FoonLudum Dare ExplorerLD32 → Whistling Farmer

Whistling Farmer

By juaxix

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CategoryRankScoreCount
Coolness355
Audio3653.10
Graphics4383.45
Mood5293.04
Overall6243.09
Humor7622.36
Theme7702.97
Fun8102.62
Innovation8162.53

Comments

crazyninjamofo 2015-04-21 02:39

I really liked the environment and mood, especially the character models. Well done. There was an issue when they would always attack me during the spawn cutscene while I couldn't move. I like the whistling idea, it would be interesting to see it carried further. Like you collect different tunes to whistle (like Ocarina of Time) and they all have different effects on enemies.

bubuiic 2015-04-21 11:54

Really great effort! The characters are well designed.

qui 2015-04-21 11:56

I have a litte issue with the web version: the camera is stuck under the character and I can't see anything :(

smiley 2015-04-21 12:03

nice take on the theme :)

pl0xz0rz 2015-04-21 12:10

Nice game. Well done. The only problem was the camera getting stuck in the web version.

juaxix 2015-04-21 12:11

@crazyninjamofo : nice idea
@Qui: move the mouse or second joystick gamepad
@BubuIIC and @Smiley thanks

simon-parzer 2015-04-21 12:21

Interesting idea. The game need more work, right now it is very repetitive, every level spawns exactly the same amount of enemies. They can attack you during the cutscenes which is kind of unfair but then the game is so easy that this does not even matter. Aiming feels weird, often the player shoots in the wrong direction and you can't directly control it. The camera also sometimes points in the wrong direction or moves inside objects creating a mess of polygons on the screen.
I liked the character models, and the intro. It would be nice to have some kind of music during the game, too, but the most important thing right now is some kind of difficulty curve and some more variety. Either that, or make the game shorter. Playing the same level over and over again is not very rewarding.

juaxix 2015-04-21 19:31

@simon: lol, Every single time someone wants to destroy a game, it starts with "Interesting idea", like saying, the idea is the only good thing here...
Well,you know, I'm pretty aware of the things you said...the game needs more time that i didn't have and you should know that if you would know i'm the only one who made this game XD
Ok, let's be serious....There is an auto-aiming, the camera moves with the mouse or second joystick (it only collides with ground colliders,I didnt have time to create all the colliders and layers for the camera collider script, but it is working pretty good actually, it would be worst with no collision that is the common in most of these games), maybe the balance of the gameplay is something i will do later in a post version,...like changing the amount and type of damage an enemy deals and so on...,ah, and the player shoots with auto-aiming if there is an enemy near, or if enemies are far away: in the player forward direction, once you start shooting, you have to notice that the rotation of the player is locked, that is done to improve the players experience and give them a reason to not shoot all the time.
There is not a written game design rule to make these things, I'm sorry if you didnt like it...and,I really appreciate your game-dev advices, but I feel, by the comment,that who wrote it is not being aware of the things underlying in the development...I've played your team's game btw, and it contains 2 simple game modes,and it also repeats itself, ...let's face it, the game can get boring soon aswell,.. but i know that the job done in it is great and I do not say or comment things that are too obvious but try to help the people who made it ,embracing them by offering new features, for example. And I do not abandon myself to the worst review I can write, it requires a real effort of the mind to write a good one being really supportive to other devs,maybe you think ludum dare is a competition but as long as you will not receive anything, the only thing left is the experience and the relations with other gamedevs. It can takes years of game development to be helpful to others in this stuff, but just a second to destroy something. So please, think about your comments before submit them, you have to judge the game by the experience, ok, but first considering the small window of time and the size of the team behind the game, dont believe your eyes, there is not only what you see in the screen or what you feel, because we are developers, we have to go beyond that, we are not just players ,we are creators of experiences... Sorry for the long comment, now , I would like you to try again and write about how to improve the game, adding some features for example ;) cause, I know perfectly where it fails and how to fix it.

garethiw 2015-04-22 19:38

I enjoyed this! Died on the 5th patch of mushrooms. Also took the time to wander around your whole map as I really liked the low-poly aesthetic. Pretty good for a solo effort :) Oh, nice audio as well.

lolshouse 2015-04-23 11:49

Nice whistling. I've got to admit most of my play time was just exploring the map that you designed - perhaps a greater focus on collection or exploration could enhance the experience - just an idea. The models and animation is smooth and appealing for a Unity game, with no bugs.

Just keep doing whatever it is you're doing, it's clearly working well!

simon-parzer 2015-04-23 12:45

juaxix: Sorry if my comment sounded harsh. I realize it can hurt to have someone point out the flaws in your creation. I liked your game, especially the intro part and the character models. The rest is constructive criticism, and I'm not treating your game any different than the others.
I know there isn't a lot of time, and my game isn't great either but I see it as a learning experience. Instead of taking criticism as an insult and blocking off good advice you could grow as a game developer by learning from your mistakes. Next time you won't have more time either, but you are not going to say "I won't make a good game because 72h is not enough" right at the start, are you?

quote: "in the player forward direction, once you start shooting, you have to notice that the rotation of the player is locked, that is done to improve the players experience and give them a reason to not shoot all the time."
There are several good designs to keep the player from shooting all the time, e.g. limited ammo, recharge time, having to recharge the weapon at a specific point, bonus points for hitting multiple enemies without missing, etc.
Locking the player direction, in my humble opinion, is a bad idea. When I played the game, it felt like a bug to me and annoyed me a little bit.

superpokeunicorn 2015-04-25 02:57

Pretty good visuals and sound. Really set the farmer tone. Unfortunately, The monsters were able to kill the player during cutscenes.

fabraz 2015-05-04 22:27

It plays nicely, kind of like a world of warcraft mini-game. Whether or not you think that's good... I'll leave that to you.

mechamew 2015-05-05 19:34

A lot to like here, charming song, nice visual style. An ambitious attempt for LD, which is admirable, although I think you may have over extended yourself. Camera controls were very buggy, which made the whole thing a bit frustrating to play. Still, a very good achievement for this jam. Better to go for something ambitious than something safe I say!

nonobattle 2015-05-09 08:30

Really nice graphics with a nice mood and an fun take on the theme. The camera is working ok for me, but the aiming could use more work - it seems to choose a random direction in which to aim and then get stuck (making it fire behind me, like bombs or always to the left). you can still kill the enemies though, so just a minor quirk. Otherwise great submission!