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Pandora
Pandora
By pokipsy
View on Wayback Machine
| Category | Rank | Score | Count |
|
|---|
| Coolness | 2 | 79 | | |
| Fun | 262 | 3.48 | | |
| Mood | 341 | 3.43 | | |
| Audio | 361 | 3.30 | | |
| Overall | 398 | 3.43 | | |
| Graphics | 555 | 3.38 | | |
| Innovation | 598 | 3.02 | | |
| Theme | 712 | 3.45 | | |
Comments
Really liked the idea and the complexity of playing a Tower Defense with just two buttons. If you improve the graphics (I understand that with this little time it's hard to make something really eyecatching), this could be really good. Congrats!
I liked the lighting and it was challenging enough to make me keep playing. The electric fence was a really nice surprise. I got to a score 14900! :D If you clear out the bugs and add some more features it could be awesome.
exhidor
2015-12-15 16:07
nice idea !
Had me playing for a while. Not a bad little game.
My only crticism is that the electric fences dont seem to do much.because i dont have any control over what they kill.. the one shot kill is often wasted.
Not bad if thats all I have to complain about.
Needs a better (more relevant) title though, I was nearly going to skip this one.
Fun and atmospheric, even if I knew nothing of the backstory. Felt like an abandoned laboratory or something so that was cool. Also a nice take on tower defence! I'd maybe wanna see a bit more oomph in the guns, the sounds were good but some other effects would make them feel even more powerful. Also the monsters were a tad too loud. A solid effort still!
Pretty solid. would have expected some more options to use the money on.
pkenney
2015-12-16 04:47
This was a fun game and a I played a bunch, but I eventually decided I had a beef with the control scheme.
Can I share my thoughts on the problem/solution?
In my opinion, too much of my thought process while playing was around micromanaging the input steps to change guns: see enemy, then right click, text pops up, move exactly to target gun, then left click. That's two clicks, a precise mouse point, and some text. I even started early right clicking and just watching for enemies with the text still showing.
I think you could smooth out the controls with a couple of small changes, and if you did you could then justify throwing even harder challenges at the player.
Here are the hypothetical changes I was thinking of:
1. Enlarge the selection radius on the gun enormously. Like you can click anywhere on the screen and it will select the nearest gun.
2. Make right click immediately select. No two clicks, no text.
In other words, at any time I can right click anywhere and my selection will immediately move to the nearest gun.
So now I can flip between guns extremely rapidly. When I see a new monster, I navigate the mouse there, right click as I approach to change guns, and left click as the mouse arrives to start shooting. So the mouse moves in a straight line to the target, there is only one click to change, and then I can fire.
Once the player can juggle guns much more quickly, you can start sending more multi-pronged attacks. You could even try to change the enemies so the player wants/needs to switch even during a firefight. Currently once I had aim on a target I always shot it to death. But can you introduce a design element where it becomes worth it to sometimes switch away from a big fight to put two bullets into a monster coming at another gun, then cut back to the main battle? That would be a cool feeling I think.
There's definitely some physical and mental challenge aspect to your current controls that is lacking in what I propose, but I'm a strong believer in making the controls as smoothly powerful as possible and then balancing in-game challenges around that.
Anyway that's a long ramble but hope you found it interesting.
Nice entry, looks and sounds great, and obviously the design got me thinking. ;)
Fun game. With some more variety and levels this can become a good game to play. Awesome work for such a short time
yinyin
2015-12-16 11:34
Hm, can't say I've had fun defending turrets for turrets sake. For some reason I couldn't put a fence on the left entry at the top (instead a fence got placed right inside the centre room). At some point enemies got stuck outside of the level, which made me unable to progress at 9850 points.
The controls would've been a lot better if you could directly right click a turret to select it instead of the tedious right-left click (still show the overlay if you right click anywhere else, but accept any button for selection).
abold
2015-12-16 12:32
Really nice Idea and well wave design
Thumps up guys
bakudas
2015-12-16 13:55
Nice concept and with a solid execution. Neat gameplay as well
stmatn
2015-12-16 14:28
Nice game!
Graphics look nice and the audio is great!
It gets a bit repetitive after some time, but that may be because of the fact, that the goal is to get a high score ;)
All in all nice work!
I loved this game so much! Every aspect of it was executed very well, and I loved that slow-time effect when you change turets. Great job!
monetai
2015-12-16 19:46
game was fun at first, but it slowly get's boring, difficulty should get up faster
Great game. I think you could do something with this post-compo for sure!
19800 on wave 8 on touchpad.
Fences are really nice Squid guard ;)
Wish I could have possibility to upgrade turrets.
Great job, you made a really fun game! I would live to play a version of this that allows me to switch keys with the 1, 2, and 3 numeric keys and offers more purchasable defenses. It reminded me of the fun I had with the Orcs Must Die series. Nice job!
Nice TD. It could be very good with more time - and features. A great entry. Well done ++
nosfer
2015-12-18 14:32
Nice one! What I would change - second right click should cancel change of turret, also I couldn't repair turret - there was circle around turrent for a half a second, then it dissapeared, clicking on turret don't do anything. But Overall: very good :)
madball
2016-01-02 19:27
The gameplay is very fun, it's surprising how simple can a good tower defence game be. I enjoyed graphics and music, too. And nice use of the theme, though one can argue if mouse + 2 mouse buttons counts as 2 buttons.
But, glitched monsters. Monsters on top of walls. Monsters on top of turrets. 10 glitched monsters out of 10.
Interesting concept and mechanics, maybe make it more two touch?