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Minimal Complexity
Minimal Complexity
By adonaac
View on Wayback Machine
| Category | Rank | Score | Count |
|
|---|
| Coolness | 3 | 51 | | |
| Audio | 574 | 2.68 | | |
| Humor | 863 | 1.83 | | |
| Innovation | 932 | 2.61 | | |
| Theme | 946 | 3.11 | | |
| Graphics | 999 | 2.46 | | |
| Overall | 1045 | 2.68 | | |
| Fun | 1083 | 2.36 | | |
| Mood | 1125 | 2.21 | | |
Comments
cahman
2013-04-29 03:26
I liked the idea. Wasn't sure how to move and attack (WADS and J). Didn't really understand how the weapon modifiers affected the enemies, or my score, or the game really. It also would have been nice to have a distinguishing feature (color?) for the player cube
adonaac
2013-04-29 03:35
All modifiers affect what your attack does in the most obvious way according to their names, I guess. The higher your attack level (the more modifiers you have), the higher your score will be over time.
This game is rather hard; I wasn't even able to get a weapon.
Nice job!
myachin
2013-04-29 16:50
win version didn't run on my pc(
lanz
2013-04-29 16:54
Very hard, I can't kill one cube! Liked weapon shortcuts in upgrade screen and cubes animation. Also great music!
I couldn't destroy any of the enemies, so I upgraded my damage to 100 and even then it took 2 shots to destroy the small ones. I kept getting hit and I wasn't sure what it meant when the enemies got to the red thing at the bottom. The player character is hard to see as well. I like the view-kick from the big enemies, though. I wish I'd added that to my game somehow. You had background music, but no sound effects for shooting.
adonaac
2013-04-29 16:59
@josefnpat @myachin @lanz: You can get weapons by pressing U and choosing what modifiers you want your weapon to have. Then press CTRL-A to choose that attack. If you want to you can choose ALL upgrades and you'll have the most OP weapon ever, but since the point of the game is to keep your score low, you probably don't wanna do that!
@lulzfish_4: When enemies get to the red thing the counter (30) is decreased. If that gets to 0 you lose.
martze
2013-04-29 18:36
Neat! You've implemented a really cool upgrade system. It would be interesting to see this implemented in a game where you can't just give yourself all the upgrades for free.
(I did that and it crashed the game =D )
adonaac
2013-04-29 18:39
@Martze: Yea I quickly realized after a few people played it that free upgrades wasn't such a terribly good idea. Maybe starting with lots of upgrades and then having them be removed gradually would be better? But yea...
Felt a bit too random. Sometimes I died instantly and other times it felt like a breeze.
Interesting concept, and in theme (i guess?). Althou you have to work on your Math a bit ;) The score system is flawed - the best score is when you dont kill any enemy, and let them all through, while holding the worst possible weapon. Also, the math on weapons and HP seems a bit on the hard side, so do the movement speeds. Finally, very unwelcoming to new players - you start with the worst possible gun with hardly any chance to survive, and with no instructions on how to shoot. Lot of potential, every flaw is easily fixable, so hope to see you next dare :)
davidb
2013-04-30 12:05
I play first, then I read the comments. I agree with all of them + may be put the control on the help screen (eg: press J to attack, I had to come back to the LD page to find the info) in future version.
I couldnt even kill anything. I did like to jump over eneimes. I did not like the One-hit KO.
loxo
2013-05-01 20:44
I like the idea, the animations and the music. With the default weapon I wasn't able to destroy anything, but the available updates help. My biggest problem with the game is the height of the window. Because my screen is only 768 pixels in height, so the game doesn't fit on it.
netmute
2013-05-01 21:43
Very hard, but cool style.
tiffi
2013-05-03 11:21
nice little game. cool idea, but a bit random
Reminds me of supercratebox :) Nice one.
upgrades appear to do nothing and the cost doesn't reset if I die but the weapon does, maybe..I can't tell
and shooting an enemy the entire way to the bottom doesn't kill it?
_alts
2013-05-19 08:31
The game has potential, but based on my experience, and the comments I'm reading here, there are some usability issues that should be looked at. The concept of minimizing a score while completing some objective (that would typically be in conflict with minimizing score) is intriguing. I don't know that exploration of mandatory powerups is the right angle for it.