geckoo1337 2015-04-22 04:37
How many time we must wait so as to test your entry? I wait ++
Foon → Ludum Dare Explorer → LD32 → Weathermage
By exeneva
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 1 | 100 | ||
| Mood | 661 | 2.87 | ||
| Theme | 889 | 2.67 | ||
| Innovation | 904 | 2.33 | ||
| Overall | 995 | 2.54 | ||
| Fun | 1003 | 2.21 |
How many time we must wait so as to test your entry? I wait ++
Hey ! I remember cohack, it was a great game ! Why dont you let us playing this one ? :D
Curiosity++;
To everyone who has commented so far - I'm sorry there is no playable released yet. The entry was very ambitious and we accomplished a lot from a feature standpoint. The problem is there is a major gamebreaking bug in our pathfinding that makes the entry impossible to complete.
This image is a good depiction of our problem: http://i.imgur.com/FgDNnfD.jpg
We are working hard to resolve this so we can restore the playable version. This means we are removing our current pathfinding solution and replacing it with another one that is more robust. This involves rewriting a decent amount of code.
Thank you for your curiosity so far. I am sorry you have been unable to play our entry, but I am very proud of what my team accomplished and will post the playable version as soon as possible.
the available link there was nothing to download. which is a shame because the image that was on the list of games really got my attention.
It was hard to find an enemy. but it's really challenging entry for 72 hours game jam :)
Well, I tried to play it, but three times in a row it crashed furing the loading and on the fourth time, when it loaded, there were no enemies on the way at all and I couldn't find the right way to go, becuase every direction was blocked somehow.
So, I can't give you any ratings, cause I just couldn't really play it
Impressive work for a 72h jam.
Nice, solid composition of the assets to maintain a cohesive style! It took quite a while to understand that the green thing in the top left was pointing me to an enemy, but it was fun exploring in the mean time. The actual battle seemed kind of buggy, it worked but some kind of tutorial or description of how it worked would have been nice since I didn't get the turn-based-ness of it. But overall it's a fantastic idea, and I love the idea of using weather as a weapon. I would totally buy this if it were fleshed out and polished! Great work :)
It looks awesome, I'll be waiting until a playable version! :D
Could you release an OSX version too?
Graphically very well presented. Interesting concept of using combined weather effects to attack your targets.
I wish I could rate your game properly, but I just got lost at it >.< I did find some enemies but then I couldn't control weather anymore and they didn't attack me either... I did find the idea cool though, and it seemed nice to play it!
I love the idea! This game seems extremely ambitious. I did have fun exploring and using spells, and the game has great mood, but I never really found anything to do. I'd be interested in playing a more polished version for sure.
It was unplayable for me due to slow framerate, even on Fastest graphics. But, some comments:
- Don't make menu fades take so long. If you end up having a game with anything more than a main menu, that long of a fade gets old fast.
- I'll assume you didn't set up any background loading because of the time constraints.
- I'll also assume there's nothing fancy like a BSP tree for dynamically loading assets, though maybe that's handled by Unity's rendering.
Oh, I guess that was it...Probably that's not helpful, though. I'm not sure why the framerate was so bad for me.
Ok bugs and maybe a bit to ambitious, but what you managed to do during this time is impressive.
As others have said, you have a lot of assets and it's clear there's a lot of polish gone into the game, but what do you do? I couldn't find anything to do. The spells were cool but I was just wondering around for 10 minutes and couldn't find another soul.
In terms of things to improve: the menu fading is way too slow. Speed up the animation.
The instructions slide on the menu is unnecessary, since it only says what the start of the game says.
Right clicking to turn camera is unusual. I would expect to do this with mouse wheel scroll.
How do you exit the game? I would like esc to bring up a menu.
Looked really cool, but than it started lagging and I lost the character. I couldn't figure out how to use the weather effects.
Nice game, really nice.
As you said, this entry was very ambitious. It's a good project with some interesting features. In fact I think that we are really far of the LudumDare spirit - too many assets which have been imported. It's too serious for me. However thank you. A good mood ++
Really impressive, some environments were well done and gorgeous, loved the overall atmosphere. However, there isn't much to do :/. Didn't encounter an enemy and didn't find the other village. Maybe simply drawing a road on the terrain texture to guide the player ?
Apart from that the idea does sound cool for the theme and you pulled a big amount of work on this.
Oh wow, it's really ambitious game. Maybe a bit too ambitious for Ludum Dare, i can see a lot potential in this game, but in it's current state it's too buggy. I really hope you will continue developing Weathermage because this concept seems interesting. As it is now it is kinda playable but it doesn't offer much although i like this turn based combat system and how this world looks.
There are still a lot of bug in the game.
The arrow still point in some random direction [not binded to the camera] and make impossible to find enemies.
The pathfinding is still buggy in fact i got two enemies stuck in the mountains.
also the playfield is very big, i lost almost 15 minutes to find the first enemies and for a LD entries it's a problem because a lot of people surely will skip the game.
There are graphical issues all over the place, from wrong shadows to wrong LOD.
There are a lot of potential in this game, the combat mechanics [that are pretty weak at this stage] could be improved by a lot.
I wish you good luck for further development :)
@MonoS: The arrow points in the direction of the other village you must reach, not enemies. We threw it in as a temporary measure after our intended minimap did not work out because our level was too big.
The playfield being big is intentional, although the wrong shadows and wrong LOD isn't something I saw on my end. I mention in our postmortem that we should have specified system requirements for this game, so it's possible the hardware demands weren't met.
Wow this is pretty ambitious!
The map is large, which gives a nice feeling of a complete world. The interface is easy to understand.
But the two times I played there happened not a lot and then I died without hope.