Posts Tagged ‘compilation’
Heyah! I was hoping to go through at least 10% of the entries, but my rating-o-meter is currently sitting at 203 and I’m thoroughly pooped! Hopefully you guys have some mettle left in you, there’s still some time to spread the love around. I compiled a short list of lovely games with somewhat low amount of ratings. See if you can find some gems that you haven’t run into yet!
10 days ago, I posted a little highlight of my favourites entries to celebrate my 50 first games played – you can find it HERE.
Now, I reached 100 games, which means it’s time for another highlight for the 50 latest ones. Once again, this is based on my own jugement, and doesn’t mean the games I’m not mentioning “suck” : they just didn’t hook me up as much as those ones. Also, no particular order. Let’s do this !
Aduno - Jam
Minimalize junk forever ! Aduno is a clever puzzle game reminding me some childhood educational games about logic, except more challenging and fun, like some sort of “extra light Space chem”. What struck me is the very polished animations, looking IMO sort of “professionnal” without ruining the game nice style.
Unfurl - Jam
Zen atmosphere, scroll theme, simple rules yet great complexity : Unfurl faced the theme “full power” without betting on minimal graphism. Unfurl scrolls to create lines of shapes, but do it right, as unfurled scrolls will hide bottom ones. This underrated game twisted my mind quite hard despite apparent simplicity – the zen atmosphere almost mocked me !
The team even created a fake traditional game to give presence to the tutoria, which was fun and unexpected.
Drug hunt – Jam
I’m usually not fond of “wtf-game throwing random images and you and call it a day” as it’s often a lack of actual effort to come up with something well thought. One could argue about my point of view and go one step further on the meaning of art, but for now I’ll just praise Drug Hunt’s successful blend of “what the hell ?” factor and actual, well thought features.
This game is basically a suit of thematic mini-games depending on which drug you take. It’s very fast paced yet clear enough for most of games (not EVERY game tho) to bring an actual perceptive challenge. And of course, the atmosphere is nuts, yet “well thought nuts”, rendering the experience IMO even more enjoyable.
Tessitron - Jam
Which seemed to be your average rythm game turned into a creative blend of Guitar hero (well, Frets on fire here) and a rail shooter. I almost felt like playing Rez in some parts. The whold experience, mix of an electro trip and a frantic rail shooting quest for the Evil Boss, is remarkably well put together, despite the somewhat awkward connection between letters, colors and enemies. Minimal 3D trip at its finest, but including satisfying pacing and challenge : deal !
Root Route ! – Jam
This may be my favourite entry of 100. Everything in this game feels “right. The gameplay is simple, effective, includes ressource management, yet it’s a NON-RUNNER-one-button-game (okey, well, it’s some sort of vertical, super twisted runner-like). This kind of minimalism allows some liberty on graphic design, which happens to be very well crafted, feeling both nostalgic and polished, yet very coherent with the music & sfx, which happen to be very enjoyable and setting a soothing mood.
But the most impressive feature, which perfectly makes up for the few imperfections (high difficulty curve, no previous zoom which would be handy to plan the level ahead, hitbox somewhat difficult to guess), is the amount of appealing details : clear interface, the flower blooming more or less depending of the scoring, the zoom back on top when the level is finished and the general feeling of constructing something different each time.
Some extra games I liked very much as well (-> look at them, really, they are great) :
Street of rave – It’s not only the name : this game is great fun, to play, to watch and to complete ! Make people dance, avoid angry cops : what’s not to like ?
Mind the gap – Minimal, symbolic subway simulation. Downright excellent, great atmosphere (very soothing), playable for hours : totally worth playing !
Escape the minimalism – May seem like a basic platformer, but really has an interesting mood with variating epileptic rainbows, very powerful.
Metahotel - An interesting puzzle game blending AI management, logic and reflexes with elegant graphism.
Less is more? – Everybody is talking about that one and I can see why. Mesmerizing puzzle game twisting Mondrian with style.
QbQbQb – “Orbital match 3″, great in every field with very impressive polish and mood.
Rainbow rocket – The most interesting way to pilot a rocket ! So very hard to handle but great potential and excellent experience.
Bezier challenge – Will ring a bell to every “maths nerd” for a reason : very peculiar concept and design, which makes the game fun to play.
Aranmi - The sole idea of making a game based on a rake and sand is amazing enough, but succeding it is even better. Relaxing yet challenging RAKE game !
A simple circle – Smart puzzle game with smart scoring system : this game proves that simple doesn’t mean stupid or meaningless.
That’s it. Also, feel to take a look at my own entry (which includes a cute circle and a creepy voice) : YAHG.
Okey, I have been playing 50 games so far, so I felt like doing a small highlight post to share my discoveries ! This is based on my own jugement, and doesn’t mean the games I’m not mentioning “suck” : they just didn’t hook me up as much as those ones.
So here we go !
IAO - Compo
Take the control of a line ended with two red dots. Rotate the line, hit the small “triangle” icons flying with your red dots while avoiding “line” icons, and voilà, you evolve into a triangle. Now, catch the “square” icons. Rince, repeat, evolve.
Minimal yet very interesting gameplay, rising challenge tho the game may be a bit too hard, simple but very elegant graphism (very nice particle effect on catching a symbol): it nailed the theme very well. What really impressed me tho is the jazzy tune, incredibly fitting the game. Plus it’s a web game so you have no excuse not to try it !
Unst - Compo
Click a square to make it move. Green square + red square = death. Fit the green squares in the center. That’s it. With clear rules, good feedbacks and well crafted tutorial levels, Unst seems to be impossible not to understand. I wondered if I could find any challenge.
Boy was I wrong. The game becomes really challenging, maybe even a bit too much as the level rises dramatically on “The chosen one” level, but that’s the point of a puzzle game : getting one’s mind challenged. Simple yet deep, add a tune, you’ve got it right.
Dock zone - Compo
So, you play some schoolgirl fleeing from the rise of a strange, abstract water while picking up pyramids with making plank-bridges. This game got some weird yet very enjoyable style, greatly helped by a very unique audio atmosphere, both calm and disturbing with resonating, dramatic-beat-like footsteps.
Gameplay-wise, the game works quite well, with numerous puzzle levels mostly playing on timing. While not sure about the “minimal” part, I really appreciated the whole lot.
Russian blob - Jam
Let’s start by a warning : the people who made this game are good friends of mine, coming from the same school. But quite frankly, I wish I didn’t know them, so I would appreciate even more the cheer quality of the game without feeling corporate.
There’s so many things right about this game I don’t even know where to start. The game idea is simple : a 2D platformer. It’s also unique : you play a blob which can split into several smaller blobs, allowing you to make more elaborate actions that I won’t spoil as discovering them is really satisfying. The graphic design is very well made, and the music/sfx are both great downright hilarious (I sometimes randomly listen it). Also, there’s quite a lot of levels for a LD entry.
But the best part may be that it’s a GBA game. I’m not kidding. Wow.
Gods will be watching - Jam
I have already seen a billion reviews mentioning that game, so I felt putting it here would be a bit redundant. But the game really deserves it. Yet again, everything is incredibly well made. Manage a team who have to survive 40 days in terrible conditions : the food is lacking, there’s a deadly virus rampaging in the air, it’s so cold you have to lit a fire, everybody’s morale is getting low, you have to repair a radio… There’s so many things which can go wrong that surviving seems to be a miracle. But guess what ? The game is so hard, winning may indeed be a miracle. But it’s not frustrating. Would you fail, it’ probably because you fucked up something. So I hope you’re ready to feel guilty about someone’s death.
But hey, let’s mention… everything else. The graphics are simply gorgeous, the audio atmosphere is excellent and the whole mood of the game is stunning. Some feedbacks may help about which action costs or doesn’t cost action points and the story introduction may seem pointless by parts, but mentioning these “polish” elements just proves how well made the game is.
Also, there’s some other games I’d like to mention briefly as well (-> you should look at them) :
Stalker - Atmospheric point & click with actual pictures, inspired from the book stalker. Immersive.
Sociales Santillana – Minimal “match 3″ with a twist : you play on polygons. Enjoyable !
Alien Raid – Very minimal STR. Pummel down aliens. Interesting.
Cottonhead – Cute and gorgeous pixel plartformer, short but refreshing.
TNAFT - Social game : guess which colors people prefer. Addictive. Playable on mobile !
Hubu handler – Pet simulation, incredibly cute and well made. Don’t you DARE slap him, you MONSTER.
Oh, and, if you feel like taking a look at my entry, here is it : YAHG.
Whew!! After playing and rating 101 games (for those playing at home, that’s 4,3% of Ludum Dare #26!) I finally feel comfortable enough to list some of my favourites so far. After this post I’m taking a weekend break from this whole Ludum Dare thing and return to rating business with fresh eyes and mind in Monday.
Without further ado, the recipients:
…to the game that, against all odds, managed to be a complete experience with nothing to add or take away:
I don’t know if you already know this, but drama is hard. I’d argue it’s even harder than comedy to get right because the tiniest things can break the mood completely, but maybe it’s just me and my high standards for storytelling in visual media.
That being said, Fragments of Him nails the tone perfectly. It’s a tragedy that made me feel things! Think stuff that made me sad! Getting the plot to advance sometimes can be a bit of a pain but that’s honestly the only complaint I have about this entry.
…to the game I’ll be playing in my dreams for weeks to come:
Everyone has had a case of tetrishead. Play a game where actions are simple and repetitive, yet you have to be aware of the whole picture all the time and plan ahead and anticipate coming actions and you will keep playing the game in your head long after you have quit the physical action itself.
I’m playing Metahotel when writing this and I’ll be playing it after I close this computer and lay down to sleep. See if it clicks similarly for you.
…to the game I wouldn’t mind buying from Steam sale for a couple of bucks:
Combination of exploring weird landscapes and a mechanic to alter them is what makes these types of games enjoyable. Cimi Mal does this perfectly, and I truly wish there would be a lot more of it.
There are certain unpolished aspects to it (falling damage will kill you, despite never being mentioned anywhere), but the sheer excitement of seeing blocky environment transforming around you overrides everything else. Go take a look.
…to the game that took blocks and remade them:
As in previous entry, this game features weird landscapes. But instead of restructuring them to progress, you restructure yourself. I don’t want to spoil too much about Deja vu, but I will say that it features the best use of verticality in level design since Dark Forces II: Jedi Knight.
dot dot dot redundant additional description colon
This title has a lot going for it, least of it being the visual motif of using words describing things rather than the thing themselves (culminating in ending that is meta as this simile), but it also was one of the few entries I came across that got platforming just right. You can even stomp the enemies!
…to the game where humor came from mechanics, rather than only writing:
Fight alien ships with pointy stick! Use your goldfish to find secret treasures from mysterious forest! Random Legend Adventure is exactly what it says on the tin, and delivers it’s promises. Check it out!
If you liked this post, you can also try out my game and drop a comment!
As I play through the games of LD25, I’m making a list of games that I want to showcase. Once that list hits 5 entries, I’ll do a RAD GAME ROUNDUP. I’ll be handing out trophies and hopefully raising awareness for games that deserve some love!
So let’s get started with my first pick of LD25…
STOP HIM NOW!
48 Hour Compo
This is one of the first games I played and I honestly didn’t expect much from the screenshots. THEN IT STARTED. WHOA, MAN! It’s a reverse horizontal shmup where you control different birds in an attempt to stop the hero. Different birds have different skills, and there’s even a reverse boss battle! To put it simply… this game is rad as crap.
Submitted by Klakwa
This one brought a smile to my face that grew and grew until finally I looked like some kind of demented serial killer as I hunched over the keyboard cackling uncontrollably. YOU PLAY AS A TORNADO!!!
Submitted by Alex Rose
This game is hilarious and the art style is fantastic. The gameplay leaves a bit to be desired, but you gotta experience this thing. The characters are little cutout puppets on sticks and it has this sarcastic #YOLOSWAG atmosphere that just reeks of villainy. The soundtrack puts you in the mood to HUSTLE.
HAPPY LITTLE MURDER FRIENDS
48 Hour Compo
This is probably my favorite game thus far. It is simply phenomenal. Think Retro City Rampage but with a much ‘smoother’ aesthetic. This is incredibly impressive for 48 hours. Hell, this is impressive for a week. It’s a total blast and there’s tons of randomness to keep it refreshing.
Code by Xewlupus
Art by Blob
A GORGEOUS reverse shmup. Stunning art. It’s missing a few pieces to make it perfect, but DAMN it’s close. I think I’ll end up seeing a lot of reverse shmups by the end of this compo, but TYRANOFORCE is probably going to be at the top of that list.
So that’s it until next time! Keep playing and rating, and share your favorite games with the rest of us. With over 1,300 games to play… I’m sure we could all use a little help.
Shameless plug: Play my game here —> Cure 48
This next Ludum Dare is my first one. I have been doing games for years now and I know from experience that you can only achieve so much in two days (in my case, that’s not much). So I’m looking for short cuts wherever I can find them.
I’ll be using C++ for coding since I’ll be using the Proton SDK. I’ve been using it lately a lot for other projects so it’s fresh in the memory. C++ is a great language in many ways (one of them being its portability across platforms) but there are some features that are more a hindrance than an advantage. One of them is the preprocessor which C++ inherited from its C roots. With the help of the preprocessor and the #include directive especially it’s usual to divide classes into a definition and declaration. The definition goes to a file ending with .h and the declaration (or implementation) goes to a .cpp file (the postfixes might vary slightly from case to case but these are the usual ones).
This is useful for example if you are developing a shared library. You compile the .cpp files in to the library. You collect the .h files and submit them with the compiled library to the users of the library. The users can now find the interface of the library from the .h files and code against it. Then they link against the compiled library and everything is good. The users don’t know about the implementation details of the library since they don’t need nor get the .cpp files.
The extra burden delivered to the developer with this file separation is that the interface in the header file must off course always match the implementation in the .cpp file. Change one and the corresponding method signature needs to be changed in the other file too (this .h/.cpp file separation is so badly against the DRY principle that it makes my head hurt – constantly). Miss that and you get a compilation error. Luckily the error messages produced this way are usually so much descriptive that it’s easy to fix them. But it’s still extra work. Tools off course can help a bit in these situations if your IDE happens to have a suitable refactoring feature.
I struggle with this problem every now and then. Now for Ludum Dare I decided to try something different. Since I’m not developing a shared library here and the code I’ll be writing will probably not be used elsewhere (at least without some heavy modifications) I can mess around with it as much as I like. For this purpose I have developed a coding convention that I shall call “only headers”. All of the code that I’ll be writing will reside in C++ header files only. So for each class the definition and the declaration will be bundled together to a single file. This way the signatures of methods are only written to a single place and whenever a method signature needs a change it will be enough to modify it in one place.
All of these header files will be included directly to the main.cpp file. The inclusion order needs to be correct so that the compilation succeeds. This approach is essentially the same that if you would write all the code to a single file. That file would probably grow several thousands of lines long so it gets hard to navigate in it. By separating the code to multiple files the navigation problem should decrease.
Now the obvious problem with this approach is off course that the compiler (and preprocessor) needs to always parse through all the code that there is in the project. But I’m thinking that the amount of code will not grow too big during the 48 hours of the LD event. But I can’t know that for sure right now. I guess I’ll find out during the week end how this works out. I’ll be reporting the experience after the event.
If you have any experience from this kind of approach, any tips or traps to avoid do share them in the comments.
I think I might be failing as far as purposely making it bad. It’s so tempting to tweak things to make it feel a little better — I cannot resist it! Anyhow, I’m making a compilation game. So far I completed (with exception to sound) two of the games today. I plan to keep making games until the time runs out, so I don’t know how many there will be in the end.
Game 1 is called “Lost In The Woods.” Try to find your way back home. Controls are arrow keys.
Game 2 is called “Alien Invader.” It’s a somewhat standard space shooter with a twist.
Edit: If you have Python & PyGame and would like to test out what I currently have, feel free to download it here: http://temp.natewm.com/prog/agc_alpha_1.zip
This is how it turned out. For anyone who hadn’t played the games from the last miniLD, or if you missed any or just want to play all of them over again, here they are, all bundled together in a neet package. You need python 2.6 and pygame to run on windows, plus wine for running on linux.
PS: It’s still buggy.