braingale 2012-08-28 05:51
Definitely an innovative game. Once I got the controls down, it was fun to watch the cats evolve. I wish things would get more challenging, though.
Foon → Ludum Dare Explorer → LD24 → Bakeneko
By tempest
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Innovation | 28 | 3.63 | ||
| Theme | 64 | 3.25 | ||
| Graphics | 125 | 3.25 | ||
| Overall | 151 | 2.94 | ||
| Fun | 155 | 2.75 | ||
| Mood | 159 | 2.54 | ||
| Coolness | 932 | 26 |
Definitely an innovative game. Once I got the controls down, it was fun to watch the cats evolve. I wish things would get more challenging, though.
Nice aesthetic for cubes :). The controls were nice - hotkeys for switching worlds would have been even better.
I'm not sure how well I understood the game.(There was a lot of text for what seemed to be essentially auto-aimed tower defense. I wound up strumming the 1-4 keys without much thought while clicking between worlds based on what was approaching, and this worked really well (too well?). The cube aesthetic is great, especially when the world is assembling, but it's a little low contrast and dark. For future versions I hope the explanations will be more transparent and the mechanics would provide more complexity.
Hey Tempest, really interesting game. Love the style and the polish to the UI for this game. It was fun to play around with but I don't know if I fully understood the meta mechanics of using the different dimensions and such. Thanks for the upload :)
@braingale - Thanks! Yes, I wish the controls were a bit more intuitive. I was contemplating just letting the cats auto-attack at a certain range. Challenging/balance/bosses, varying waves was definitely an idea and will be expanded upon in a post-compo build.
@BMacIntosh - Thank you! Yes, I definitely intended for hotkeys to be for worlds as well, but it appears I've missed it! Will be included in post-compo.
@Mclogenog - Yes, it was an auto-aim tower defense. The text was there to create a story/world/purpose to the TD.
- The strategy can break down to just key-mashing at times, yes. The challenge will be increased in future builds, where certain worlds would become un-accessible. I'm thinking (mentioned above) of having the cats auto-attack, so you can focus just on the environment, and maybe some bonuses to award to the cats, to guide their growth rather than spend time deploying them.
Yes, I love when cubes construct/destruct. Thanks for the compliment.
I will improve the explanation and complexity in the next build for sure.
@rmatey - Thanks! The cats evolve slowly if they just earn points from banishing their targets. However, if you change the world, the cat will evolve much quicker.
Banishing a red cube = small amount of red experience.
Activating Inferno world - Cat will gain XP over time (traveling to, from target).
@Tempest rereading my earlier post, I sounded a bit more critical than I meant to. It's already a neat idea, and refining it a little further (e.g. auto-attack) could result in something unique within the tower-defense genre. So, good luck with future builds! :)
Cool UI and quite polished game. Gameplay was a little bit confusing with all the explanations and such. I think this game will largely benefit from some sort of tutorial. Nice entry overall.
I really quite liked this, the game was really quite peaceful and relaxed compared to most others - undoubtedly a good thing! ;) Great job with this, and though I think it could be expanded on a little you've done great for 48 hours. :)
@Mclogenog -- Thank you for your support and encouragement! I am considering continuing with this and seeing where it goes.
@ConflictiveLabs -- Thank you! Yes, too much text seems to be an issue. I originally thought there wasn't enough. I wanted a much smoother way to introduce each cat and world. Thanks again!
@Mach60KAS -- I'm glad you enjoyed it. Yea, I realize all my LD entries tend to be peaceful/soothing. Thanks, and yes I hope to expand it soon :)
I like it :)
Simple and elegant :D
I liked the presentation a lot. Disappointed that a lot of button mashing would clear it pretty well. If you adjusted the gameplay to counteract that, I think it could turn out pretty cool.
Really love the isometric Marble Madness feel. Fun collection of mechanics here; wish there were some more spirit types to make it more challenging, but I loved the mood.