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    Ludum Dare 23

    April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

    Back to Results

    Conquest of the Cyber-Ovine - Nanolotl - 48 Hour Compo Entry

    Achieve domination over a tiny planetary system in this randomly generated adventure game!

    Find items and level-up in-order to become the ruler of these tiny worlds!

    View Nanolotl's journal. | View all entries by Nanolotl

    Ratings

    #25Fun3.81
    #76Overall3.69
    #165Humor2.88
    #167Mood3.18
    #228Graphics3.35
    #309Innovation3.20
    #444Audio2.45
    #573Theme2.73
    #670Coolness47%

    Comments

    DeathBySnail says ...
    Apr 22, 2012 @ 6:45pm

    Love the sheep. Nice little bizarre adventure!

    Awar says ...
    Apr 25, 2012 @ 10:00am

    Pretty delightful and well polished. Good selection of powers/weapons.

    Apr 25, 2012 @ 5:57pm

    Really nice game, but quite hard. I really like the items, good choice. But I keep on dying :) Also I can't see where the game fits into the theme?

    Nanolotl says ...
    Apr 27, 2012 @ 8:53am

    @Canard
    My interpretation of the theme was to make each level a really small planet (by planetary standards, not by game level standards) Maybe I didn't make that clear enough.

    CappaGames says ...
    Apr 28, 2012 @ 12:45am

    This is one of the better games I played so far. The simple gameplay mixed with the weapon upgrades and items makes this a perfect pick up and play game. You definitely need to polish this up, it has a lot of potential.

    Fenyx says ...
    Apr 28, 2012 @ 7:19am

    This game was really fun! It took me a while, but I beat it at lv40. It seems that the 3rd planet is really hard compared to the final boss, though the 3rd planet may be to teach you about the Doodad, Mr. Freeze, and Blasty Jr.

    ra4king says ...
    Apr 28, 2012 @ 7:28am

    Feels really polished and cool! Great game :)

    R3ason says ...
    Apr 28, 2012 @ 7:48am

    err...am I a sheep?? :D This was pretty good! Felt pretty balanced. Hard, but not impossible. Nice touch to have you start over at the current level if you die, rather than the beginning of the game. Very fun! Thanks!

    Permanent7 says ...
    Apr 28, 2012 @ 8:19am

    Love the different planets! Added some much needed variety. Also loved the sheep. Took me a bit to realize the squares were experience, but wasn't a huge issue. I figured it out eventually.

    Jedi says ...
    Apr 28, 2012 @ 8:23am

    Really cute game! I like it overall. I didn't like having to be at a 90 degree angle to my opponents though; being able to attack on diagonals would have been the icing on the cake.

    Jiggawatt says ...
    Apr 28, 2012 @ 8:26am

    Simple but polished gameplay, it's pretty fun just grinding for a while. And it's got attention to detail, like Dr. Freeze creating tiles in lava. I love discovering things like that.

    triplefox says ...
    Apr 28, 2012 @ 8:36am

    Cpu usage was way too high, but you succeeded in making me grind to the finish.

    Maybe next time the worlds could be tinier so that I don't have to struggle with low framerate :o

    Moth says ...
    Apr 28, 2012 @ 8:50am

    I thought this was a really fun little title! I did over-grind a bit and wound up level 27 by the time I beat it; although I at least managed to escape any deaths, mostly due to luckily being able to switch over to the jar of life and spam a few of them.

    I really think the ways the items all interacted in world 3 brought it to a nice apex! Their variety of use was also very cool- I like how the ball bane and freeze offered two different kinds of control in combat contexts. It was great getting a doodad with low cooldown, and once the ball bane leveled up it was really useful for just swatting enemies out of the way when you didn't need to level up, or were in danger.

    A lot of fun!

    Ishisoft says ...
    Apr 28, 2012 @ 9:52am

    Beat the game! Died twice, level 24. Most enjoyable! Beat the final boss by spamming alternately with Dr Freeze and Blasty Jr. Didn't realise the lava was freezable, I just struggled through and swore a lot. :)

    Jiddo says ...
    Apr 28, 2012 @ 11:52am

    While I'd say the graphics are very simplistic the actual game play actually feels rather nice and polished. I like the available items, the system for leveling up items etc. I also like the levels and the level progression.

    What I don't quite like is the fact that you loose experience and levels when you die. When I made it to the third level I died a couple of times and then I was just too low level to even stand a chance against the enemies there, and there wasn't any way to get back to easier enemies either. It'd be better if you just lost the XP that you've collected on your current level or something like that.

    The combat was also a bit annoying since you had to make sure to be right in front of enemies to hit them, while they could hit you from an angle. I'd also say that their "invulnerability-after-getting-hurt" time was a bit too long.

    Overall, very impressive accomplishment for 48 hours.

    Jhelle says ...
    Apr 28, 2012 @ 12:00pm

    I liked the game. Enjoyed
    -how the experience dropped on the floor and you had to gather it
    - All the different types of pickups, each had its own use

    Good job!
    Needed some music though.

    Apr 28, 2012 @ 1:00pm

    Finished the game and didn't die at all. Nice game! bit of a tough bit limited hitting range, but the weapons were well done. It's a bit repeative game though, there could have perhaps been bit more enemy types. Overally really nice work!

    Yapikom says ...
    May 2, 2012 @ 5:53am

    Cute and polished, would like some more content and variation.

    dansludumdare says ...
    May 2, 2012 @ 6:33am

    Excellent game. Kudos for randomly-generated world.

    Here are some things I found annoying, that I think are easily tweakable:

    1) Sword being limited to NESW. I imagine that if I used a sword in real life, I wouldn't have to line myself up with my target before attacking, I'd just turn toward it and slash (not stab). So there's no such thing as a "blind spot" when using a sword, but it appears in this game because a) you limit the sword to NESW b) enemies can approach diagonally. These are both understandable as they are simplest to program. However: a simple slash animation (the sword going from left to right while facing N, say) together with a big enough hit box that there are no "blind spots" would mean a much more playable game while still keeping it simple.

    2) Enemies invincible after being hit. <rant>Come on! Nerf the weapon, not the ... what is it? What is going on when enemies are invincible after getting hit? I don't get it! I hate it! Who invented it and why does everyone keep doing it?! It's particularly annoying when I shoot a sheep, and he then manages to charge me while invincible. It's like... you know, Karate 101: back away from your enemy after you shoot him in the face because he's invincible. </rant>

    3) Enemies don't slide. I figure you made the player accelerate instead of moving exactly how they input for esthetic reasons. Fair. But the fact that the enemies don't do that, especially in the ice level, and because the enemies have the simple job or running into you whereas you actually have to hit them with something, and because both you and your enemies are sheep (instead of the enemies being, say, robots with all-season tires and constantly rotating saw-arms) it just feels like cheating.

    Seriously though, it was a sweet game. When something new and nice happens I don't have lots of words for it, but when something I see in video games a lot happens, I have lots of ammo for it. So don't take the disproportionate amount of words the wrong way.

    robcozzens says ...
    May 6, 2012 @ 1:58am

    I would try it, but I'm on an iMac.

    manax says ...
    May 10, 2012 @ 11:28pm

    Well done. Great variety of level design, interesting collection of tools. Good polish. I like my plaid sheep!

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