FoonLudum Dare ExplorerLD26 → Complexity

Complexity

By someguy22

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CategoryRankScoreCount
Humor2302.81
Audio3743.00
Fun5812.96
Overall6643.07
Graphics7702.75
Innovation7902.82
Mood8162.62
Theme8313.25
Coolness141145

Comments

mortus 2013-04-29 06:21

Nice game, but I've struggled for some time with controls.

kannas 2013-04-29 14:04

The game mechanic is an interesting one, and the final boss was expected, but hilarious xD
The problem lies on 2 things:
the the ammunitions are too few, with a recharge time too long;
the spawn points are not safe from mobs, and it often happens a death cycle of doom, with the enemy on the spawn point.

The controls are a bit tricky whan jumping, with that's a problem of mastering. I enjoyed this :D

someguy22 2013-04-29 19:45

Thanks! I know there was a balancing issue but I had barely enough time to finish! :P

inko 2013-05-01 20:09

I actually liked the jumping in the game. Unfortunately after the first room there was barley any and instead it was about the much inferior shooting.
I think my biggest problem was the clip size combined with the super long reloading animation which makes the combat quite tedious and enemies tend to spawn camp you, specially at the boss fight which made me give up. But I really like the ground changing color concept, shame you didn’t do more with it.
Anyway, grats on finishing it! :)

cybearg 2013-05-01 20:11

Overall, I had fun playing this! Some thoughts:

First of all, while I understand the idea of scoring points for touching things (just as a way to innovate a scoring system), in practice it worked against the game. Or, rather, the way it was visually done worked against the game. Platforming in first person is always a bit clumsy, but since the platforms change color (often to the color of the floor) when touched, that makes them effectively invisible when viewed from above, so you not only have the clumsiness of FPS platforming, but now your platforms are invisible as well. I was beginning to get frustrated, but thankfully it turned away from the platforming parts after a while.

I assume you were going for a DOOM-like style with the enemies' shots, but while that era's games had enemies shoot bursts of energy that were slow enough you could dodge them, the shots move too quickly/there is not enough maneuvering room to properly dodge for most of this game, so it just puts you in certain death situations. Thankfully, you've very generous with checkpoints, so that helps.

The way that you used the color blue to indicate geometry that could be affected was a good visual cue, so kudos for that.

I also really liked the music.

Overall, it was enjoyable. Good work!

depp 2013-05-01 20:12

Love the complexity gun. Can't defeat the potato, it doesn't take damage?

polar 2013-05-01 20:29

Really nice game, make more :)

stmatn 2013-05-01 20:30

I like the idea and the mechanics of making things more complex ^^ at some points you could snipe the enemys down, however they looked pretty terrifying, when they were near you. A crosshair would have helped a lot with aiming. All in all its a cool game.

hgouveia 2013-05-01 20:43

Nice game but very frustrating!

someguy22 2013-05-01 23:17

I forgot to mention the less things you touch the better... but I forgot to finish a lot of ideas because of the time constraint

someguy22 2013-05-01 23:19

Also the potato can take damage if you use the interacting blue objects :P And thank you all for playing! :) Also the crosshair was left out for added difficulty :P

gregdevice 2013-05-02 05:23

Nice game! A crosshair would make it easier. Potato lord was tough but beatable.

somenetworkguy 2013-05-02 06:05

Really needs a cross hair. Also, after beating the boss, I think a satisfying cut scene and end of the story would've been more rewarding, especially after the Potato was so annoyingly hard to beat.

But nice work on the FPS. I hope to tackle making an FPS in Unity one day.

HelkeGames 2013-05-05 19:17

Nice game, i like the concept! Great Job :)

shigor 2013-05-06 12:31

Kill the potato!

someguy22 2013-05-06 23:19

Thank you! :D Once again cross hair was left out on purpose! :P

exclamation_mark 2013-05-07 20:02

Cool idea of making things more complex but it does lack a lot in execution, as it's hardly connected to the gameplay itself. For example, it's completely indifferent to the gameplay whether i choose to change a blue box into a chair or not. Also, the appeal of minimalism and the more complex models clashes a bit. Obviously both problems are sourced in the lack of time, but that's the problem of the Dare, you should always bite of as much as you can chew in 48h :)
Oh and Kudos for the sensitivity setting, I've had *SO* much problems with this in other Unity Games!

minionstudios 2013-05-09 16:57

Nice work! So many great features, including the walls and floor changing when you touch them!

turbodindon 2013-05-10 12:04

Ohoh, crazy potato boss.^^

- SEPHY (@sephyka)

someguy22 2013-05-10 14:33

Thanks guys!

natedog9145 2013-05-11 03:32

Very neat little game! Had lots of fun and was surprised by how long it lasted. Good work ;)

vladimirdlc 2013-05-11 23:38

Quite complex but enjoyable :)

puzzlem00n 2013-05-14 21:04

To be honest, Rob, I think you've done better. This game just didn't work for me. The lack of crosshair kept making me miss enemies literally right in front of me. The checkpoint for the boss battle was placed right in the middle of the battle, so I could die three times in a row. The reload was just annoying. I don't know, it just wasn't fun.

P.S.- I think a good personal challenge for your next LD might be to make a game without first person platforming elements. =)