the screen (had to check it each few seconds).
Good job!
While it could receive some polish (as every game in Ludum Dare), it has a LOT of content. The intro cutscenes are smooth. It also isn't really my genre, yet I still enjoyed it (which I think is a big plus for you in this case).
It is quite ambitious, and one of the few projects here that could be extended into bigger game.
Keep up the good work! Good job!
Quite good game, lemmings-like idea. I enjoyed it a lot.
Lemmings idea is still playable and fun after all this time, and by adding you to actually be one of them makes it enjoyable. Of course technical execution is a bit weaker, adding few animations could make it more lively.
Overall good job. I enjoyed it, and keep up the good work.
4 displays confused me a lot, and I didn't know the controls for start (so I just got drunk first - but let's assume that is a correct way to play).
Reminded me a bit of Legend of Grimrock with movement. I enjoyed it. One of the more humorous entries.
Congratulations on making a game in jam!
Controls are quite hard, yet I find the concept quite interesting - actually very interesting. The idea is awesome, and kind of reminds me of solving some puzzle. Don't know why though.
Good job and keep up the good work!
I like the concept that you don't control the character. I enjoyed it, it's not bad for a jam - gameplay is fun!
Good job!
@firtage It should work, you probably hit the moment when the file was still uploading.
@gabrielgamedev You're pretty much right, the concept itself is too big to be finished properly in evenings by just me. Thanks for trying it out!
@pcmaster Point for me in Ludum Dare is to always try something new and interesting (I'm literally taking it as 'testing if some concept works' most of the time). This being said - I don't think past projects were gigantic in any sense.
Congratulations on making a game!
The idea of discovering the level is neat, at first I didn't realize that we see enemies through the walls (I just thought they fall down). But figured it out in a minute or two.
One problem I had to point out - I had to adjust gamma on my display to actually see already discovered walls (they are quite dark once the neon grid disappears).
The game also allowed you to finish it, which is always nice to see.
Thanks, keep up the good work.
The models are cool and I've enjoyed the turn based mechanics, few notes:
- Camera position is bad, it tends to make you pixel hunt for items or even attacks - Pathfinding doesn't seem correct (I was able to go 'under' the monster without attacking him) - Couldn't go into exit unless I moved closer (related to pathfinding) - Attacking monster repeatedly, while possible often ended up in additional moves - I couldn't see health of monsters (could help a bit when thinking about what tactics to do in fight)
Overall I liked the entry, it looked good, was somehow polished and was fun to play.
Keep up the good work!
The game is nice, technically it looks really good. I was not sure what to do in the beginning though (then found a hole in the wall - had some Rainbow Six vibes from it). The sounds fit the game perfectly.
The downside was performance (was playing only on my laptop), and the game being somewhat very hard to control (might be also due to performance, sometimes fps dropped under 5).
Keep up the good work!
@herinque Oh, no need to be - I know it is a jam entry and it is quite good one!
Each single entry has to compromise and cut down on features (everyone likes to think and plan big in the start), that is why I like Ludum Dare, that you simply have to release it - which means compromises.
Congratulations on making game!
I enjoyed playing this one and played it until the end.
Few notes: - Character moves slowly, it would be nice if he could sprint for a bit, and therefore lowering time when running around searching for items. - Items are not easy to recognize (they could be animated or having more contrast), especially the rope ... I pretty much noticed the rest right away, but I went 2 times next to rope before realizing something is there (or I might be just blind, that is also possible) - Z-fighting, at the edge of map, sand hill z-fights with the floor, try moving it up little bit (or use polygon offset, or any other solution), which will remove the flickering
Anyways, I enjoyed this entry. Keep up the good work!
The mechanics are quite cool, although I did have problems with controls (sometimes they didn't even react). Apart from that the entry was quite polished, quite nice for jam game.
Keep up the good work!
Good game, I think the math is a bit wrong (1M is actually 1.5M? and similar), but once I got going and making enough in second building - I could buy almost all upgrades within few minutes.
One note though - the music was awesome and fitting the game perfectly.
Keep up the good work!
Congratulations on making game!
It was quite playable, although I didn't understand why there is no way to heal myself (so had to die through it - and had to go again the same way each time).
Enemies are somewhat quite hard to hit (especially the ones running from you, as the controls are a bit laggy - at least were for me on laptop). I found it is extremely hard to look at the enemy and actually hit him (most of the time it did no damage at all). Although apart from that the entry was very good!
Keep up the good work!
Congratulations on making a game!
The idea of stealing all resources is quite nice, and fits the theme. The difficulty doesn't ramp up fast enough though (after 4 or 5 waves, I was able to build enough camps and archers to simply keep all enemies away), although on the 1st wave they almost destroyed my fortress.
It would be good to add indicators of health on each turret, and also indicator of whether I can build and whether I can place selected defense on given point. Once your defenses get a bit more dense, it tends to be harder to find a good spot.
Overall I like the entry!
Congratulations on making game!
The entry felt good, it was somewhat well balanced. The lighting in tutorial level was per vertex (if it was done per pixel, it would look much better), but within the actual game it looked quite fine. I was able to fight hordes quite easily when all the weapons were around.
I didn't realize there is update menu though until I read the comments here (did I miss that part in tutorial or it isn't said anywhere?).
Keep up the good work!
Great work on the game, I had a strong Angband feel while playing this one! My stats were somewhat quite high, but you mentioned that in description.
It also looks like you made it from scratch, well - in that case, it's good job!
The game is fast, maybe too fast for me - but the concept is nice. I enjoyed the game and your entry, it was fun to play.
What I wanted to note was mostly already mentioned in comments (camera position, and maybe a bit better controls - it takes ages for Jim to stop, and he drowns each single time).
Keep up the good work!
Congratulations on making game!
Controls are a bit wacky, and the lighting tends to be crazy (especially once you pick light), collisions doesn't work sometimes ... but the idea is cool, and it plays quite well - which is what counts for a jam entry (nobody has enough time to polish the game). I have enjoyed it.
Keep up the good work!
Congratulations on making a game!
It is quite a good one, yet too large grind (especially when you get to bosses - they are straight impossible without having the game play itself for hours).
I assume a lot of players didn't pay attention that right click moves around the map.
Keep up the good work.
Congratulations on making a game!
At first I wasn't sure what to do, but looking at the description here on page helped a lot. The concept is kind of unique. I didn't encounter any problem and had quite a bit of fun with this one.
Keep up the good work!
I like the game, the mood it sets up is great and the graphics somewhat fit it. I've played the post jam version (due to having problem is the original one), and it looks quite polished.
I still had some problems with input and camera rotation (some of the positions were quite hard to click on).
Overall it is a very nice entry!
Congratulations on making game!
It felt like Katamari Damacy, I like the concept and was quite well executed (given the time scale of jam). The music was choppy, and sometimes it was hard to control... but overall the idea is good and I had fun playing it.
Keep up the good work!
Congratulations on making game!
I enjoyed it a lot, this is probably one of the best I have played so far. The graphics, audio, narrative - everything is so polished, this might be one of the most finished games this time on Ludum Dare. All I can say is just...
Keep up the good work!
Congratulations on making a game.
I played it for a bit - but for me it looked like the level repeats infinitely (maybe it was some kind of bug, I don't know), grabbed around 20 black chips and blue things. The speed seemed to slowly increase each time you pick up the blue thing (or was it just my feeling?), if so - then I would make the increase higher so the difficulty ramps up.
The texture on the ball was funny (you wanted to have a character originally?). Although the rotation was looking a bit weird (the distance the ball travelled in 1 spin doesn't match the circumference of the ball).
I didn't hear any audio - but it might have been issue on my side.
Thanks, and once again - congratulations on making a game!
Congratulations on making game!
I enjoyed it quite a bit, running around and picking items while running away from blobs is great. They are so scary with their sounds.
It can get quite crowded with them once you run around picking enough items, actually to the point where you can't pick anything and the only option is to run around to the portal. While this keeps the pace of the game, it gets also extremely crowded (there could be even hundreds of them, without me picking up any items just wandering around the map!). On the other hand, one could easily grind through the game by just picking closest 2 plants for 45 and 85 points, up until 2000.
Thanks for making the game.
Keep up the good work.
Congratulations on making a game.
The narrative is nice and keeps the game going. Picking up the coins, going back to casino and such. For me, the minimap wasn't really useful (as it didn't cover large enough area), and I found shops, casino, clinic, dump and few residental houses - so I hope I haven't missed anything.
Technically I have mainly problems with camera, it was too shaky (I know that this is really a problem with first person cameras in Unity in HTML5 build).
Keep up the good work.
Good job for the jam game, the mechanics are nice and seem complex. The difficulty ramps up way too fast though, you eventually won't be able to transfer resources fast enough.
After about 5 minutes of gameplay, there was about 40 or 50 rockets, and planets going critical real fast. That was the moment I knew I'm doomed.
Keep up the good work!
I've tried the game, but it somewhat doesn't really work (the controls are given in the bottom, but they don't react in any way - character is still stuck in the first turn on place).
It does look ambitious though!
Fits the theme, was quite smooth.
Building was a bit confusing, but in the end I understood it.
It reminded me of Daggerfall or Wolfenstein (old one) in terms of graphics, cool! It was fun.
Keep up the good work.
Good game!
One suggestion - please allow to adjust volume or keep it lower initially, my ears blew up on start. But once I adjusted it, it was a lot better.
Keep up the good work.
Nice game there! The branches probably die too fast due to bugs, but it was fun to balance it! I was just missing a way how to kill bugs myself.
The only annoying thing was, that I pressed Menu multiple times which indirectly reset the game (having a Continue button would be great).
Keep up the good work!
The game had nice writing, music suited and and graphical representation did too
I managed to die really fast in the first run, but on the second I managed to get past day 40.
Keep up the good work.
The music is absolutely awesome, I was able to get at around 3200 score (but clicking in Thank You screen increased that to 3800).
Nice entry, keep up the good work.
The idea is neat, I got over 11k score had full field of trees and they weren't really dying that fast. Keep up the good work!
The atmosphere is very good! Keep up the good work!
The entry is nice moody concept. Kind of bleak and depressive, but still a moody one.
The game is cool, but the attack animation is a bit off-timed. When you attack character stops, and you often don't hit the enemy because of the delay.
Other than that, it became clear quite fast how to control it (I read the description), but a hint within the game would make it better.
Keep up the good work!
I've played it for a bit.
The concept is near - it could be extended into much bigger colonization game. It has some flaws (controls, speed, lack of setting up some automation) ... but generally is good. I enjoyed it a lot.
Keep up the good work!
Thanks for the comments!
@oxropy - It runs on LWRP, so yes I'll build one when I get a bit of time.
@oddmes - There are some, but I think they're placed too far (we had them originally just around the board but it looked unnatural. The dice is actually physically simulated, and you get results based on how your dice lands.
@ice9 - Honestly, neither of us liked the theme. We were trying to figure out what to do with the theme, board game was one of the ideas that was simple enough due to our limited time constraints and could end up being more finished than some of our previous projects.
The storytelling is nice, it'd be great if it was longer! Hope you enjoyed Godot, I've never worked with it so far - kudos for that.
Nice first entry, and keep it up!
One room, many changes.
I enjoyed it, I didn't get the chair though. The game is polished, but I was suffering with pixel hunting a bit. Music was subtle, but built up the mood.
Keep up the good work!
Intro cinematic was great! I didn't expect voice acting, was surprised.
As for the game ... fighting was weird, character was dashing too much forward through enemies and there was no feedback (except for enemies disappearing).
I enjoyed it though.
Keep up the good work!
Short, but neat idea and nicely executed.
The thing I missed the most was sound and music (those would help atmosphere a bit more). I could finish it on few attempts (was mostly trying randomly going around and see what can be used)!
Keep up the good work.
Hilarious, I ate everything.
Reminded me of Katamari Damacy, the proper USSR version of it!
Congratulations on finishing the game!
I liked the game, the idea is nice.
I had some problems with menu and UI. I couldn't find how to upgrade objects until it was too late. The difficulty curve is too steep due to that (I thought first wave can be held off with single cannon. Clearly that wasn't the case. I haven't found out the way how to recharge shield, so few of my playthroughs were quite short.
Overall I enjoyed the entry, keep up the good work!
Paradise and hell had a nice contrast in art style, it was well done. Game was nice and smooth, I missed crosshair in hell.
I was somewhat lucky to find exit before entering hell at all on the first run (I thought I should avoid going in loops to fall into hell).
It was a nice game. Well done.
Keep up the good work.
The game was nice and idea was great.
There are few bugs - like sometimes you can't avoid zombie, no matter what you do; or animations can't be skipped (when you restart multiple times it seems too slow).
Other than that, I enjoyed the game!
Keep up the good work.
Great work, using a custom game engine is a big plus (I never had enough courage to do that for Ludum Dare - but never say never, right).
I played through whole thing, did manage to find Garry (yeah, he really is a pain to find). Finished quest. Game didn't
Few notes: - Shadow map is wrongly handled outside of 0.0 - 1.0 projection coordinates, it looks weird at times at the edge of camera view - Distance between locations is quite long (and there are no enemies or such) - Dialogs are good, but sometimes it wasn't obvious right away that you can select a response
Keep up the good work!
Thanks for the feedback, once I'm out of working hours, I'll leave feedback on your games back!
@apoly Thanks! I've added a small patch that allows to skip the post-shot animation. I have also updated the last level detail distance (decreased it to 25% from original - too big - value).
@milano23 Thanks! The rotation reset is annoying once you have to fire multiple times. I've updated that in v2 version for future players.
@aderpychickenstudios Thanks! There is a small patch that maintains rotation after reloading the trebuchet. I've also added a Skip button to the top (you can skip already in flight - or at any point after (before trebuchet is reloaded), but that way you won't get score if it would hit).
@francis Thanks! I've pushed small patch that allows you to skip the cutscene at any point. Of course if you would hit, but skip way too early - it won't count (package needs to stop before score is updated).
@ylaxus @phyrocast @blo Thanks for playing!
@patrick-leonard Thanks! I got inspired a bit by Besiege style, yeah.
Good entry - it works fine on my side. The grabbing and moving items with crane is fun - it misses shadows a lot (to better determine where the hook is - at least in web version). Reminded me of Half Life 2 level with crane - bonus points for nostalogia!
Keep up the good work!
Once I understood the concept (sort of Mini metro, but different) - I solved the first puzzle. It didn't load the second one (sadly).
The concept is good, the design and mood are also nice.
It could use a short in-game tutorial (instructions are there though, they're clear - but I might be a bit slower at 2am when I'm playing this) - but then again some people will complain about that one (you can never make everyone happy).
Rail construction could be a bit improved, but is good enough as is now for a jam game (a bit more feedback to the user - where he is constructing it, or approving last construction (or undo)).
I've enjoyed it, a bit sad that it couldn't load the 2nd map (if there is any).
Good job!
Great submission!
I've played through a bit, died a lot, but had fun and that counts. The graphics is match the game, controls are fluid and seamless.
The only thing I didn't get right away was how to run after picking up the delivery (panicked and ran into ghost) and double jump (yes, I know instruction say it). I figured it out after few deaths though. Also does it not have sounds/music (might be just my setup)?
The concept isn't bad, and looks quite solid.
I had problems with controls on map - simple WASD would be better, than clicking. It behaved weirdly. Sometimes character moved, sometimes now. Dungeons were a problem - the movement is ok, but mobs are too fast and instantly kill you always.
I liked the whole mood of the game, it was a great set up - just a few tweaks away from great one (although yes - there is only this much time in each jam)!
Good job on making the game!
It's hilarious to launch it with as much power as possible!
The second level was very hard though - hitting slime is almost inevitable.
Otherwise - it was quite good entry!
The game is chill. Just flying back and forth.
I missed some kind of drop feature to land right under me. Also, I think the post-jam version has a bug where you can't go up at all.
Good job!
I delivered in total 8 deliveries (is that all - not sure??). The game was smooth and played through it.
One of the improvements would be path finding (character often stuck and had to click to move around things). But otherwise it was fun to play.
Keep up the good work!
Original and innovative entry. Unique interpretation of theme - and yet it fits it. The mechanics is easy to understand and one gets it after a bit.
I enjoyed it and the physics seems correct to some extent.
I had problems with some object (that were on tracking beam) were jumping at high speeds around ship, which made ship uncontrollable (also they were fast enough to not be clickable at all). So kind of resulted in a lose.
Apart from that the auto rotation seems way too crazy (it never points towards mouse, but is wobbly) - manual one with Q/E is good though.
All in all I enjoyed it and had fun playing this entry. It could do with few improvements (as every jam game), but is polished enough and overall a solid entry.
It has addictive gameplay - it was audio visually pleasant experience. Thanks for chill mode for those of us who hate time trials.
There are few minor bugs, but overall it's quite decent jam entry.
Keep up the good work.
The concept is interesting - quite polished for a jam game and definitely a fun. It misses some kind of shop/upgrades after each level.
First time around I didn't realize I'm throwing packages overboard ... yeah ...
This is a very solid entry - great job!
Small adventure about deliveries - it's quite hard to write up any dialogs and stories, so kudos for that!
I got stuck like 2 times when it wasn't entirely obvious what to do, but eventually got through it. The first one was at beginning (right clicking items also work!) and the second one was at guard in hospital (was too slow to read what was said there).
Big plus for voicing, that generally takes a LOT of time. It's not something you see on jam games.
It's an unique approach to the theme - kind of follows the European tradition (at least in some locations) where storks delivers baby boys and crows baby girls.
The game is quite fun - it took me a bit to realize that hints are released over time, and that child can be also 'piloted' while falling (since then it became a bit easier to control). Baby dropping music is great!
I'd definitely improve one thing - I had to go to main menu after failing to deliver baby to start again. Due to the amount of failed drops before I realized the baby can be controlled ... well ... I could just git gud too, instead of complaining on 2 additional button presses.
Mechanics are simple, delivers pure fun. Great job!
Once I understood the concept - it felt great.
Physics based games add that additional bit of fun when trying and require to think with physics in mind. Switching between build and throw phase is done well, and overall it was a lot of fun.
Keep up the good work.
Managed to deliver some, missed quite a bit too.
Played on Windows, ran smoothly - was quick to learn and run. The main problem was missing shadow in some of the camera views - which made hitting some target close to impossible.
I originally had no idea what crows do - then figured it out.
The landscape and details were great.
Great entry overall.
The texts were quite long, but I managed to chew through those. It could use voice acting - and a bit more hints about which character is good to choose - eventually it gets into hand.
The gameplay itself was missing something on each city where player arrived - there were events sometimes, but it felt like something is missing there a bit.
Overall the concept was nice - party management and determining correct leader idea was unique one!
Took me a bit to understand what happens - eventually ran through it and won.
I didn't realize it was Ursina originally - haven't seen an entry with it for quite some time!
Great way to take on the theme. The gameplay is not bad, art is good either.
The main problem is how fast things break (it's quite quickly not possible to earn any money through research, while running to fix everything). If often happened that fixing all 3 things in a row (while the other broke always while fixing the previous) - ended up with going from oxygen down to food to fix it again.
Apart from inevitability of losing in this game - I've enjoyed it.
Good job!
Quite a solid entry - vehicle physics and driving wasn't that bad, camera could feel a bit more smoother - but it was good enough. The time pushing and packages flying in back of the car were adding tense to the game. Good!
The environments were quite similar - but that's expected from jam game.
Working options button ruined it though - one does not simply make working Options button in jam game!
Overall - I liked the entry.
One of the funniest entries I've played here this time around (yes, I do admit it - I've watched more isekai than healthy in past years, but to my excuse - literally everything has become isekai).
I expected more gameplay, yet I do know jams are time constrained and one has to cut corners. The animations were nice and on spot.
And once truck did its job... it was just:
"Hey, you. You're finally awake. You were trying to cross the border, right? Walked right into that Imperial ambush, same as us, and that thief over there."
I had problems with combat, but you could avoid it to some extent (which allowed me to do few deliveries).
The run was swift, had a nice response - combat did show where enemies attack, but I couldn't figure out how to fight back (and almost always was instantly dead - so it was extremely unforgiving). I tried getting away, but that doesn't work.
Overall it's enjoyable and somewhat fast paced (despite being turn based) jam entry. Good job!
It reminded me the old days of ASCII RPGs. Great entry.
Using dimensions (i.e. different maps) is really neat and adds a bit of depth. While short and easily finished within few minutes - I wasn't bored while doing so.
Good job!
Nice fun little game - it's quite fun. Gets repetitive eventually (but which jam game doesn't, right?).
It could lock upgrade of mail after some point, and also could finish at some point - but overall it's a good entry!
The idea is good, I managed to deliver few packages - run out of gas few times too.
Main problem are controls, it was extremely confusing and uncontrollable (it's not about not being on road - but being stucked half of the time breaks the immersion). Graphically it is nice, but the blur and such is a bit over-did (together with controls and fast rotation times it did feel a bit nauseous.
Nice work on the details though (boxes bouncing in the back) and there is some math behind delivery plus funny notes. Had a good laugh!
There is a nice mood - audio-visually it fits very well. The writing is good. I enjoyed playing this one, which is always a big plus.
Few points from playing: - It'd be good to have 'undo' done in a bit more visible way (I managed to cross same tile multiple times) - Gas mechanic always forced me to take 'shortest' route (although that might just be RNG in few play-throughs I did) - The map was quite small (I'd enjoy a bigger one more)
Great entry!
Keep up the good work!
Graphically it reminded me of Don't starve. Overall great entry that is big fun.
The combat itself was fun, the atmosphere is great and a lot of polish went into it. It had fast pace, good controls, hordes of enemies and cats.
Few notes: - Lighting on the terrain plane doesn't seem to work properly (on per-pixel basis), seemed like a per-vertex one and behaved in a weird way - You could run towards and pass 'edge of the world' - Once there is too many enemies (you can mostly outrun them), they stack - so single hit from them instantly ends the game.
Overall, one of the best entries I've played so far.
Keep up the good work!
The game is nice and enjoyable.
One of the main obstacles in finishing it is that it's I guess heavily reliant on RNG - once you get a 3rd guy, the deliveries come faster than you can clear them - therefore you will drown in packages. You have to be lucky with what packages come in and how close their delivery is (which is also random).
Anyways, as for jam game - it's quite polished and plays nice.
Keep up the good work
The sound, graphics and idea is there - but I couldn't get pretty much any delivery going. I could only research with research points gained automatically.
The station is non-clickable to deliver, and there are no hints how to do that.
Later I realized I can actually move camera around and zoom. Found station and planets - but nothing was usable.
Needs at least some kind of walk-through or tutorial.
Overall seems like a complex and thought-through project though.
The cutscenes are great - full voice acting is rare on jam games, and it so greatly improves atmosphere.
Did the options button work? Didn't seem so to me - says jam game all over! I like it!
Few things that could be improved: - Currently it is extremely hard to die (arrows miss almost all the time) - There is not enough obstacles - Increase/decrease speed of raven could be utilized
Also, do you know you can maneuver to fly in wrong direction?
Oh, and I think I nailed a way to win:
temp.jpg
Interesting game - started with great setup (cutscene!) and then coop. That's not an easy feat within the given time frame.
The cops are insanely difficult to avoid though - they kept hiding behind houses and almost always got me very fast.
Good job!
I like the support for eternal capitalism!
Jokes aside, it was one of the best driving games on this LD so far - the controls were smooth, the van was behaving arcade-y, and was fun to drive.
I couldn't drive on some buildings at angle - despite looking drive-able, I was getting stuck in those.
Was the Options button intentional? I had a laugh about that (did that in few jams already).
Overall, I enjoyed the game - despite personally not liking time-limited games, I didn't mind it here.
It's a chilling game where you endlessly run. Execution was not bad at all - and I've enjoyed it. It was always possible to continue running.
It could use a bit more bright colors, and also a bit more tolerance when running over small/fallen obstacles.
Overall, a good entry!
Very good entry, it is hard to keep remembering packages - but you can always scan it again.
I found physics to be a little wonky under some conditions - but it is pretty much in every game where you pick up items.
Keep up the good work!
I wandered around a bit - met some enemies, etc. It's not a bad entry and using own engine is always impressive - despite the bugs (on Radeon Rx 6800 - see below):
cherno.jpg
As myself working on engines I absolutely understand this sort of struggle!
In the game, there were in my opinion too many enemies spawned and maybe adjusting ammo counts.
Keep up the good work!
@studiocherno I gave it a try with disabling SSR - and yes, disabling SSR fixes the problem on AMD gpus.
Nice entry.
I enjoyed rushing around. Trying to hit-and-run skeletons. Getting completely stunned by sorceress and blowing myself up on mines! Now to the notes I have:
The mines were a big problem - it just felt like a cheat against player. Invisible thing that just hits you almost all the time your run around - attempting to get hearts so you won't die. Or just attempting to get away from randomly appearing sorceress to not die to her spell.
Hearts collision box is smaller than heart itself (you can walk around it without picking it up).
Whenever sorceress appeared and hit me, I got stunned, no background was visible (everything just green) and skeletons hitting me. My input didn't work at all for 10 - 15 seconds. So getting hit by sorceress equaled death. Seemed a bit like a bug to me (might be Godot thing).
It starts in fullscreen mode and is bugged (game played only on about half of my screen). As previous - it seemed like a bug to me (might be Godot thing).
Overall - I liked the entry. Good job!
It's kind of hilarious to look at how packages and food trashes the screen, while trying to drive to deliver next package. Was definitely a fun. Time kept the pressure, and so did the hunger - it had a fast pace.
I had slight troubles driving - it was arcade-ish though, so not really getting stuck too much.
For a jam game, this is also well polished.
Keep up the good work!
I've enjoyed the art and the music - they did fit perfectly. The game itself was interesting and a lot about determining locations.
I managed to get close to end, but there is a bug that prevents me from finishing (at least in web version). The pigeons were ordered to correct cities (even discovered ones), but kept dying literally at the location of the city. So - all of them died.
I'm not sure why they were dying while reaching correct destination - as there is nothing about it in the notes (determining how far can each pigeon go?).
All in all, it has a chill and nice atmosphere
It does look quite good - Unreal assets are very solid thing. Good job!
Had fun driving around and delivering letters.
Reminded me of old GTA when driving, but that's about it. Otherwise the feel was different and unique to some extent.
I missed diagonal walking, but apart from that it was quite polished experience.
Good job!
The car sound is amazing. There seems to be some depth in the game - multiple ingredients, forcing player to plan ahead what he wants to do.
I missed a minimap, that could navigate me always towards the 'origin'.
Had a strong old first GTA vibes.
Good job!
The objective could be better described.
I picked boxes, threw them around - that felt satisfying. I managed to stack non-stackable boxes and they broke, which forced me to sleep. It counted score in some way, although I didn't understand what was the goal (stack boxes as much as possible without breaking them? Or?)
Anyways, the mood is nice. Interactable lightning adds into it.
Good job making a game.
Kudos for using Godot. The mechanics are simple, but polished to some extent (for a jam game) - there is also some narrative, which is always kind of hard for short jams.
I enjoyed mechanics where you pay with blood to cast (inspiration by Vladimir in League of Legends? If I remember that correctly - it's been years since I've played it).
There are few things to consider for next: - Starting with enemies marching right at you can be a bit frustrating (keep in mind, most people don't read instructions - I've learned it the hard way over past jams, and since then a tutorial 'level' is often a must) - If one thing is missing - it's a bit more enemies. Balancing jam game is hard (overdo it and no one is going to win), but there is just too few of them. I didn't have problem rushing through. - Environment could do a bit more polish (I saw the blending post in comments - and yes, that is one of the missing things ... but as usual, sacrifices has to be made to finish).
For a jam game, it's not bad (finishing it and posting it is always a feat).
Keep up the good work!
The visual style is nice. It just fits in with music, mood and theme.
The downside was that the car was going sideways way too slow (so I ended up having 10+ collisions). Still managed to beat it.
The game did end at 4km away from target, but I think the large building was supposed to be 'The End'.
I enjoyed this one - it's smooth, quick to start, fun to play. Apart from hitting few locations that were impossible to pass without losing cargo or game - which I'd attribute to RNG.
The only downside is, when one loses - it takes a while for game to pick up and start.
Huge plus is the music which perfectly fits in, gave me quite a laugh!
It was immediately obvious what to do, but then - first miss, second miss ... and finally hit one and score slowly grew. Fast music also makes it more fast paced!
While it's simple, it's fun and a fast one! Does the speed increase with delivered boxes? It seemed faster and faster (was still able to get some hits).
Good job!
The food strategy beats everything - one can easily get through by running farmsville-woodville. This being said, the economy simulation is kind of nice - the prices got higher the more player buys, and gets lower the more player sells, just like the actual market.
It needs a bit of polish - balancing in such game is difficult (and there is likely going to be some broken strategy to win ), but it's not bad as a jam entry.
Keep up the good work.
A nice little game, I liked the graphics and delivering boxes gameplay - it was very smooth. I had slight problem with camera (extremely high sensitivity on vertical axis - but it might be just my setup here).
For whatever reason the graphics reminded me of old music video Money for Nothing from Dire straits. Had an absolute blast from that.
Also, sometimes it didn't show properly the box I've picked (highlight was on a different one).
Nice game!
The painted art style is neat. I enjoyed driving around and delivered few packages.
Technically - camera is stuck at single angle, while that's not necessarily a bad thing - BUT - there is a map and indicators where the packages are, yet there are no indicators about recipients unless you literally drive to have their house in camera view (note. some of the houses had their request bubble too low, and it wasn't clear what they want). Had to always search for a bit.
Otherwise it was quite nice gameplay.
Congratulations on making a game!
Overall it's quite good, very polished and funny to control. I had a bit hard time reading instructions, but once I got it - it worked.
The controls were a bit rough, and there was no way (or I didn't know about) to reset box when dropped/flipped/etc.
Cool and fun game though!
Took me 24 years 291 days. Finished.
I could probably do it faster, but I was just eating dinner - so no rush. The game mechanics is nice, once the lines are setup it works properly. The UI was understandable, although I was a bit confused with FROM/TO and the row under it (it's what's loaded at given station). Sort of space transport tycoon.
One improvement I can think of - the rockets are going in straight ways, that's inefficient (and if properly simulated, MUCH slower). Using orbital mechanics and Hohmann transforms would be a great improvement.
Either way - it was nice and chilling to play.
Keep up the good work.
@batisdark I absolutely understand the cutting corners and time frame! The original plan always ends up great, the thing is - how much one can cut it down to be good enough. The UI here was a heavy one (+ balancing) - takes a lot to do those right.
Reminded me of a space transport tycoon concept we once had as a plan - but scrubbed it for simple Mini-metro style (with airplanes) around 3D planet instead at the time.
It's fun game to play - a very chill one, relaxing.
It took me a bit to notice mine-able part (and that it gets extended by building a river further on). I've connected about half a dozen of flags (over a dozen of cities), although I didn't finish (is there even and end?) - it was a lot of fun to play.
Very polished entry - quite a feat on game jam.
Keep up the good work.
I found this as one of the more funny entries. It is nice proof-of-concept for the theme and it fits it nicely. While a lot of people here complains about the mechanics of the game - the selected theme pretty much asks for such games.
The jump timing is a bit off, and character does wake up slowly. But it still is quite playable.
Keep up the good work!
@andres-castillo Thanks for feedback! Strong Half Life feeling is intentional (And don't worry the game isn't going to have 3 episodes). As for 144Hz monitor, I didn't know this can happen - and yes you're right, my movement logic is inside FixedUpdate, thank you for the hint.
@sandbloom Thanks for feedback! I'd second that more feedback is needed (for turret death - I planned having fire effect and sound effects, yet it is Ludum Dare - and at one point time comes to cut features down; for shooting - more particles (different surfaces = different effects), sound effect and recoil were cut from original plan). Falling through floor is speciality of Unity - it happend once or twice to me, but I suspect there is some problem with ray casting, capsule and mesh colliders. I wanted to look into this today during the evening, maybe I'll be able to figure out what is wrong. Don't worry about feeling negative, I appreciate the feedback, especially when it is pointing out what could be done better - this is what Ludum Dare is about - because that is the only way one can learn how to improve.
@Mathiouza Thanks for feedback! It is indeed quite short, original level was about 2 times as big, but it felt way too empty and it was missing a lot of assets (making them took quite large portion of my time). This is my 7th Ludum Dare if I'm not mistaken, and I always wanted to make a first person game (as they tend to have somewhat more simple art), and try to make it look at least good enough (and no I'm still not satisfied with looks of it) - which as I found out took a lot more time on graphics than I expected! There is numerous of things cut from the game (some of it I detailed in answer to @sandbloom - which could have made game a lot better), which would improve the feedback.
@notpresident35 Thanks for the feedback!
I intentionally didn't really want to fit the theme (as it is contradictory to its name).
As for the art, I didn't use any assets, everything is original art from me (made within 72 hours time range for the jam) - I've used Blender and Substance Designer + Substance Painter to create it. And it can clearly be seen that I've spent most time on it (hence the "You win" move, which was actually added in last hour).
I knew about those bugs literally within few hours after release, yet I've decided to keep the game in state in which it was released (even though rules do allow for fixing such bugs). This decision was also based on fact that I've got way too busy with real life work. Actually originally the level was about 3 times as big, but on Monday I've realized that there is no way I could alone make it (with graphics that was good enough, etc.) so I cut quite a lot of features out.
The idea with checkpoints, restarting is nice and it would definitely improve gameplay!
Audio, along with better enemy feedback were few items that were cut out in last moment. Simply because I couldn't manage to do that on time. Next time, I'd really want to team up with somebody, so I could actually invest more time in polishing F.e. graphics and shader effects, etc. (this really depends on just how you split the work) while other team members focus on polishing bugs (actually in one of my previous entries - Run You Fool! - it worked a lot better for me).
I liked the idea! It is fun to play and somewhat still fast paced. The game is also well-balanced (at least for few minutes I've played it).
Some notes: - It is hard to distinguish which field is blocking and which is water - Map could have less obstacles - Cows with different guns? (Or maybe I just wasn't patient enough to find those?) - Cows *can* swim
A very nice and humorous entry. Keep up the good work!
Interesting game, it requires insane amount of tactization. I managed to crash it when taking enemy king though.
Keep up the good work!
I like it, ability leveling is cool. Using abilities with quiz goes well together.
I had the feeling that minimap isn't updated immediately (pigeons on minimap were still seen when they were dead). Also, the countdown to next wave is hard to spot - but those are just the details. The entry is good!
Congratulations on finishing it!
Single player is quite boring, now the multiplayer is where the fun begins. Adding a match maker is very good and impressive.
The balancing is not polished to be honest (minigun can't hit target often), although the concept is there and is iteresting.
Congratulations on making the game!
I didn't have a chance to play on Android, so my points are only for PC.
This is very hard to control as I didn't really understood what is going on. The game somewhat controls itself on PC. After winning (or dying - I have no idea what happened?) character didn't spawn again at all. Although these might be connected to me actually trying on PC.
Visual style is good, so is music.
Congratulations on making the game!
Interesting game, visuals and audio are fitting it, and the execution is well done.
Keep up the good work!
The art was good, and puzzles were interesting. Few notes:
- Puzzles can be dragged into other ones (when you drag fast enough) - I was re-spawning at 2nd position (or 3rd) all the time, no matter which puzzle I picked - My food and water was refilled each time I solved riddle - Controls need improvement, character moves way too slow (and somewhat weird, when you click trees) - Trees can stand in your way between camera and character (but that is general flaw of 3rd person cameras)
I really liked the entry though (don't want to sound negative, just pointing what could make the game even better!). Keep up the good work!
While the difficulty is easy, this game perfectly fits the theme - it indeed combines 2 incompatible genres, which is again major pitfall of the theme.
The idea is nice, the game looks good and it is perfectly executed. The problem is that it just mixes 2 incompatible genres resulting in the game that is not fun to play.
Please don't take this wrong, I do like the game - I know there had to be a lot of work done in there, the graphics is well stylized (and if buttons were in same style it would really look great), the gameplay itself is also well done and well though - this is strictly problem with this theme in general (which in my opinion hurts all games in Ludum Dare attempting to strictly follow it).
The more closely you follow it, the more it hurts the gameplay.
Congratulations on making it though!
Definite goal: Make room perfectly clean... just kidding, trashed it first time, and second time, and... Funny and cool entry. Congratulations on making it!
Visual feedback after minigame would be cool. Overall I like the entry - it seems quite polished (no sluggish movement, camera issue, etc.).
It could use a bit better UI than Unity default (but it is perfectly understandable due to time).
Keep up the good work!
The atmosphere and idea is neat, yet it takes requires some amount of luck and travelling takes somewhat quite long time. This way it gets repetitive quite fast.
By making travelling a bit faster, it would actually get quite more lively.
Of course as others pointed out a bit more animations could make it nicer, but there simply isn't enough time for everything in game jam.
Keep up the good work!
I've enjoyed this, and survived for quite a while. It definitely is arcade-ish and enjoyable.
So few notes which I have (that could improve game in my opinion): - Enemies are too fast, once they get past you, you can't do anything - The controls are somewhat weird - when driving around the edge of the map, car is hard to control - Setting up or upgrading turrets, I think it breaks game pace. Forces you to stop at specific position, etc.
Overall I'm quite impressed what you've done! Keep up the good work!
The idea is nice, although I had hard time with controls - and hard time to catch up with the game (it gets crowded way too fast and you can't process orders at all).
The sounds are perfect on the other hand, I had quite a laugh when I first heard 'nom nom nom nom nom'.
Keep up the good work!
EDIT: No idea why there is double-post. But apparently I can't remove the second one. @pov
Great game, I searched specifically for you (@aihasto to be more specific) after your last LD entry which I absolutely loved. So, this one is great too and I really like it - the atmosphere and feeling of the game is awesome (is the city really burning more and more?!)
Keep up the good work!
Controlling the player is too difficult and collider size is not clearly visible. It is also easy to get out of track and somewhat hard to control vehicle while out of it.
The idea is neat, level is nice and game actually plays well (once you get used to controls).
Nice game, the controls are neat and getting used to it is fun. Out of the other entries this was was indeed fun to play.
It could use more weapons and grenades. Or turrets. But of course - not everything is possible over the weekend.
Keep up the good work.
I like it, although the necessity of having second player next to you might be too hard for some people. The art style is cute and the idea is neat!
Congratulations on making the game.
While the concept is interesting and definitely fits the theme, for me there are way too long delays between the questions where you have pretty much nothing to do (yes, there are obstacles - but they are easy to avoid, and somewhat not affecting opponents - therefore answering 2 or 3 questions wrong makes catching up take very long time). Answering incorrectly also sometimes allowed me to overtake and pushed me forward.
Of course this is mostly balancing, and overall I like the entry.
The graphics are nice, although more detailed background could help it a lot!
Have you thought about actually turning the road, etc.?
Also I didn't manage to get overtaken? Can that even happen?
Congratulations on making the game and keep up the good work!
Clever combination, very funny! I enjoyed my time playing this game, although using automatic rifle was close to impossible, standard rifle... yeah I could hit it occasionally.
This is purely due to my aiming skills with mouse though!
Keep up the good work!
The game is really polished and fun to play. So far my favorite entry. Keep up the good work!
I'd add 2 things: - Single player - second character follows player - Add Multi player - add a multiplayer mode, where second player can control the second character with controller or such!
Quite fun to watch and humorous. I made it to like 50 in score! Kudos for ragdoll physics, from experience that can be somewhat hard to get right.
I love dogs and cats, so this was a must-play one. The story was cute, and the card game was quite enjoyable with the dialog.