FoonLudum Dare ExplorerLD32 → QTST

QTST

By deltaf1

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CategoryRankScoreCount
Mood2223.48
Graphics2623.79
Humor5002.90
Overall5043.23
Fun6392.87
Theme7083.09
Innovation8122.55
Coolness163441

Comments

seleb 2015-04-21 02:07

Really nice aesthetically. The enemies seemed to have a much larger reach than expected, but I got used to it after a couple tries.

lucidsheep 2015-04-22 01:35

i couldnt seem to move!

wg_phancock 2015-04-22 01:59

Good atmosphere and fitting graphics. Seems like it could potentially be a fun engine for a full fledged game.

That said, the combat part of the engine feels lacking. Some additional visual feedback would go a long way.

jooshkins 2015-04-22 02:00

I had problems moving as well.

cheshyr 2015-04-22 02:13

Interesting game. Would have liked a little more range on the initial weapon, and maybe a whitebox around the weapon stats, but otherwise a good time. great mood music and lighting. well done.

deltaf1 2015-04-22 02:45

@lucidsheep @jooshkins Try the downloaded version? The web version isn't working properly.

criticalmammal 2015-04-22 03:51

I couldn't play the Web version in Chrome, the loading bar would reach the end but it wouldn't start. I assumed it was the Unity Player issues, so I just downloaded the Windows version. I played it fullscreened, but for some reason the mouse cursor wasn't hidden while playing. I ignored it and played anyway since I was just happy it was up and running. It also seemed to not have an entirely consistent frame-rate, but I understand it was rushed.

Visually pretty nice for the time-frame, basic of course but it does the job and has a nice voxel-ish aesthetic.

The atmosphere the game had was nice, which I think the audio helped a great deal with. I'm not quite sure about the weapon or what exactly was special about it as I gathered parts. It seemed to function the same throughout? (read the description, stat boosts are vague but that's a good enough answer). I couldn't notice those effects in-game though.

The enemies were fine, fairly sluggish but they still ended up hitting me because their attack range seemed to be the same as mine. It seemed like they would sort of insta-attack when you're in range, but it wasn't really an issue because you tend to have enough health to sponge it.

Some of the enemy positioning was kind of nice. I found some of them were kind of hidden behind walls. So you could enter an area and be surprised by them behind you, which was nice.

The game ended after the part in the screenshot of the game, which was very sudden and I'm not sure if I reached a defined point or just cleared all the enemies or something. Very unclear how I finished the game exactly.

I'm not exactly sure what else to say about it. Your team notes that the game was heavily rushed last minute, and well... it sort of feels that way playing it. I could tell certain things weren't in or developed long enough, so it does come across as being very pieced together.

I'm sorry if all that's very discouraging to hear. But it IS a game and you guys stuck with it to get it submitted rather than giving up, so that's admirable. Congrats on getting it in, I'm sure it was stressful.

red_fan-games 2015-04-23 00:51

Linux please?

sowihowl 2015-04-24 00:49

On mac, the Exit button wasn't working. Otherwise, I found it a little bit too dark to play. Maybe a health bar or something like animations when you hurts yourself would be an improvement !

lemmingsurvivor 2015-04-24 00:50

Managed to finish it, though pretty much had to rush through the first half to have enough HP to last through the second.

Lighting kind of worked early on (a bit too dark maybe), but once past the ladder it seems like it just broke; everything but the actors and the large pool of (lava?) was pitch black, making navigation mostly guesswork. No way to exit/reset either outside of ALT+F4 or dieing, making falling into those pools (or just reaching the end) a bit of an issue.

Needs a bit of refining, but the base idea is neat. Music lends to a nice atmosphere. Graphics were clean, and level design had some clever bits. Good work

deltaf1 2015-04-24 23:25

@SowiHowl There is a health bar, and a red screen when you are damaged.

teamquadratic 2015-04-25 22:57

Excellent idea, graphics, and mood. The gameplay though was a little lackluster. I'm not entirely sure how to hit enemies without getting hit myself. Also, the mouse not locking was a pain. Great start and I'd love to see more!

jplur 2015-04-26 00:10

I fell in the lava and couldn't get out :( Lovely graphics though, and I liked the idea of objects conglomerating together into a super weapon.

sorlok 2015-04-26 21:18

I loved the weapon combining mechanic, and the feel of the environment was really well done!

slowfrog 2015-04-26 21:21

Nice, but why are we fighting Franklin the pixellated turtle ? :)

dege 2015-04-26 21:30

I liked the graphic style, I love 3D pixels, really! Those flames, bats, ooohh those cubic blood drops! XD It reminds me of Eldritch or Delver.

Unfortunately it is too hard for me, or I didn't get something, because I can't go past the room with the ladder :( Maybe you could make enemies bounce back a little when hit? ...Also, I played fullscreen, but mouse cursor is really disturbing: I would have hidden it and placed a fixed cross in center of screen, what do you think?

Overall a good entry, nice use of theme with the impromptu, gradually improved weapon, congrats!

urbanhelsing 2015-05-01 18:12

Look really good but controls are not perfect. Mouse does not lock to the window edges so i cant click without unselecting the game window.