koalamo 2014-08-25 01:18
I can't get the web link to work :(?
Foon → Ludum Dare Explorer → LD30 → The Warehouse Connection
By redien
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Theme | 334 | 3.55 | ||
| Mood | 340 | 3.25 | ||
| Graphics | 365 | 3.41 | ||
| Innovation | 369 | 3.41 | ||
| Overall | 454 | 3.30 | ||
| Fun | 585 | 3.00 | ||
| Audio | 818 | 2.18 | ||
| Coolness | 1598 | 39 |
I can't get the web link to work :(?
It doesn't load at all or does the game not work?
The yellow cube makes it impossible to clear without friends, and that is pretty disappointing. It's cool that the game is multiplayer, but I hate it when games tell me I don't have enough friends to do something. I wish the was some way to clear solo even if it was really hard.
Oh, haha, didn't read the post first so got a bit confused by the yellow cube before finding out it was meant for multiplayer. Gonna rate later on when I can get somebody to play the rest with me!
I really like this concept which is very original and fits great to this theme! I like the puzzle design, and I don't mind that it is multiplayer only. The simplistic look feel just right and has great colors. The experience would be even better with simple sounds added. Could be something like humming sounds originating from the pillars, which would as well guide the player towards them. Different kinds of pillars can be humming in different tones perhaps. And maybe the humming can be altered in some way, e.g. getting more intense, when the pillar is activated to further indicate that something happened.
shico: Yeah I know what you mean hehe, but it's probably a good idea to make the game playable solo as you suggested. I'll have to think about how to do that!
Vavassor: Sounds good! :D
Robinerd: Another good idea there with the humming! :)
I only played it alone and I really liked the style. The movement of the glowing pedestals, the motion of the door. The colour scheme was also interesting, although the warehouse as a whole felt pretty desolate.
I imagine that makes it better during coop.
I also really like the application of the theme. Where you and your friends inhabit the Connected Worlds and have to cooperate via voice alone.
Great Job!
Game looks great - although I recommend that you add some instructions, or perhaps always display a crosshair that then changes colour when you are in a position to activate the shiny objects? I spent a good five minutes walking around in the room trying to figure out what I was supposed to do before I realized that I had to aim below the shiny cube in order to activate it (I had previously tried to aim directly at the cube (instead of below it) while spamming clicks and random keys).
Also, in level 3 (I think) where there are 3 cubes near each other, I first activated the one at the bottom and then one at the top, but when I activated the one at the top then both of them got activated - I guess this is a bug? It doesn't really affect gameplay, just wanted to let you know :)!
Hi there. Like the look and feel, mouse capture seemed weird (not recentering or something ?) might be me... Nice sounds for portals. Didn't try multiplayer -did first 3 rooms, have bookmarked for later. Cheers, Good job!
Good mood. Like the details of the level. Nice portals. Good gameplay :) You need to put more challenging stuff into it. Good work. I like it
Join game not seem to be working :/
I like the style - the mist feels spooky and the design of the statues and portal adds to the creepiness. However, I didn't know until I quit and came to enter comments that the game was meant to be multiplayer-only. I spent a few minutes trying to figure out how to get the yellow statue to stay on long enough to get through. You should add a disclaimer, preferably within the game itself, that it is a multiplayer-only game. Adding some simple matchmaking would also go miles.
Great concept though!
It wouldnt let my friends connect, but it looks cool :) I included it in part 8 of my Ludum Dare 30 compilation video series :) http://youtu.be/_ZcQE6pTBcc
Well, the warehouse is rathe climatic (if a bit empty), and these pedestals and cubes are rather stylish, too...
...but it's still walking to buttons and then going to the door! >.<
Really, the most challenging part is finding someone else to play the game with. ^^"
(also, I take that the level when the gate is glowing from the beginning marks the completion of sorts?)
Honestly had difficulty with this one, though that was more of a hardware issue since I use a laptop. The touchpad likes to stop working when keys are typed (Perhaps as a palm detection thing? No idea). Got out my mouse and played it.
I loved the graphics. Except the ceiling. And then it was more like I hated, but loved it. It creeped me out to look up and see the movement up there more than ANYTHING else in the game (Not that I played far). I blame the fact that I love the SCP project stuff so much.
Neat concept, I liked having the talk it over with my friends to play. It seems like I ran out of levels with content, and we were just walking straight into the doorway for a while. Still, I'd like to see more in this vein.
Solid game logic. The crates hide stuff well, but I could always find the next tower if I went to one that I could see, so it stayed pleasant. No music and single player ended with yellow. It's off to a great start! I wish I would be teleported to somewhere other than this warehouse... kinda starts to make you claustrophobic like the intro to Portal / Portal 2 in their initial chamber. I could see this becoming a fun platform for a capture the flag sort of game. Add weapons and opponents and you've got base defense / capture the flag?
I really like the idea of this game! Maybe the "multiplayer problem" could be somewhat solved by implementing a server list and chat (or Journey-like "pinging")? Of course, that might lessen the value of the core gameplay idea.
The warehouse is pretty atmospheric, and I would have loved to hear some more ambient background sounds/music completing the experience.
As the levels are quite vast, as they are based on exploring, I felt that I sometimes did a little too much unnecessary walking. Maybe utilising the height of the rooms more (when designing the levels) would allow for faster traversal while still retaining the exploration aspect? Super cool idea, would love to see it fleshed out and made more accessible somehow. A multiplayer game within 48 hours is super impressive btw, cool beans!