Neo Oxygene by Jwatt
DOUBLE TROUBLE WITH LD34 DUAL THEME EXTRAVAGANZA.
Grow a plant to farm resources on the left screen, and use them on the right screen for some two-button action.
Tips:
-When you cut branches, a bunch of resource balls matching the branches' color fall out.
-The pink squares are containers for your resources. Hover over balls and they get sucked into the containers to be used as currency.
-Don't let the brown resources run out, because you'll need them to cut branches. (If you do get stuck, press R to reset.)
-"Engage" brings you into the right screen. Playing costs yellow and gray resources.
Grow a plant to farm resources on the left screen, and use them on the right screen for some two-button action.
Tips:
-When you cut branches, a bunch of resource balls matching the branches' color fall out.
-The pink squares are containers for your resources. Hover over balls and they get sucked into the containers to be used as currency.
-Don't let the brown resources run out, because you'll need them to cut branches. (If you do get stuck, press R to reset.)
-"Engage" brings you into the right screen. Playing costs yellow and gray resources.
| Web (Flash) | https://dl.dropboxusercontent.com/u/75065952/ld34.swf |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=5551 |
Ratings
| Coolness | 79% | 2 |
| Overall(Jam) | 3.33 | 508 |
| Fun(Jam) | 3.02 | 629 |
| Graphics(Jam) | 3.56 | 462 |
| Humor(Jam) | 2.48 | 619 |
| Innovation(Jam) | 3.98 | 51 |
| Mood(Jam) | 3.28 | 462 |
| Theme(Jam) | 3.92 | 296 |
But the catchy little ditty playing in the background kept me there until I figured out how to play!
In edge cases, the plant can chop off some of its small branches to produce more browns. But if you get stuck, just press R to reset.
I can't say I'm very fond of the visual style, but the audio is definitely a favourite.
Could you put instructions in the description?
Very creative concept and the music is jammin' like seriously god damn i can't stop tapping my foot right now
As many users mentioned: a "tutorial" or some instructions would be very useful.
Anyway, well done!
If there's some specific things that you don't get, I'd appreciate some pointers on how to communicate them in-game.
After several runs my highscore was 1847. Please tell me that doesn't completely suck.
Also... why no rating on audio? The tune is pretty awesome! Some sound effects would have finished it off though.
Graphics are awesome, I like the palette :)
All in all a pretty cool game!
I did have another dubby song brewing for this game in particular, but now it's become one for my magical drawer of unfinished songs.
Visually, looks great, simple but efficient.
The game play, I think the idea is great but could be better refined. I think the most annoying thing is to not have resource to do anything, having to wait your doom or reload the page.
But I know of the time restrains, and you already made TWO games in one! Which is an amazing feat by itself.
In other words, good job, if you make more work on it, it would be even better! :)
(It reflects back bullets, essentially disabling shooting on the same line and protecting the other enemies.)
Although I realized its effect lingers around for a bit too long after it's gone off-screen. Might cause some "WTF I died" moments, but oh well.
I think it'd be cool if the two sections (left and right) were connected somehow. Story-wise or something. I dunno...
Would be mechanically interesting if there was a sort of feedback loop between the two screens, as in good scores in the right one would allow you to progress on the left. Think of that as a possible post-jam scope.
The most difficult part of the game, for now, is detecting the "root" of a branch. Without knowing it, it's pretty tough to clear a branch and save the containers... But I can see how that is actually part of the game.
Well done! :)
Cutting is never clear which part will explode. If you can only build one kind of building then why do you need a submenu?
In your screenshot you're also building them everywhere, while it's probably much easier to build them all in the bottom left corner.
The >>>>> line at the bottom is confusing because somehow if the balls dont go exactly there they will stay at the same screen and not go to the next screen.
You can also very easily run out of red blocks. In the end I've build a 6x6 container at the bottom left, run out of red blocks, and then use the rest to do the right screen for a couple of games.
And by that time I reached the right screen, my brain was so confused I'm not very well into an unpredictable zx mini game.
But the left part is fun. And the right part is very funny.
I think the main thing this game lacked was a win condition or some type of goal.
How did you decide the tones for your four-colour palette? They do a good job of being distinct and enable the player to tell different things apart. I feel like when I look at colourized Super Game Boy games, the developers attempt to do smart things like that, but can often fail. This is a great example!
If you were to expand on this concept, I'd love to see it implemented on Nintendo DS homebrew. Or the two-screen mechanics are a cool idea for these sorts of controls.
I love making crazy palettes, they give each game a distinct character of their own. Four colors is particularly fun to work with.
Nintendo DS homebrew would be crazy, but if I did ever work on that, this would be the first concept to remake.
Below is a link to the post with details, and you can find out my opinion of your game in the video as I play!
http://ludumdare.com/compo/2015/12/29/lets-play-ludum-dare-34-episode-04/
great job!
Great entry, congrats!
The graphics and music were so simple but extremely effective. It was a lovely game! Fantastic job!
And it's surprising how well this color scheme works.