liamlime 2013-12-16 16:39
Quite an interesting fighting game.
Foon → Ludum Dare Explorer → LD28 → One upgrade in heart
By tonasz
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 2 | 85 | ||
| Humor | 291 | 2.78 | ||
| Graphics | 436 | 3.05 | ||
| Fun | 498 | 2.86 | ||
| Innovation | 507 | 2.91 | ||
| Mood | 518 | 2.72 | ||
| Audio | 540 | 2.41 | ||
| Overall | 570 | 2.93 | ||
| Theme | 756 | 2.42 |
Quite an interesting fighting game.
Nice idea with the rhythm game combat. If the hits had a bit more impact that would make it feel better I think. Nice job.
Didn't seem very lenient, and there's no feedback to say when I've hit the arrows at the right time. Art is great though.
That ending!
Nice usage of rythm aspects. I've also used rythm with arrow keys on my game entry.
I liked the way you created the upgrading choice. I missed a way to compare my current equipment with the one I'm about to choose, though.
I also felt that choosing "+1 live" is a generally better than others powerups, which make the choice a little bit unbalanced.
In overall the game is pretty neat, and the music fits the ambient nicely.
I really enjoyed this game :) I was confused about the robots moving before I completed a series of arrows at first. I also was unsure about when I was hitting my mark. Some sort of visual to show when I hit an arrow (maybe the white line turns a color and the arrow turns a color or something simple) would be a great addition and make the game more enjoyable :) Great work!
Really nice game :)
Haha, I really liked this! Really fun! I thought the upgrade mechanic was implemented really well, good job.
Would be nice if the arrows lit up when pressed.
Awesome idea! And I totally agree: Some visual feedback if you hit the arrows would have made a big difference.
Been a long time since I saw a rhytm game. Nice entry and congrats on first LD! Well done
Robots, upgrades, fights.... nice one! =)
Thank you for all comments!
You're right - there's a lack of litting up arrows and better indication when to hit them. I thought that sound would be enough, but that's not true. If I make a better version after LD, I'll take all of your remarks.
Another thing I'm afraid is a chance, that unbalance could ruined a bit experience - some of you could not see none of two endings. :)
Ha, saw that ending coming.
Overall pretty nice game, the fighting could perhaps be bit more difficult, as the arrows just arrive in one straight line and are pretty easy to hit. The hit detection bar could perhaps have different shapes or the arrows could come from different heights.
Cool concept and nice implementation. The help pages were also nicely done.
Possible improvement: Bounding boxes around the arrows to hit so we can know the timing, I got a lot of misses because I wasn't sure what the bounding box or the hitzone was (even though it appeared close to or on the line).
Slightly difficult for me, needs maybe better feedback. Really nice for a first game!
Didn't see the ending coming. Good job.
Fun game, On my first try i only got damage and health and arrows were coming way too fast. Your upgrade system is well done !
I liked the different art for the upgrades, like new weapons and so on. It was hard to play considering how some of the arrows were off beat, would have been nice if there was a little more rhythm to it - but great first entry!
well done man.. even tho i was rubbish at it :)
Great graphics and love the rhythm mechanics. And high-five for Unity! :)
Really ought to have the key presses land on beat with something, and there's no visual feed back when you hit a key.(the arrow could pulse or explode or something)
But I have to admit, I played for a long time, so something about this works very well. I was disappointed that it's so damn difficult to get to the end with all your original parts. I think you should give the option to retain one of your parts every turn to make getting to the end looking like yourself not so damn RNG dependant.
Thank you guys, I'll definitely make the updated version (ofc second, out of compo) with at least better visual feedback, stats comparison and bounding boxes. I'll try to do something about rhytm and maybe upgrade a bit mechanics + add second infinite mode.
Cool story: It wasn't going to be rhytm-based game for a looong time :)
@Broxxar [SPOILER to others] "RNG" scripts works the way that lets you upgrade to at least one orginal part or weapon (they don't count as "news" - character doesn't hold it in finale scene). The true is that "classics" are a bit weaker.
@taocayo high-five!
Hard to tell when to press the keys.
Very well made game, and the graphics are just great...but wow, I'm very bad at games like this.. XD
Really cool mechanic, I hope you keep working on it. It's too easy to forget what upgrades you already have as well as what each of the symbols mean. Nice work!
Hi there, here is Dan from the Agent One game, replying to your comment, the lowpoly style isn't really a special effect, it's just trying to make the models really simple by keeping the polycount extremely low and the textures pretty much flat color with some details XD
The characters and the enemies all share the same mesh/animations/rig, having only different textures to look different. (It worked quite so well, lots of people that talked to me didn't really noticed that it's all the same mesh)
I have used this shader from the unity asset store though:
http://forum.unity3d.com/threads/178456-(RELEASED)-Toony-Gooch-Pro-Mobile-Cartoon-Shaders-pack-with-lots-of-features!
Haven't played your game yet ^^ will get to it later tonight, trying to record them all in order
Cheers
Great Idea. Way too sensitive with arrows. Arrows should do something when hit so there is feedback for the player.