jah2488 2013-08-26 05:26
Looks great. Really hard though.
Foon → Ludum Dare Explorer → LD27 → ReTurtle
By metatheos
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 1 | 100 | ||
| Innovation | 418 | 3.15 | ||
| Graphics | 446 | 3.06 | ||
| Theme | 792 | 2.90 | ||
| Overall | 820 | 2.78 | ||
| Audio | 954 | 1.36 | ||
| Humor | 980 | 1.17 | ||
| Fun | 997 | 2.33 | ||
| Mood | 1060 | 1.72 |
Looks great. Really hard though.
Once I got in the hang of it, it was fun. I didn't understand the purpose of the different spools at first, but I figured it out.
I don't get it, sorry, I just don't. I get you play more then once to take out the boss, but why do those previous attempts I had keep dying? Am I shooting them down? No... that's not it, but why? Also there's very little feedback provided to the player, bullets don't seem to have an impact, you die to easy, you have to manually restart the game when you die. The idea is ok, but you could have executed it much better :).
In fact your guys can be killed by friendly fire. For previous incarnations it also can be a grenade you are drawing somewhere they will move to.
You're right about the lack of feedback, there are quite a few things I had to cut in that regard (obviously sound, visual feedback on hit/block/reflect/projectile-strength, battle-timer/boss-hp, intro/outro, a proper main menu,...).
About having to restart manually: if you mean restarting the current round with r after you get hit, the motivation is that three guys hitting the maximum amount of fully charged shots should be able to take the boss down (two might be enough with some reflect-magic). So if you're at 98% progress after four guys, you can still easily win by landing a few shots, getting hit in the first five seconds and watching as the others finish the job. If you mean clearing progress, that's part of cutting most of the menu, sorry about that.
Thanks for the feedback though everyone, really appreciated. I might add a post-compo-version over the next few days, fixing a few of the things from the top of that list.
Yup. Super hard. There are some interesting ideas in here.
Gets its fun factor from its difficulty and it has a lot of that.
awwww I can't get the unity web player to work so I cant test this, looks so fun.
I agree this is pretty damn hard, but the pattern based movement of the enemy makes the game interesting
Didn't know what the hell was going on lol
Really nice 3D art. :)
Too hard, but great
Nice motion on the boss / AI but the game could really use an intro tutorial / or as others pointed out a bit of feedback - a healthbar on the boss would be enough :)
The idea seems really good and the art is good too. But I couldn't actually beat the very first boss :)
Two problems:
- missing feedback for boss damages, I actually can't tell when I hit him or not,
- when I die, it would be really good to simply go back to menu immediately, no need to force the 10s delay each time. In fact, for my first 2 tries, I was instantly killed by the boss, so the ship disappeared, and I was stucked for 10s each time. Really looked like a bug.
Waow, the first round was hard !
It took me some time to get the mecanics
Nice job !
Took some time and patience to understand. I like the idea, really nice. But lacks information on the mechanics. I was not understanding why I had to watch all the boss animation after dead on the pod 1.
Thanks for all the feedback everyone! It's scary how much all those things I had to cut seem to negatively affect the experience. For now I reformulated the description a bit to give some hints on the mechanics. I also made the hint that you can restart a round by pressing 'r' a separate point in an attempt to make it more visible (should have added that as an in-game hint though). I'll really have to find some time to make a post-compo-version.
really unique idea! the bosses patterns were well made, and the models were great.
hard but got the hang of it.. looks great!
Nice concept but very hard to beat the first boss! I would add more feedback of damaging the boss as well as health bars for both.
I think the difficulty screwed up the fun factor. Really needed a better learning curve. Visuals are nice though!
I totally didn't understand what was going on, nice visual style though
Great idea, execution felt a little awkward. Most of the rounds my clones just ended up dying in the first few seconds of the round. Art looks really good, controls felt good. Overall good job!
I couldn't figure it out. At the beginning there were no ships for me to control, when I did get a ship I couldn't move it
This sounds strange, I think you might have accidentally found the 'replay'-function (clicking the title just replays the current state of the fight). Maybe I should have disabled it in the compo-build.
It got too crowded at about 30% through. Looks good and plays well.
I really like this concept, I just wish it wasn't so difficult (friendly fire is pretty punishing). I haven't once been able to beat the boss, but it's been fun nonetheless. I'm definitely glad you're continuing development on this.
Cool concept. A bit hard to manage once there are several of your ships on the screen, though.
Really fun and challenging.
Very well done difficulty.
Didn't really use the shield as much as I probably should have
Looks great, and I like how much polish you were able to get in for the post-jam! It was a little hard to get the hang of it and understand just what was going on, but I eventually got it.
! Great job :).
Cool idea, very fun! what? hard?? well a little ... xD great job bro!!! n.n
That was a hard game and fun too :D
I liked the idea/mechanic.
I just wish there was some sounds.
It's a really interesting idea, but very difficult to see what's going on! If you don't move straight away at the start of the first boss, you'll die almost immediately. Also I frequently died with no idea why
Interesting concept, way too hard for me though. The boss pattern was cool!
Very nice concept but a bit hard, if the shoot was faster that would make things a bit easier. :)
Thank you all for the feedback. I noticed that people probably use rapid-fire way more than I'd want them to, bad communication on my part here. I added a hint to the description explaining that it's best to let the shot recharge fully.
@Fervir: In the compo-version it's really hard to get any use out of the shield and even in the post-compo-version it's something you'd only use to optimize time, it's mostly there for depth.
@CosmicAdventureSquad: Nice to read some feedback on the post-compo-version, thanks for trying that out too.
@JonathanG: You're right, that you're getting hit by the first batch of bullets is a really stupid quirk of the compo-version, makes a really bad first impression, doesn't it? The thing hitting you randomly might be the grenades the enemy launches at two points in the battle.
@Almax27: Good job on noticing that. You're right, the ratio between player-projectile-speed and boss-movement-speed is really awful in the compo-version. I indeed bumped the projectile speed on the player up a bit and lowered enemy-motion-speed significantly for the post-compo-version.
Really fun concept.
Without your tip of using only the charged shot, I guess I would have never defeat the enemy. The post-compo is definitely clearer regarding the rules but the gameplay is already present and challenging in you entry.
I also like you graphics, colors are a bit cartoon, when design is more serious.
Strange game, but a rather cool idea (if I understand it correctly...). Needs some sound, however...! ;)
Wow, this game is awesome! That was a great idea!
I'm a fan of shooters, so this was a game that I would easily like. But you took it a step further! The controls are great and having to pay attention not only to the boss's bullets but your (previous) ones, made this something really unique.
It would be great if you made more bosses. :D
(and sounds... this greatly enhances a game)