xerocake 2015-04-19 22:42
A very cool concept. The map generation is cool. One thing that I had a problem with was that the lighting was a bit dark, but otherwise a great submission.
Foon → Ludum Dare Explorer → LD32 → You Only Dare Thrice
By drakekin
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Innovation | 248 | 3.56 | ||
| Mood | 533 | 2.95 | ||
| Overall | 884 | 2.80 | ||
| Graphics | 901 | 2.44 | ||
| Theme | 1002 | 2.56 | ||
| Fun | 1073 | 2.12 | ||
| Coolness | 1436 | 46 |
A very cool concept. The map generation is cool. One thing that I had a problem with was that the lighting was a bit dark, but otherwise a great submission.
My favorite part about a strategy map game is when I can rotate the map. Your 48 hr project provides more rotation freedom than a Paradox game.
Great compo entry
Some instructions would be in order. Loved the map generation and the height maps. Did not understand much and too many text dialogs for my taste, but that's just me. :-)
Great game. Very original concept! The graphics fit pretty good. As XeroCake already sad: The lighting was a bit dark. But except from the lighting it is a very cool game!
Really stands out in the submission list. (not a platformer xD)
Thanks everyone for the comments. On reflection (and looking at it on another screen) maybe I shouldn't have jacked the brightness on my monitor all the way up to play Amnesia the day before Ludum Dare :P
Cool! Seems like there's a solid half to a robust game mechanic here :) There should be some form of lose condition, and some sense of pressure to acquire things. Possibly the different agencies misusing the components until you take them back?
Aside from that, this was pretty decent. UI improvements would have helped the game significantly, as I constantly had to scroll pretty far to get important names and looked through the map finding the buildings. Strategy was pretty limited, and asking your handler wasn't particularly helpful for the majority of the game. Nice day/night cycle though :) If this were entered into the jam and was a bit more fleshed out it could be a really awesome game!
@stuffedgravy: it's funny you should say that it's half a game... I had a lot more planned with AI agents also searching for it but ran out of time and spent far too long on the map gen. Things I wanted to add including being able to click building names and go to that building and more indicators on the map showing who had said what. It's a bit academic now though, the compo is over and I didn't manage to do these things. I would have continued onto the jam but frankly I needed today to recover and I'm back at work tomorrow. But thanks for the feedback
Great concept!
Cool concept. Theres some problems with screen brightness and personally I didnt care for the camera ( would of prefferred it to be more zoomed out or something. But I liked the idea of the game, definitely unique.
Very solid entry! The concept is quite unique, and the graphics look pretty nice! I do wish the text boxes were a little wider, though.
Very interesting concept, it reminds me a little of games like Uplink or Hacker (on the C64). Personally, I was having some troubles with the 3D map because there's not really a benefit of it being 3d. Identifying certain buildings that are mentioned are not really tagged or marked, I always had to move my mouse over every single node until I found the right one...
The handler only being able to take care of one request at a time is realistic, however the time it takes for her/him to get back to you is largely spent waiting for the info (unless I required to travel around the city all the time). This gives an interesting faux real-time feeling to the game (after all, you're not the only one searching for the components), but (to me personally!) having a button to skip to the next event would have helped. Have you thought about a round-based version of the game so far?
So my criticism boils down to me feeling constrained by the UI, that I want to see the whole map at once, something else to do while waiting for the handler, and some way that the information I gathered would be reflected in the game, e.g. every time an occupant mentions a certain building, it would get a little brighter than the rest and accumulated mentions would have it light up, or something.
Sorry, for the wall of text! I know, it's only 48 hrs but please keep working on it. The genre of cyberpunk detective thriller is so terribly neglected these days...
Very nice concept, and I really enjoyed the impressive freedom of movement (especially having both camera zoom and rotation).
For a game based on information gathering, some kind of tracking would have been nice, either graphical (i.e. some kind of overlay on the buildings) or easily filterable in the Mission Timeline (e.g. filterable by event type, "person told me x", "clues from faction y", etc.)
But very enjoyable to play!
Interesting idea, but for a game that relies on so much text it was a pain to read.
I dig the idea - grats for taking on something so ambitious for the jam!