FoonLudum Dare ExplorerLD31 → Unity Ascension

Unity Ascension

By hitchh1k3r

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CategoryRankScoreCount
Coolness275
Theme2713.84
Fun3953.25
Innovation6193.05
Mood6202.87
Audio6382.57
Humor6872.32
Overall7443.02
Graphics10092.37

Comments

donan 2014-12-08 09:49

Nice concept and well done :)
Keep working on the game ^^

alendro 2014-12-09 18:47

nice game, really enjoyed the presentation and the video you posted. Liked the Majora's mask time lapse in the video!

zakchaos 2014-12-10 03:28

interesting game, would be cool to see it developed further,

yazara 2014-12-10 03:30

This is cool, the first online multiplayer I've seen this Ludum Dare. It works pretty well!

wampus 2014-12-10 03:44

Interesting to see a live multiplayer game. Next you'll be doing server interpolation :)

defectivemelon 2014-12-10 03:49

I logged in and played a little, it was ok. But then someone else joined and it got crazy hectic. With a lot more polish and a lot of people, I feel like it would be pretty fun.

jyrkface 2014-12-10 03:56

Wow! Online multi in LD is a tough feat to pull off, that it was your first is just amazing :)

rjhelms 2014-12-10 03:56

This is really fun! Awesome job - not too often you see really well done multiplayer games in LD. I never did figure out what the points are, though.

dalbinblue 2014-12-10 03:56

Nice work making a solid multi-player game, and great use of theme. I have the pleasure of getting a four player game going when I tried it out, so that was a great chance to play it properly. My only complaint was that with one hand on the mouse and the other on the WASD keys, it was hard to jump because the space was so far from the other keys. Making "W" jump would have solved this. As it stands, most players when I played just went to the bottom of the screen or stood in place and shot as much as possible from where they spawned.

whilefun 2014-12-10 04:11

Impressive that you got a networked play component done in 2 days. The gameplay was pretty simple, but fun.

robustinteractive 2014-12-10 04:26

great game to play. Good work. love the time lapse. Will you finish this game and launch in the future? let me know if you do!

bkgh 2014-12-10 04:36

Interesting multiplayer.

uberscientist 2014-12-10 04:39

It reminded me of crack.com Abuse (awesome LAN game I used to play at middle school)

andresgames 2014-12-10 04:49

Overall really well done for the time given. Please keep working on it! Excited to see a polished version sometime in the future. It was hard for me to interpret the score and the UI, I'm sure it'll be much better in future versions.

zncatlaw 2014-12-10 04:59

Missed connection: I was brown, and you were green. We jumped around shooting floating coloured heads... but I felt a connection between us.

For such a simple game, I spent a long time on this. As a programmer I'm really impressed that you got this kind of a game working for a Ludum Dare. I've encountered a few multi-player online games here before, notably @porpentine and @mcclure's entry from LD26... um about Harpies? Regardless, you are making me jealous!

paperscraps 2014-12-10 11:08

Very well done on a technical level.

naali 2014-12-10 17:18

I feel like this theme is hard to do something unique with, but having all players play on the same "screen" is one way to add depth. For improvements, I think that adding different enemy types that possibly scale due to some factor could have increased engagement.

againey 2014-12-11 21:34

Not being able to see my health/ammo made it a little difficult to figure out what was going on, and a little frustrating when I ran out of ammo and then inevitably insta-died when I got hit trying to scramble for some of the flashy blocks that I thought might be ammo or health, but was unsure about. Had there been a life bar, counter, or something, I would have been able to immediately get relevant feedback every time I fired my gun, got hit, or picked up a flashy block, and could have quickly figured out the life:ammo relationship.

I also wasn't quite sure what the numbers meant at the bottom of the screen, or on the respawn screen. But that might've been more clear if there were other players playing at the same time as me.

The platform physics felt pretty good; glad to have the ability to drop down through a platform. I did sometimes have a bit of difficulty jumping sideways onto a higher platform; the horizontal distance was sometimes too much for the player's run speed.

The player's hitbox felt a little off. There were a few times I got hit when I was expecting the bullet to miss me. I think this mostly occurred with vertically moving bullets that were passing to the left or right of the avatar's rectangular body. Is the hitbox still a square? Or a circle? But I was pleased to notice a short period of invincibility after getting hit. Adding a visual indication such as blinking/flashing a bit could be a nice touch for that state, too.

I missed it at first, probably because I just took it for granted, but the hit particles were a really good touch!

ali312 2014-12-11 22:26

I like the concept and visuals very much! You definitely should keep working on this game!

odefus 2014-12-11 23:14

I went in blind without reading the description first and it was quite hard to figure out what was going on especially since I was playing all the way from europe and the lag was immense. Numbers all over the place and no break in the action to keep track of them.

After reading the description and watching the gameplay video it makes a whole lot more sense. While playing I completely missed there was a healthbar at all. I must have mistaken it for the "eyes" of the characters.

While playing I initially had no idea it was multiplayer. I figured the online thing was about leaderboards or something along those lines. I was joined by a blue fella and after figuring out it was another player I felt a certain connection there despite our limited ability to communicate. Perhaps the limitations on the communication are what created the feeling of a connection. Either way it was fun trying to figure out what was going on alongside someone else.

Having pulled off a functional online multiplayer for a LD entry is also pretty impressive. Solid entry overall. I had fun with it.

thenewphoenix 2014-12-11 23:16

Cool concept, but needs more tweaking.

mekuri 2014-12-11 23:16

Great fun! A bit laggy, but that is what to be expected within a very limited time frame. I enjoyed the game and I was lucky enough to play with someone else.
Good job!

kualitygames 2014-12-12 21:02

really simple but clean game, enjoyable and well done multiplayer

watercressstudios 2014-12-13 22:17

For a very simple and small game, it was certainly fun. A couple of friends and I hopped on and spent some time playing. The gameplay concept of your health decreasing as you shoot is actually pretty novel and interesting to play with.

rantt 2014-12-15 01:47

Cool concept, I really like the multiplayer idea. Fun game, nicely done :)

solifuge 2014-12-15 02:05

I was lucky enough to play with a group of 3 to 4; a one-screen multiplayer online game done for LD is really technically impressive! The platforming felt pretty good, the shiny particles were nice, and I thought the HP cost of attacking was interesting. Gameplay wise, it's actually better to find another player who's willing to heal you while you heal them, since you come out with more HP, and seem to get more points (skulls on the bottom). Good work!

ryannielson 2014-12-15 02:59

Neat proof of concept, and I always give props to people that decide to take on networking in a game jam. Unfortunately the game itself needs a bit more depth, maybe some interaction between players, or power-ups.

martial_cantarel_games 2014-12-25 21:12

very nice graphics and strong gameplay
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