garat 2015-04-20 03:15
We highly recommend clicking on the web link, rather than the embedded. The smallest resolution we tested with was 1280x720!
Foon → Ludum Dare Explorer → LD32 → Shrimpworld
By garat
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Graphics | 461 | 3.40 | ||
| Audio | 654 | 1.94 | ||
| Humor | 748 | 2.39 | ||
| Theme | 897 | 2.65 | ||
| Fun | 907 | 2.45 | ||
| Overall | 919 | 2.70 | ||
| Mood | 920 | 2.33 | ||
| Innovation | 938 | 2.25 | ||
| Coolness | 1952 | 32 |
We highly recommend clicking on the web link, rather than the embedded. The smallest resolution we tested with was 1280x720!
Not bad. But two things really annoy me. There is no audio at all, and the main character isnt animated. These two things really ruin the mood of the game. otherwise it is good.
Played full screen with the embedded version and it worked great! Charming little game, I especially like the graphics (what did you do them with?)
Congratulations on completing the Dare! I will be frank with comments because I think they would be more useful. There was significant input lag for me. Level difficulty could start easier. Restarts take a bit more time than I would like.
Nice use of voxel graphics. Any chance you used the tool from the ForgeQuest guys to do the models? I only ask because I personally know them and I think they would be delighted if the tool was being used for jams.
Has some issues, but I have forgiven all because I am in love with the art style. Good entry!
Thanks for the feedback everyone!
- Thanks for the props on the graphics. I did all those, and am particularly proud because I'm an awful artist. ;) MagicaVoxel was the tool I used (Too cheap to buy Cubicle)
- There is audio: shooting and picking up butter dishes should have had sound. I'll investigate if we broke it!
- Delay on restart may be too long for sure.
I just linked a WebGL version, in case folks want to try it. I may even try and get a MacBuild later, just need to fire up the old MacBook.
The game has really good graphics, but the player felt clunky and the level curved could have started lower.
A voxel platformer is a nice idea. I don't like the fact that your character can't shoot while he is "recovering" from being hit. Good job!
Impressive production value overall, only a few nitpicks: of course animations would help, but also I think the creatures are a bit too small; maybe try to render them bigger, while keeping the hitboxes the same size?
In general I like 2D platformers rendered in 3D, so thanks! Also thanks for taking the time to build a WebGL version, it let me play on Linux.
Been busy at work, but wanted to update with reactions. Thanks again for all the new comments!
I spent about three hours trying to get some "tweened" animations in using the in-engine aniamtion of unity. They looked great, but they were breaking all movement, so ultimately, after a few hours of fruitless debugging, I pulled them, rather than spending even more time on something that may or may not work. At some point, I'll go back and see if I can determine why the animation was breaking things. I'm sure it was due to somehow deforming the hitbox and collision information, but I was unable to determine where or how.
Normally I'd have a mac and linux build, but I don't like doing builds if I can't test them, and my linux machine is out right now, and I simply ran out of time to prep the mac build. I'll have those pipelines up and running ahead of time next LD!
I'd love to come back to this at some point - at least the basics, if not the specific world - as it was a ton of fun for Sorian and I to work on.
I guess I'm repeating others, but the lack of animations really hurt the game. Good use of voxels though, I've been seeing lots of new games utilizing them in a well manner.
Well, I like the design of the game itself. It lacked music though. Also, weird camera angles. Other then that, great!