{"author_link":"\/users\/scott-r-howell","author_name":"Scott R Howell","author_uid":"1063198","comments":[{"author_name":"randomphantom","author_uid":"1034868","time":"2017-12-04T11:49:11Z","epoch":1512388151,"modified":1512388151,"text":"Seems a bit weird that you don't die from hitting the obstacles. There doesn't seem to be a lose state in this one, so it doesn't feel like a game to me. The audio fx when shooting the obstacles are oddly satisfying though.","likes":2,"format":"md"},{"author_name":"ysty","author_uid":"1002924","time":"2017-12-04T12:05:26Z","epoch":1512389126,"modified":1512389126,"text":"A really good, silly idea, executed neatly. :)","likes":1,"format":"md"},{"author_name":"William Bundy","author_uid":"1000554","time":"2017-12-04T12:07:47Z","epoch":1512389267,"modified":1512389267,"text":"Pretty fun! It's a good galaga-like shooter, but eventually it got to the point where I could sit in the center and hold space.","likes":1,"format":"md"},{"author_name":"Scott R Howell","author_uid":"1063198","time":"2017-12-04T12:20:45Z","epoch":1512390045,"modified":1512390045,"text":"@randomphantom the failstate is somewhat a soft-fail, admittedly this is a bit of a cop out, but I figured when they start getting passed you and you start losing power ups you'll eventually hit an unwinnable state, were I to do it again I'd have made it so enemies passing you while their powerup is valued at 0 constitute a loss (perhaps a 3 strikes your out dealio)\n\n@ysty cheers, glad you like it ;)\n\n@william-bundy aye, I had the issue constantly while making it of balance, believe it or not I tweaked it a lot to get it to that point but each tweak made the difference between impossibly hard and ridiculously snowball, in the end I begrudgingly settled with snowball because it allowed the medals to fill the screen, which was the initial concept","likes":0,"format":"md"},{"author_name":"William Bundy","author_uid":"1000554","time":"2017-12-04T12:26:39Z","epoch":1512390399,"modified":1512390399,"text":"@scott-r-howell Yeah, it seems like hard problem to solve with the design; I think you have to change the basic format in order to really address it. If you had time I could see some kind of miniboss that can only stand on medals (or something) to force the player to move around a little more\n","likes":1,"format":"md"},{"author_name":"Scott R Howell","author_uid":"1063198","time":"2017-12-04T12:32:24Z","epoch":1512390744,"modified":1512390744,"text":"@william-bundy I was trying to force a change in play with a different kind of enemy, the tiny ships were meant to be it, as you get your purple up the gap between projectiles spreads and the tiny ships slip through causing an issue, but while I think I was close they didn't fill the role in the end, maybe more of a gimmick boss would have broken things up enough","likes":0,"format":"md"},{"author_name":"sovogirl","author_uid":"1062603","time":"2017-12-04T13:42:55Z","epoch":1512394975,"modified":1512394975,"text":"Like it! The idea is fun.\nHowever, I had no problem with a view or obstacles. There nothing to be afraid in game.","likes":1,"format":"md"},{"author_name":"Falk Bruskeland","author_uid":"1033555","time":"2017-12-04T13:57:30Z","epoch":1512395850,"modified":1512395850,"text":"Cool game! The mechanic is quite cool!","likes":1,"format":"md"},{"author_name":"oliverlevay","author_uid":"1041327","time":"2017-12-04T14:08:24Z","epoch":1512396504,"modified":1512396504,"text":"I like the idea and implementation of the theme. It's kinda frustrating that you can't win nor lose.\n\nI LOVE the sound design and it's concept. Kinda like making your own song while playing. Didn't really fit to the space theme but I still loved it. It would fit in a more chill setting. Great work.","likes":1,"format":"md"},{"author_name":"FussenKuh","author_uid":"1055856","time":"2017-12-04T14:10:45Z","epoch":1512396645,"modified":1512396645,"text":"Fun little game. I was amused by the medals filling my screen concept and listing to my ship shoot was kind of hypnotic . Though I never really got them to fill past half the screen and ultimately, it didn't seem to really matter if I couldn't see what I was shooting. I just kept the spacebar held down weaving back and forth. I did appreciate the variety of the wee little and big fat enemies once they started appearing. As others noted, I think I would have been more engaged if I could die.\n\nOverall, good job!","likes":1,"format":"md"},{"author_name":"SadColor","author_uid":"1062093","time":"2017-12-04T18:04:58Z","epoch":1512410698,"modified":1512410698,"text":"I like the idea.\n\nIt's fun at first whenever you are trying to get certain power-ups. However, a good bit before the \"soft fail\" state, you can kinda just sit in the middle and only hold space, which is boring. I think maybe if the medals did more than obscure your view, like spawn in a random spot and obstruct your motion or bullets, it might help with that. For that specific idea, it would also help with enemies feeling more dangerous if you could die from touching them.\n\nI kinda liked that if you got enough spread, the bullets would start to circle around you. Too bad you can't move vertically though.","likes":1,"format":"md"},{"author_name":"azlen","author_uid":"1002351","time":"2017-12-04T18:55:15Z","epoch":1512413715,"modified":1512413715,"text":"Although simple \u2014 the audio in this game is very satisfying.","likes":1,"format":"md"},{"author_name":"peterthehe","author_uid":"1007337","time":"2017-12-05T15:25:05Z","epoch":1512487505,"modified":1512487505,"text":"A well executed first LD entry. The gameplay was fluid and well thought out. IMHO more could have been made out of the audio - maybe you could add some elements from rhythm games or guitar hero-esque games. It would bring more meaning to the gameplay than arbitrarily blasting the shapes. Nonetheless, this was a solid (and dare I say innovative) entry :smile:","likes":1,"format":"md"},{"author_name":"radmccool","author_uid":"1006810","time":"2017-12-07T04:44:54Z","epoch":1512621894,"modified":1512621894,"text":"Pretty cool idea. Could maybe do with being faster. The screen never really filled up for me inspite of playing for a while. I actually liked that the enemies didnt hurt you when they collide with you. Its not important and helps the chilled out vibe the game has.","likes":1,"format":"md"},{"author_name":"pebkac","author_uid":"1001174","time":"2017-12-07T21:33:20Z","epoch":1512682400,"modified":1512682400,"text":"Wow, amazingly original! There doesn't seem to be really clear-defined win or lose conditions, just the height of your stat-modifiers. After a while I could just sit at the bottom of the screen and spray all enemies... Audio was awesome!","likes":1,"format":"md"},{"author_name":"Scott R Howell","author_uid":"1063198","time":"2017-12-07T22:43:08Z","epoch":1512686588,"modified":1512686588,"text":"cheers for all the feedback guys, loved taking part in LD40! Feedback's heard loud and clear, come LD41 I guess I'll try something functional with my audio, always cherish a reason to faff about with the roland, with a win state and more crisp control, see you all at LD41 ;)","likes":1,"format":"md"}],"format":"md","images":["ld40\/64158-f4a25693b6eb037ea0a9c95f7712c02b.png"],"links":[{"url":"https:\/\/scott-r-howell.itch.io\/vertical-screw-up-ludum-dare-40","text":"HTML5 (web)"},{"url":"https:\/\/scott-r-howell.itch.io\/vertical-screw-up-ludum-dare-40","text":"Unity project (zipped)"}],"metadata":{"g_key":"48494","g_author":"1063198","g_event":"LD40","g_eventkey":"70","g_subevent":"COMPO","g_urlkey":"231478","g_title":"Vertical Screw Up","g_status":"USEAR3","g_place":"524","g_commentcount":"16","g_site2_node_id":"64158","g_hide":"N","g_has_icon":"Y","g_rqueue":"0","g_random":"0"},"nds":{"n_key":"64158","n_urlkey":"231478","n_parent":"49883","n_path":"\/events\/ludum-dare\/40\/vertical-screw-up","n_slug":"vertical-screw-up","n_type":"item","n_subtype":"game","n_subsubtype":"compo","n_author":"63198","n_created":"1512319442","n_modified":"1512341464","n_version":"171263","n_status":"COMMIT"},"node":{"id":64158,"parent":49883,"superparent":9,"author":63198,"type":"item","subtype":"game","subsubtype":"compo","published":"2017-12-03T17:41:53Z","created":"2017-12-03T16:44:02Z","modified":"2017-12-03T22:51:04Z","version":171263,"slug":"vertical-screw-up","name":"Vertical Screw Up","body":"\nVertical Screw Up\n\nfor LD40 the more you have, the worse it is,\nThe more medals you have the worse it is, the core idea was you earn medals for doing well and the more medals you have the less of the screen you can see\nin order to vary the medals the enemies are colour coded, colours relate to rewards as seen to the left, also killing sprees of the same colour cause medals to disappear faster.\n\nControls:\n\n- Arrows or WASD - move\n- Space Bar - shoot\n- P or Enter - pause\n\n![Untitled.gif](\/\/\/raw\/ed6\/f\/z\/a142.gif)\n\n![Untitled_1.gif](\/\/\/raw\/ed6\/f\/z\/a144.gif)\n\n![Untitled_2.gif](\/\/\/raw\/ed6\/f\/z\/a145.gif)\n\nAfter Dev Notes:\n\nThis is my first game jam game, found it hard coming up with a concept, while I think the concept hit the stride of stupid and fun I wanted, my implementation isn't the most awe inspiring, I particularly had trouble finding a decent way to balance the players power and the enemies power while still increasing the amount of medals on screen. Side note on the medals, more than kill sprees were going to exist, but they seemed to do the job well enough.\n\nTools Used:\n\n- Unity\n- InkScape\n- Audacity\n- Roland SH-201\n\nEdit: Moved links on to itch io","meta":{"author":[63198],"cover":"\/\/\/content\/ed6\/f\/z\/a08d.png","allow-anonymous-comments":"1","link-01":"https:\/\/scott-r-howell.itch.io\/vertical-screw-up-ludum-dare-40","link-01-tag":"42336","link-01-name":"html5 play link","link-02":"https:\/\/scott-r-howell.itch.io\/vertical-screw-up-ludum-dare-40","link-02-name":"Unity project (zipped)"},"path":"\/events\/ludum-dare\/40\/vertical-screw-up","parents":[1,5,9,49883],"love":0,"notes":16,"notes-timestamp":"2017-12-07T22:43:08Z","grade":{"grade-01":26,"grade-02":26,"grade-03":25,"grade-04":26,"grade-05":25,"grade-06":25,"grade-07":22,"grade-08":25},"magic":{"cool":96.285166735761,"feedback":20,"given":22.25,"grade":25,"grade-01-average":3.021,"grade-01-result":524,"grade-02-average":2.917,"grade-02-result":512,"grade-03-average":2.891,"grade-03-result":465,"grade-04-average":3.333,"grade-04-result":390,"grade-05-average":2.696,"grade-05-result":549,"grade-06-average":3.283,"grade-06-result":213,"grade-07-average":2.225,"grade-07-result":459,"grade-08-average":2.804,"grade-08-result":468,"smart":12.459142907677}},"text":"\nVertical Screw Up\n\nfor LD40 the more you have, the worse it is,\nThe more medals you have the worse it is, the core idea was you earn medals for doing well and the more medals you have the less of the screen you can see\nin order to vary the medals the enemies are colour coded, colours relate to rewards as seen to the left, also killing sprees of the same colour cause medals to disappear faster.\n\nControls:\n\n- Arrows or WASD - move\n- Space Bar - shoot\n- P or Enter - pause\n\n![Untitled.gif](\/\/\/raw\/ed6\/f\/z\/a142.gif)\n\n![Untitled_1.gif](\/\/\/raw\/ed6\/f\/z\/a144.gif)\n\n![Untitled_2.gif](\/\/\/raw\/ed6\/f\/z\/a145.gif)\n\nAfter Dev Notes:\n\nThis is my first game jam game, found it hard coming up with a concept, while I think the concept hit the stride of stupid and fun I wanted, my implementation isn't the most awe inspiring, I particularly had trouble finding a decent way to balance the players power and the enemies power while still increasing the amount of medals on screen. Side note on the medals, more than kill sprees were going to exist, but they seemed to do the job well enough.\n\nTools Used:\n\n- Unity\n- InkScape\n- Audacity\n- Roland SH-201\n\nEdit: Moved links on to itch io","title":"Vertical Screw Up"}