themorfeus 2014-04-28 15:12
Lags like hell, but looks cool!
Foon → Ludum Dare Explorer → LD29 → TIT for TAT
By vicious_br
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 2 | 88 | ||
| Audio | 123 | 3.57 | ||
| Graphics | 177 | 3.83 | ||
| Overall | 221 | 3.56 | ||
| Mood | 225 | 3.45 | ||
| Fun | 340 | 3.29 | ||
| Humor | 550 | 2.44 | ||
| Innovation | 577 | 3.04 | ||
| Theme | 1042 | 2.50 |
Lags like hell, but looks cool!
It was really fun, sadly it started to lag after like 10 minutes of playing. Incredibly nice graphics and music aswell.
Good job!
Lot of fun, played twice, looks nice, like old monitor, good music and sounds for retro-game.
Great game. Very much enjoyed the mechanics and style. Thanks for making!
The morfeus, Cezel, NikinCZ and Conormn, thank you very much for your feedback.
Morfeus and Cezel, Ill try to fix the lag. Thk u!
Difficulty decreased
Looks really nice, and is an interesting take on the 'cookie clicker' type games. Would have prefered he had less health, and there were more levels/variety, but really cool idea for 48 hours. I could see this being a hit if there was some more content!
Really well done, simple to play but addicting :)
Cool resource management system!
awesome! one of the must play games at this LD!
Hypnotic. Pure awesomeness.
I had less than 24 hours to do it. In this edition of Ludum Dare, I had many setbacks. Is to improve next DarkMeat
Looks really really nice!
Could have been harder but it was fun to play! I really enjoyed the explosion of the alien-thing
Cool game! the pace was a little slow, but liked the concept, really minimalist resource management game.
Love the graphics and audio! And the whole game really. Don't really see the point of two towers if the enemies spawned are the same? And was far too easy. But overall freaking awesome!
I like the look of this one. Very cool.
Thank you for all of you to play my game, comment and commend.
The audio is powerfull! Nice ambience!
Pretty darn easy but damn the visuals really helped this along! Audio was a little bit loud but other than that an interesting take on tower defense.
This was fun. Not super challenging, but a neat little distraction from work. I'd play this on my phone or something for sure.
Liked the graphics and that you spent so much effort to explain the game with a tutorial. Didn't like the gameplay too much, was rather boring. Some juicyness would have helped - larger buttons, sounds (!) and maybe some more effects.
The concept has potential, but the gameplay is sloppy and not challenging.
There is one surefire way to beat the game with minimal input.
Increase the fire rate of both of your towers to the max and collect money until your armour is nearly gone.
Then just spam the everliving crap out of the alien mother ship.
Why is this so? Let's have a look.
-The tower upgrades aren't well designed or balanced.
The most potent upgrade, that being fire rate, is also the cheapest!
Power is a nice bonus, but as it's quite expensive there is no reason to take it over fire rate.
Range on the other hand is completely useless as the weapons already fire far enough.
Accuracy would have been a better fit for that slot as the turrets seem to miss a lot.
-The economy is borked!
The shooting cost increases to a cap of 200, but the upgrade costs don't.
Especially fire rate should have a cost increase or other limitations.
-Too few gameplay decisions.
The only input turrets need is upgrading and as revealed before there really isn't any meaningful choices in it.
Shooting down enemy projectiles is only required if your armour is down and at that point
you have enough money to defeat the alien anyways so there is no decisions there either.
Those things said. Here are some possible venues of development:
-More in depth turret management as in many tower defence games.
The ability to build and repair the towers and turrets myself alongside upgrading them would go a long way in ensuring tactile gameplay.
This also mitigates the cascading failure effect caused by losing too many turrets on one tower allowing the enemy swarm to completely overtake it.
-More active abilities.
For instance shields and different bullet types and patterns.
The powerful single shot weapon is fine on taking down the mother ship,
but other offensive abilities would allow sending smaller enemies against the player base as well.
-No health bar only the eye, or vice versa.
Currently the health bar is quite unnecessary because completely losing a tower is basically a gameover as you profit is effectively halved.
I would argue getting rid of the eye instead.
This would allow for the whole ground to be filled with towers and remove the need for specific enemy lanes.
The alien could also attack other targets and send enemies in every direction.
Other possibilities include:
-Only the eye no hp bar. Defend and build around it.
-The alien only sends enemies or only attacks with projectiles.
-Different victory states altogether. Time limit, kill count, money amount, you name it.
HuvaaKoodia, thanks for the tips. It was a great review of the my game. As I am beginner to make games (and especially in jam's) your analysis is thorough, honest and very constructive. I thank you again because I think these feedback are very important for my growth as a game designer.
I liked it a lot, good balance of gameplay, once you figure it out it isn't too hard, and you are rewarded for finishing sooner than later. But still fun. The feedback the other guy gave you is accurate but I'd been a little less harsh than him, you did well. Not perfect, but it is quite a good start.
I like the graphics and the audio design adds a lot! I wish there was a bit more to do while waiting for your main weapon to charge, though. But nice job getting in the tower defense mechanics!
I love the graphics
Pretty cool even if I spent a lot at shooting first ^^
Good game, finished on the 3rd try. Well done!