brookzerker 2016-08-30 03:25
I like the game. It was easy to play with the keyboard and I enjoyed the look and feel of it. I never got past the third level though as I kept on dying near the door :(
Foon → Ludum Dare Explorer → LD36 → Pyramid
By metalhaze
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I like the game. It was easy to play with the keyboard and I enjoyed the look and feel of it. I never got past the third level though as I kept on dying near the door :(
The most fun I had in a game this ludum :o
The art is great, engaging music, great controls, good pacing, I love the game.
This game could be great with procedural generation and more upgrades if developed at a greater scale! Congratulations :)
@brookzerker Thanks for the comment and feedback, our team agrees that the game is a bit hard but i promise the boss at the end is worth it.
@keln Thank you for your comment and feedback, we wish we had to time for more levels and upgrades but we were sleep deprived as is haha.
A game with controller support, awesome! The tight controlls and the ability to use my fresh xbox one controller made this a really enjoyable and smooth experience. Art and gameplay are solid, difficulty could be lowered a bit :)
Holy crap, great job on the look and sound. Gameplay is tight as well, though the difficulty might be a tad high.
What did you use to make this? The web version ran perfectly for me (Chrome on a Mac). Was the web export supported by whatever tool you used or did you have to figure out the emscripten part yourself?
Kudos for controller support! Web version worked perfectly. Gameplay was fun and fast, music was brilliant, especially the jingle for level completion. Personally not a huge fan of 2.5D style-sprite characters in 3D-world-presentation, but at least here it was not too obnoxious :P
I take back my difficulty comment - I think it's pretty well tuned. Excellent work overall. The only thing I'd change is the boss. :)
This was a lot of fun! Really loved the upgrade system. The game was a bit too hard for me to get to the end... Really liked the music, and how it was used as a cue for the door opening too.
@Anudin Thank you for the comment and feedback, our programmers thought the addition of controller support would be a nice touch were glad that it was!
@jscottmiller Thank you for the comment and feedback, we used a custom C++ engine (https://bitbucket.org/cedega/clone) which figured out the emscripten part. From our tests there were a few computers with messed up audio on the web, so it's not a perfect solution, but I'm glad it worked for you :)
@kyyninen Thank you for the comment and feedback, this is the first time we tried the 2.5D art style we had a bit of trouble matching it and it shows. However i'm glad to hear it didn't detract too much from your experience.
Wow. Just wow. I say this is the best I've played so far. I had the pleasure of playing this with my game pad. My only gripe is You need to add a checkpoint in the middle. This is Green Light material here.
Great game! I have several thoughts to share:
+ The first thing I noticed was the main character's animations. Each one is concise and communicative on its own, and taken together they make for a likable, relatable character. My only complaint is that it's a little hard to make well-timed jumps given the character's gait, but to be honest I might keep the gait and change the levels that use such jumps. Well done there.
+ I also quite liked the music. It was fitting in both style, tune, and instrumentation and made me feel like a bad-ass.
+ It might just be my screen, but it appears that the game is too tall to be shown fully in a browser. I originally scrolled so that only the bottom part was showing, so I missed out on the bars at the top and didn't understand what was happening. That said, when I finally scrolled and saw them, their meanings were instantly obvious.
+ The upgrades at the end were a little confusing. How does "SPD UP" compare to "SPD UP (greater)"? Is the latter just objectively better?
+ I kind of like the full-reset mechanic when you die, but when I got to (I think) level 5 and encountered a part where I had to jump over some spikes but couldn't without hitting my head, it was pretty discouraging to die and not get another chance -- I quit at that point.
Overall, this game is one of my favorites from LD36. All it needs is a little tightening up and maybe a re-think on what to do when the player dies. Sorry this post is so long, I had no energy for shortening it :P
Great entry! In many ways, one of the best I've tried so far.
The way you stuck to the Egyptian theme in every way is really great, you didn't stray away from that idea, except for the main character which doesn't seem to fit into the whole world which became a little distraction of mine. It's a shame, because it's a very well animated character.
The music was great and fit the vibe of the game really well.
The upgrades could have been a little more clear as to what they do.
The reset could have been done for every level, and not game-wide. It causes a lot of raters (like me) to quit early and not experience the entirety of what your game has to offer.
Overall very nice entry and loved the theme.
this is really great work, nice charackter and gameplay idea, maybe it needs more balance between damage and speed of enemies because most of the time they reach you. Also the restart every time you die its old style but tedious xD
Challenging yet fun. Great idea to allow me to add extra damage etc. to my player.
This is quite fun actually. There's not much to tell really, the graphics are good, sound effects are good, music's good (if a bit repetitive), there's a mood going on, and most of all, the movement is tight. I'd say the enemies are a bit bullet spongey and tough to manage before upgrades, but after that it's a breeze, especially if you get all of them damage ones.
To improve the difficulty a bit, I think the most straightforward change would be to change the spawns a bit so you don't run into a situation where you're cornered and there's a crapton of bullet sponges charging your butt with nowhere to dodge them, I think this is actually the very first thing that happens in the game. As for things you probably wouldn't have time for during LDjam, it wouldn't hurt to have some ways to play with the enemy, like knock them around and stuff, or some ways to evade a large amount like dashes/rolls. Could also see it working as the type of game where touching the enemy doesn't necessarily hurt you, but instead the enemy has to initiate an attack to hurt you, one that visibly takes a while to wind up so you can see and dodge it. That way you can have fun even if you can't kill the enemy ;)
Also, #JusticeForHa'rabe
This is a solid entry of which you should be proud!
The easiest way to solve the oft mentioned difficulty problem could be to spawn the player at each powerup station (checkpoint?) after death - the punishment from death could be to lose your powerups thus far, but you'd still have some permanent progress. Alternatively, the permanent progress could be keeping the powerups themselves, so that the player becomes strniger over the course of the game, even though they have to start from the beginning.
That said, there's something to the old arcadey model, where only the player's own knowledge and skill can take them to the finish, so that might be alright. Good music, good art, and engaging game!
Very fun and challenging! I like the blending of 3D with 2D sprites. The music is catchy and it adds to the genre.
Awesome game!
You integrated 3D and 2D really well. I'm kinda jealous honestly as I love 2D platformers. The upgrade system was really fun to play with. I kept trying to get my power up as much as possible. You might consider thinking about the relationship of enemies to levels. Right now it feels like you just place enemies around and even piles of them which requires me to spam, which is a tad bit boring. The sentry towers might've been just a tad too quick too. Overall, great job!
The most polished game I've played this jam. At first I was hopeless, until I got the multi-shot + atk speed bonus, and then I turned into the Rambo version of Indiana Jones. I wish it wouldn't send you all the way back to the beginning every time you died.
I honestly can't believe this is a jam game. From the graphics to the sound, it is so well done! The web version worked fine for me! A+!
Great platformer! It has good intense action, solid control, awesome music, well designed levels, and rewarding upgrades. I had a lot of fun with this!
little too difficult for a game. but cool
Love the graphics! :D but the gameplay is too hardcore on hte beggining! x_x i would like to see this project on the future with more to play!
I thought this was a great entry. I liked the controls quite a bit, felt fluid in the walk and attack movements.
I'm gonna move on the the helpful bit, constructive criticism (trying to leave a couple bullet points for each game that has promise)
The combat felt good, but the encounters were never really that dynamic, back up, shoot, back up, shoot.
The midair controls weren't reactive enough, and considering spikes are instakill this probably could be fine tuned.
There was a lack of game feel. It was hard for me to see when I was getting hurt or what I was doing damage to.
Good concept, great execution with the time available.
Pretty cool! I love the 2.5D art style and the music was pretty chill too. Gameplay was solid and I like how you went for a pseudo-rogue like game (sans procedural generation). also, good job taking the time to add controller support. I was going to complain about how space was jump instead of x, but that's when I realized that I could also jump with x, so thanks for including that too. One thing I would consider adding is the ability to shoot backwards by binding shoot left and shoot right to two different keys. I just found myself having to stagger step to shoot enemies as I ran away from them a lot and thought that being able to shoot backwards might help. It might make the game too easy though, so I don't know. But, anyway, it was a really fun game and I had a great time playing it.
I loved the game! Mechanics and graphics were tight. Unfortunately I couldn't finish, only got to the 4th or 5th stage twice. Checkpoint system would be nice, I missed a few jumps and ending up next to spikes, and had to restart from level one. That was a little too punishing IMO.
Ok I went back and completed it with the ending screenshot, great game!
Awesome! ^^ Great idea, nice music, fun to play, I really liked the colors you chose ^^ It took me a while to figure out I can choose the powers, I thought they are just random Ox)
I've made a short let's play video x) https://www.youtube.com/watch?v=yxN4SzYQr-U
Controls and looks very good. The upgrades could use some balancing as multishot is clearly more powerful than the RoF boost, and likely the dmg boost, but I quite like it.
Lovely graphics, great game! I included it in my compilation video series of Ludum Dare 36, if you’d like to take a look :) https://youtu.be/CncUh65BgMw
Innovation: The whole "select an upgrade" system reminded me a lot of 20XX, but was still neat anyways!
Fun: The game was pretty fun to play! I'd echo the above comments on death being too punishing without some sort of checkpointing system (could easily make it so that you start at the beginning of the level instead), however I can understand if permadeath is intended as a genre convention. However I'd say at least give LDers an option to choose between game modes since some LD jammers are naturally going to suck at your game and not get to experience all of your content (sad but true!). I'd also *highly* recommend adding a "strafe" feature so that your character does not change facing directions while the fire button is being pressed. Not only does that allow for better movement, but it also gives the player an actual reason to let go of the fire button (currently there is none!).
Theme: Pretty nice job here!
Graphics: The blending of 2D and 3D elements ended up working pretty well here! All of the graphics work pretty nicely -- I think the next step is to add some additional visual flare like hit effects, particles, etc.
Audio: Pretty good! The music gave off a great vibe and most of the sound effects fit pretty well. A few of the UI sound effects tended to blend into the background music a bit, so you might want to watch out for that.
Humor: N/A
Mood: Pretty good overall! As mentioned above, the music really helps establish the mood.
Overall: Nice job! While the game is short and maybe has a few (easily fixable) gameplay shortcomings, it was a pretty enjoyable experience overall. :)
Congratulations on your successful LD! I'd really appreciate it if you could leave me some feedback for my game as well. You can find it at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=7285.
I also included your game in an article of my favorites! :)
http://fireside.gamejolt.com/post/jam-favorites-ludum-dare-36-eyjmnpkp
Sadly, I couldnt award your profile an award as you have not posted on this site before so your profile is not public. When it becomes public, please email me so I can give you your trophy! Jupi@JupiterHadley.com