sonnybone 2011-12-19 06:58
When I run the game, I get seams in between the game tiles. Your screenshots don't show these seams.
Foon → Ludum Dare Explorer → LD22 → Dungeons of Solitude
By knighty
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 3 | 52 | ||
| Graphics | 54 | 3.78 | ||
| Overall | 186 | 3.00 | ||
| Community | 227 | 2.79 | ||
| Mood | 284 | 2.50 | ||
| Fun | 327 | 2.39 | ||
| Theme | 384 | 2.56 | ||
| Audio | 397 | 2.00 | ||
| Humor | 545 | 1.33 | ||
| Innovation | 580 | 1.78 |
When I run the game, I get seams in between the game tiles. Your screenshots don't show these seams.
Lovely game. Has a very distinct 16bit era feel. Would've loved to see some soundtrack in this would have definitely taken it up a notch!
Overall though, very impressive for the amount of time available.
Cheers
Bach
Maybe 20 games in and this is my favorite so far. As a proof of concept it's exceptional - art has a great SNES feel, animations look good, and the mechanics are tight enough to make it challenging for all the right reasons. Given a few more weeks of adding content you'd have something that could've sold a million cartridges back in 1992. Well done!
Not particularly fun I must say. I like the graphics, and it fit the theme well, but the lack of music was a little annoying. Quite hard too, once I got to the 3rd level with the guys that throw stuff I just kept repeatedly dying. Also the pathfinding of the slimes seems like the hug to corners, and it's annoying trying to lure them anywhere
I like the graphics and it plays mostly fine. The collision detection could use some "fuzzyness" so you and the enemies don't get stuck on corners so easily. Archer arrows are too fast or the player too slow, not really possible to avoid damage. Not very innovative, but one of the best entries i've played so far.
:) gj
Simple and done to death, but still awesome. Great job!
"Innovation" is not some critical aspect to a fun game, especially when you know the fundamentals this well. A tried-and-true concept done very solidly, and I'd love to see you flesh this out into full fledged game.
I love the art style, and the sfx are really evocative of the 16 bit era, but the controls are very frustrating. It's all down to the pixel-by-pixel movement speeds, and the fact that enemies will hang on corners in a way that they cannot be stabbed, but also cannot be walked past without hurting you. Even once you discover diagonal stabbing, you still move while getting into the diagonal position and thus still run the risk of being hurt.
I would say that changing the movement scheme to be tile based, and being a little more generous on the collision detection for the sword would make this an excellent title and a fine first chapter to a bigger story.
Great game... I missed music and some puzzles, but for 48h competition is excellent the engine is very well done... it's very frustrating you don't keep the initial knives when you die and the slime enemies should avoid corners. Congratulations