I'd recommend putting the link to your Ludum Dare entry page on here. I found this through itch.io but wasn't able to rate you because I can't find the game on the Ludum Dare site!
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Thanks for playing and the comments! JamesOliverMusic made all the music specifically for this game (technically Wooly Wombat was made for an earlier one we never released, so that is just a remix). I'll be sure to pass along the compliments!
Infinite acceleration (setting velocity.x = input.x, or button press = instantly fullspeed) was a design choice. So it plays like Mega Man (infinite acceleration) instead of Super Meat Boy (ridiculously high acceleration, so you reach top speed quickly but it takes time to get there). On precision platformers I always prefer infinite acceleration because I think it gives more control. To each his own though!
I did 1-bit art for my past couple games. I'm so over it. I've graduated on to 2-bit art now (there is blue in there also!) :P
Thanks for the comments!
I live right next to Akron, Ohio, so I decided to demake Batman Arkham *whatever* games. So that gave birth to Wombat Man: Akron City.
I'm demaking it down to the Gameboy. I'm hoping to keep the same fluid combat and punch, counterpunch flow, but I have no idea how this will work.
Luckily, Wombat Man has no problems with killing :D
I noticed that this jam runs at the same time as the Demake jam. Can I make the same game for both? Not trying to step on any toes or anything, but I love both jam ideas and want to enter both but won't have time to make 2 games.
Awesome, thanks! I originally had up and use two different buttons but changed it half way though and I think I forgot to change the up arrow. I'll load up a fix. I kind of forgot about them :(
Now that I'm thinking about it I don't have a good way to change weapons with the arrow keys. Any suggestions?
I hate waiting for updates but this was a neat experience. Sound and sfx were great and everything flowed really well.
I never figured out the do not type this state multiple times screen. I got through it by just randomly mashing keys on my keyboard...
I also think that the Do Not Move screen was a little backwards. Throughout the whole time you advance by disobeying, now suddenly you have to listen.
This was fun. Well done!
I hate you for the message in the middle of the game... :)
I hate both loot boxes and clickers. So naturally I unlocked everything and got all the achievements :)
I like the commentary on the addictive nature of this. It is silly that I feel the need to get all the items even though they don't do anything for me. I agree that the game could use some sound effects, but I liked it as it is.
That was fun. I liked the multiple game aspect going on and how you had to manage playing the game then defending the game itself from the bugs. I'm generally not very good at these multiple games in one, but this was doable for me.
I agree with the other comments that the animation and sounds on the bugs was very good.
Well this is just my opinion, but the player felt weightless to me. I understand that part of the game is a jetpack, but he just seemed to float, like the jetpack didn't provide much thrust up and prevented me from falling down quickly. If you increased gravity for the player by a bunch and let the jetpack provide more of a boost it might make the player feel a little more present.
Not that I want to push my own stuff, but I put together a set of control schemes just to play around with them. http://codingadventure.net/index.php/projects/control-scheme-test The one in the lower right is a jetpack. The acceleration is fast in both the + and - Y direction, so it feels like the jetpack is really pushing the player up and gravity really feels like it is pulling down.
Again, this is all my opinion, and if it controls exactly the way you like it then ignore me :)
This was a lot of fun! I managed to finish the game and beat the boss. I loved the puzzle like nature of the whole thing. Also, the fact that you kept moving my cursor at the end of the game was a nice touch.
I think that the jumping mechanics could have been a little tighter. Trying to land on the top of the pointy trees with the current jumping method was difficult. This is a very small nitpick though. Everything was excellent!
I'm not sure exactly how to rate this one. I enjoyed the presentation and the sound effects, but the actual game confused me. There wasn't anything for me to do other than abandon my family. Then I just cleaned my house and randomly clicked around and nothing happened. I advanced levels in the game but my rank never went up. I was trying to get through to the ending, but never reached it.
I'm not sure what the message was supposed to be. Sorry!
I was really confused. That was too meta! :)
I liked the concept and the execution. The humor was nice also. At the end of the first level I totally saw the continue button too late and tried to exit. Which then made the next conversation pretty funny.
I really like the concept. Using the console is cool and the options to change the colors is neat also. I like the idea of taking contracts and balancing eating, sleeping and coding.
Unfortunately I found the actual coding part to be really tedious. Maybe I was just missing something, but I just mashed the keyboard over and over to generate the scripts. Maybe if the scripts you were required to generate were much smaller or there was a way to do them faster it would help with the pacing.
This reminds me a little of my job. If only there were another command for "attend pointless meeting"
This was a fun time. Those are some extremely deadly spikes. Casually brushing against them instantly kills you!
A couple thoughts...
The enemies take a lot of shots but aren't very difficult. I ended up skipping them later on because they were annoying to fight after awhile. Maybe lowering the number of shots they take and alow lower the fire rate of the gun would work.
The controls were a little loose, but I liked flying around and boosting up the walls. I think you could have upped the speed of everything and it would have played a little better.
I like the look and the smoothness of how it plays, but there obviously isn't much to do.
Sound would add a lot. Plus some level of interaction. Or even explanation about what the skills do. I have each of them leveling a different skill. The Luck guy is way behind the other 2 (levels 10, 10 and 5 at this time), but I don't really see any difference between the three of them as they walk around and mine.
I really liked moving around as the mouse. Not much to do in the game, but I love the diea of navigating through the web as a mouse.
Hi everyone! I put all the source code and assets for my game Destiny up on Github in case anyone is interested. I always like seeing how people handle problems like AI and movement, so I figured I would releaseit.
I put the assets up there too. In case anyone wants to use my tileset or anything.
you were probably stuck on the last room. It is pretty difficult. It is sometimes easier if all the guys randomly end up facing away from you.
Originally the ending was going to be the beginning of the game and the whole game was going to be you trying to put the sword back. So the ending was the first thing done. I put the shop in because without the ending the whole meta thing doesn't make sense...
I liked the music choices and the artwork. The dialog had me chuckling in a few places also.
I ran into a problem while fighting the "orcs". I was the paladin and I hit X twice and the entire game locked up on me and I wasn't able to do anything. Afterwards I read that I shouldn't have tried to run it on Chrome, which I was, so that might have been it, but I wanted to mention it.
I liked the combined mechanics from the different games all being used together. The last level was a little frustrating to me but the quick respawn time and the limited number of elements you had to string together in a row kept me playing. I thought the controls were a little loose. The two levels with the backwards L portals and the last one in particular required jumps that I don't think should have been difficult, but I had a lot of trouble getting the player to move in the way that I wanted. Maybe a little more acceleration? Just a small nitpick though. Very nice overall!
Music was nice and relaxing too. Just got out of the way and let you play. Well chosen.
I totally lost track of all the layers. Inception, man.
Maybe I'm in the minority but I never wanted to revive Aerith... Maybe I'm ok with sad things in stories because they do point to a creator who has a plan and a purpose.
I enjoyed both the games but never found the hidden third one, which is a shame. I think this would have benefited from allowing both players to be controlled at once, like with one on wasd and the other on the arrow keys or something. I found with both games I just parked one guy on the A button and used the second one exclusively. Allowing them both to be moved simultaneously would bring some extra cool depth of the games.
I found the bullet noise in Galaxy Gunner to get a little grating after awhile, which was a shame because all the music and all the other sound effects were excellent.
I also really liked how if you jumped over the flag and then hit it from behind !Mario would moonwalk off the stage. That might be a bug, but it was a fun one!
I thoroughly enjoyed this complete waste of time. And it was completely meta and I think exactly the theme and spirit of the compo, for what that is worth.
I also appreciated the irony of you complaining about linear levels that you can't lose designed to stroke player's ego while I advanced through linear levels that I couldn't lose.