anjack 2013-04-28 23:02
Oops, I said "the Unity3D Pro trial key offered on the Ludum Dare "Tools" page", but it was actually on the "Deals" page.
Foon → Ludum Dare Explorer → LD26 → Triage: The life of a combat medic.
By anjack
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 1 | 100 | ||
| Innovation | 855 | 2.73 | ||
| Mood | 713 | 2.73 | ||
| Humor | 336 | 1.90 | ||
| Overall | 1056 | 2.67 | ||
| Audio | 386 | 2.29 | ||
| Theme | 1311 | 2.33 | ||
| Fun | 1227 | 2.07 | ||
| Graphics | 1234 | 2.07 |
Oops, I said "the Unity3D Pro trial key offered on the Ludum Dare "Tools" page", but it was actually on the "Deals" page.
Updated to include sound! (ambient sounds only)
Delightfully dark! I felt overcome with nietzschean existential despair whilst playing this. Full marks.
@Dusty: Thank you very much! I was worried that it might be too depressing.
Nice mechanic for saving the patients! I felt very bad when i let the first one die...
I liked it. :)
A: I am red/green colourblind. The gameplay is an exercise in the utmost frustration for me :(
B: When the buttons pile up on eachother they cannot be clicked.
Other than that, very good concept and use of the theme. A proper emotional game.
Thank you for the feedback!
@nintendoeats: I was so focused on rushing to complete the game that I didn't think how it would affect colorblind individuals. I've added a link to a "Jam" version which uses shapes and text to denote healed wounds and critical patients. Hopefully this makes the game more playable.
I really liked this. Great take on the theme!
Very interesting monologue. Clicking things fast is also fun! :)
Awesome. This game is so complex and simple at the same time. I give it an A+. The only thing that I would change, would be to close the surgery window after healing. It felt like a pain to have to move to close it, afterwards. Good job.
I like the concept. But I think you need evolve this gameplay. It's a great idea. Congrats!
Very, very cool use of real world concepts! I googled triage after reading the instructions, wow. Heavy stuff. I also definitely liked the game mechanics! Simple, and the effect of losing a life is portrayed pretty powerfully.
Pretty interesting idea, and I liked playing it, but I was a bit disappointed that I didn't actually perform triage, as there was no way to see which soldiers we're less likely to live.
Thank you all for your feedback! I appreciate all of your comments and suggestions!
@Ray_Mickelino: Yeah, a couple of my friends have commented on that. I didn't realize how inconvenient it was until I played it a few more times myself. I'll definitely keep this sort of thing in mind for future games.
@SquaredMuffin: The original idea was to give each soldier a different number of wounds and have them "bleed out" more quickly with more wounds. However, as time progressed I felt that I wouldn't be able to complete the game if I spent too much time trying to implement that functionality. Hopefully as I gain more experience with game development (this was my first) I'll be able to implement features more quickly.
Maybe it's just me but fun was one of the largest parts of this game, the lack of sound and mood and poor graphics however detracted from that a lot, the game had an interesting mechanic but seemed overall to drag on with no end-goal.
Very thought provoking. Simple graphics. Nice interface EXCEPT pressing escape to remove text before carrying on moving... that interferes with flow of game I think.
Seems a little rough around the edges, the healing mechanic isn't very fun or challenging.
The graphics aren't too appealing, but they aren't too bad.
It was a nice take on the theme though.
It's a nice concept but it still has a ways to go.
I agree that the actual game mechanic isn't too fun, and it ends up sort of seeming like work after a few rounds. It's very artistic and it has an interesting subject. Good job for 48 hours!
Very great mood.
Very nice idea, it would have been nice to have a timer to show how much time you had left.