FoonLudum Dare ExplorerLD35 → Spacetime Shifters

Spacetime Shifters

By atridas

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CategoryRankScoreCount
Coolness357
Graphics4273.54
Fun4673.22
Overall5353.25
Mood5653.08
Innovation6222.96
Theme9502.65

Comments

rcrmn 2016-04-20 07:06

Highly addictive!

avon 2016-04-20 20:27

Very fun gameplay, controls worked better than expected, and I like how it gradually ramped up in difficulty. Graphics are strong too. My only negative is the audio, with only a couple sound effects that get a bit annoying after a while.

2016-04-21 14:15

Hi, nice game ! We're realizing a video with several games of the Ludum Dare #35.
Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description

realitycheck 2016-04-21 18:27

I took a long time before I encountered any enemies. I drove around, nothing happened, and I almost quit. Pretty basic gameplay, worked as one would expect. Nice ship models, though.

wisedawn 2016-04-21 18:29

Very nice and fun to play! The art style reminds me of the niche late 90's games in a good way.

wolves-direwolf 2016-04-22 15:55

Well done!

james-coote 2016-04-22 16:48

Overall, it was enjoyable and looked good. Graphics wise, my only issue was with the slow fading out of colours in the background. That was just weird.

I played with keyboard controls and by spamming the arrow keys (rather than holding them down) I got a really high rate of fire. I'm guessing this was unintended, as I played for about 10-15 minutes before giving up as I was easily beating all the enemies.

I also subsequently never felt the need to use the transform/time shift.

Also took me a while to work out the controls. Although the slow acceleration makes sense in some ways, it meant that at the start, I was hitting W, not seeing a reaction and so letting go before my ship started moving. In fact, there wasn't ever really a reason to not hold it down once I did get going. The enemies were also really slow to start spawning and ramping up in difficulty. I did though like the way the keyboard controls were placed around the ship to teach you which each of them did. That part was done well!

atridas 2016-04-22 17:19

Well thank you James.

A few notes for anything coming after:

There is a bug in the background when you get too away from the center. I noticed it too late and it's only aesthetical, so ¯\_(ツ)_/¯

The spam the keys to get better firerate is actually intentional, but I'd change to a lesser rate if I could now due to balancing reasons, the game was balanced for gamepad anyway.

An thank you for noting the acceleration issue, I'll try to fix that first when (if) I do a post-compo version :-P

teamkuru 2016-04-23 08:22

Nothing happened for me. I tried several times, enemies didn't appeared ;_;

arnage 2016-04-23 15:50

Well done overall.

Based on the fact that you didn't include the audio category I assumed you didn't include any. I noticed some other commenters are talking about audio anyway. So if it is supposed to be there it might be bugged, as I didn't hear any.

For the game itself I would personally prefer if the controls were either all relative to the ship or relative to the screen. Currently you move relative to the ship, but shoot relative to the screen which doesn't feel intuitive to me. (I played on a gamepad in case this works different on keyboard)

thirsty 2016-04-24 17:29

The tutorial sequence was long and didn't make any sense to me and still didn't really understand the shape shift aspect. Cool idea and nice artwork.

anmorfeusz 2016-04-24 17:39

Nice visual effects, intresting gameplay.

czester16 2016-04-30 23:33

Looks good

rock-eaters 2016-05-01 07:31

nice one