morbidbuilder407 2013-04-29 15:05
I like how you only allow so much.. Very interesting idea..
Foon → Ludum Dare Explorer → LD26 → Too Much Loot!
By cheesyramen
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 1 | 100 | ||
| Humor | 327 | 2.61 | ||
| Innovation | 390 | 3.34 | ||
| Overall | 471 | 3.25 | ||
| Fun | 478 | 3.07 | ||
| Mood | 626 | 2.80 | ||
| Audio | 748 | 2.38 | ||
| Graphics | 901 | 2.60 | ||
| Theme | 976 | 3.07 |
I like how you only allow so much.. Very interesting idea..
The ultimate inventory management game for LD! Haha!
wow, nice job. The fighting system is a little confusing at first. But this is well done and fun! Not sure if responses are possible here, but I would like to know if you used any kind of 2d tools for unity?
The GUI would be a lot better if the stats actually matched their element in color (like, items that are Fire are written in red color etc). That would help a lot.
Also, it'd be nice if you could see what a chest contains before picking it up, because you might end up dropping an item for a worse one just because you can't progress otherwise. Like, there are a lot of chests blocking your path, and you actually have to drop an item to be able to pass by opening them.
Pretty complex little puzzle mechanic creeping under the surface of this minimalist game :P Still fun, though. Great job!
i like the concept. fun to run chase loot. shoudlve had something like "select closest enemy", and maybe expanded the loot system with more adverse items, because looting is half the fun =)
@Nolojen I used 2d toolkit. It's really good for making 2d games in Unity!
@Gama11 I agree with you there. I wanted to color-code the text, but I didn't get a chance to. The GUI was the last thing I worked on before submitting :/
Neat concept, but I found it too hard, 4 tries and I couldn't get past the first level. It probably doesn't help that I'm somewhat colorblind, so some of the slimes looked too similar and I dropped the wrong items.
I think the learning curve is hard since I have a feeling it is up to trial and error to figure out what works and what not... But the idea is very interesting for a management game of how to progress through level, with the loot also becoming a block for advancement. :)
Very nice entry. Great job keeping with the theme. You put in a lot of interesting choices.
Loved your interpretation of the theme and the way the player is forced to plan his moves :)
Once I got a hang of the interface, I really started getting into it. I like the puzzle-focused use of elemental systems.
Couple of thoughts:
I feel that the color of the monsters should indicate both what it absorbs and what it can be damaged by. I get the sense that the color of the sprite currently communicates what it can be damaged by (when I was playing, for example, all red enemies were hurt by fire). Maybe a future iteration could color code the eyes to hint at what it absorbs?
I also wish I could use the mouse to preview the stats of an enemy. Using Q and E works okay, but sometimes it took longer to find the stats of a specific enemy quickly.
Aside from that, I liked it! Good job!
Great entry! I loved it!
Unfortunately it becomes a bit of "spreadsheet" management after a while. What if you started with only three elements for the first level, and added an element on level 2 and three... Also, if there was a way to graphically show the weaknesses/strengths of the monsters (a symbol for each color like Magic the Gathering and a number) that would speed up the game and remove a lot of tedium for me.
Very nice concept!
I really enjoyed this, kind of a hark back to old school dungeon crawlers. Limiting the loot was a nice mechanics, though I found it hard to work out which weapons were good against which monsters on first play through. not sure if the levels were randomly generated or just cycled through a set of premade levels, but either way the variance was very welcome. For your first ludum dare, this is a great entry. Good job.
Very cool idea! Really liked it!
Good job, nice game idea to find the balance between powerful items and inventory space
I love the concept, and it fits the theme well. Nicely done!
Very complex game in a good sense but a bit too old-school type for me, especially in the aesthetic & the sound design. But I assume it's a personal taste & nostalgic gamers can truly love it!
Super fun game, all in all. The randomly generated levels give it replayability, and having to think about which item to drop was quite strategic.
Really neat idea, but, as others mentioned, the control scheme and low data/ink ratio ultimately made the gameplay tedious. Great job for a first entry!
so cute! good job!
I like the minimalist inventory management system :) Hard at the begining with all that stats, but it reveals an interesting gameplay after a while. Good job :)
This game won't run for me. It tells me to install Unity Web Player, which I already have installed. When I try to install, it says I can't install because Chrome is using Unity Web Player. Other Unity games have worked for me so far.
@captainkraft I've had similar issues with that before, where the web player thinks it hasn't been installed. Have you tried restarting chrome, then re-running the game?
I'll try to look more into it to see if it could be something else. Worst case, I've provided downloadable builds you can try playing on.
A fun game that makes you think. Well Done =]