cryovat 2013-04-30 21:23
I like the models and shadings. Looking forward to see the #onegameamonth version. :-)
Foon → Ludum Dare Explorer → LD26 → Minnie & Mal
By kharza
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Graphics | 117 | 3.80 | ||
| Humor | 210 | 2.38 | ||
| Mood | 313 | 2.79 | ||
| Innovation | 382 | 2.61 | ||
| Fun | 431 | 2.42 | ||
| Overall | 443 | 2.68 | ||
| Theme | 522 | 2.32 | ||
| Coolness | 1485 | 42 |
I like the models and shadings. Looking forward to see the #onegameamonth version. :-)
I like the art style.
So I intended to fix all the bugs and post a post-compo version. Well there are a LOT of bugs. The worst, and one that is taking me days is a very very rare collision related bug down in the guts of the engine.
It also exists in the C++ version of the old genesis code (down in intersectleafsides_r). I stole quake 2's idea of splitting the levels up into chunks at the very top of the tree (basically the top is a quadtree) and this makes the bug apparent. Not sure if Q2 has the same bug, as the routines and data structures are different.
The routine was mostly used for movement, and movement is typically in small deltas, so the false collision was probably never noticed as it won't produce an invalid value, just slow you down a little.
I'm using it to try to pre-determine hit locations for cast spells, and noticed sometimes a fireball would blow up in my face near one of those axial quadtree separations.
Must fix it!
Armageddon Spell Get! Nice artwork and a compelling character mechanic. Please finish a post-compo version!
Ok, post compo posted! Took a lot of debuggerizing.
Good graphics, but gameplay... That's what happens when you make good graphics at LD.
Awesome graphics, good job!
The game looks great, but my attack spells don't seem to do much, I fired about 20 fireballs at an enemy with no effect. I'm guessing this may have been addressed in the post-competition version, but I haven't looked at it yet (wanted to review before I looked at updates).
Really liked the cell shading and lighting. To bad you weren't able to get in more before the deadline.
Nice post process and good idea...but I think something messing with the enemies (or their AI).
Thanks for playin everyone! Sorry it's so terribad! BTW if you find bugs in the post compo ver let me know. The one I know of right now is it crashes if you minimize then restore the window. I didn't spot that till I got midway into a huge refactor so it doesn't build for me right now.
Also the feedback I'm getting is that shock is too good, and the other spells are too weak.
The compo version (which I rated) shows an obviously great idea, but it's a little too unfinished...
The post-compo version is like a completely different game, great job! I loved the idea and gameplay!
I'm not sure what this has to do with the theme, though...
It's a dodge, Minimalism == Mini / Malism. Mini == Minnie, Malism == Mal. :D
Nice engine. I had a hard time trying to kill the bad dudes, after Mal ran out of mana there was no way to do damage!
I liked the idea to split magic system between two controllable characters. also, the rest of the stuff works surprisingly well.
Nice entry - I liked the spell effects but the mana regeneration was pretty slow, so I just ran away from the enemies. Sometimes it was also hard to distinguish the walls from the ground.
Fixed the minimize crash in the post compo ver. Also dropped the decision time on AI finding buddies. Sometimes the only nearby friends would be behind a locked door, but the pathing is off on a thread so it needed a quick turnaround if it couldn't path there so it could try another friend.
Like the concept. Its really original Great Art!
I finally finished! It is at the post compo link and put up on 1gam