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54 Years of Hatchets
54 Years of Hatchets
By supermsp10
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Comments
2016-08-30 06:02
Hi, nice game and congratulations ! We're realizing a video with several games of the Ludum Dare #36. We made the same thing at the previous jam.
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.
Nice concept. It's always nice to see management/survival games.
I have one criticism though. UI must be improved.
Well done! Good Job!
It's a nice idea and good fit for the theme, but maybe a bit too ambitious in scope for a game jam. Unfortunately, the user experience doesn't really live up to your vision for the game...
It's insanely frustrating that you need to deselect units manually: your selection should really just be cancelled when you click on nothing. Also, when you just dropped off some resources and then click on some far-away rocks or sticks to go get more, your guys will just pick up what they just dropped. The fact that you can't easily see your total number of resources, and need to manually select resources to use them is very counterintuitive as well.
All in all, it has the seeds of a cool game, but it's just rather a pain to play at the moment. Still, of course I understand that it's difficult to put in a lot of polish during a short game jam.
xesenix
2016-09-01 02:04
Problem with your game is UI you need to work on readability. Also selecting units works strange i dont know what am in controlling and after giveing one order im lost what to do its probably somwhere in those text boxes but its hard to read.
Check this https://bitbucket.org/ddreaper/unity-ui-extensions I used this to learn how to make better UI components in unity for my games. There is a ScrollSnap component in there that i have contributed that maybe useful for your list of messages.
Interesting. I can see potential, despite obvious lack of some functionalities and visuals. Great entry. Thanks for making. Please continue to develop the game...
msaul
2016-09-03 08:59
Ok it is really hard to understand what to do. The text boxes and the UI in general is not really on point.
The default speed is really too slow. And it's always good to have controls also said in the game. Having to coming back here to see that I can press B and speed up the game when you are in full screen is not really fun.
At the end good try and good luck for next games.
I found it frustrating and gave up early, but after reading the above comments I decided I'd give it another go, and try to give you some constructive feedback.
First off, you should know I am not in your target demographic (I don't really like micromanagement or even RTS games much). ^_^
Some good things:
- It works with the theme really well.
- A more modern crafting system was unique to an RTS (I'm not sure how well it played -- it's hard to tell with so few things to craft, but nice innovation).
- The fast-forward feature was smart.
Some things that could use more work:
- The graphics style was inconsistent... I'm not one to conflate graphic fidelity with quality, minimalist "grey-box" assets can be used to a good effect, but when you mix resolutions, styles, and polycount as wildly as you did it has a negative impact on the games aesthetic (unless you want some sort of surrealistic or dadaist style, but I don't think you did).
- The input. This is very hard to do well in an RTS, some features that I really wanted were easy deselecting (deselect when starting a new selection, shift select to add -- this uses the affordances of modern operating systems and RTS games -- Shift + E was a bit cumbersome), relevant selections (if you box select resources and people, only select the people),
- The wall of text! A lot of reading scares away some players (myself included). Because the gameplay was complex there was a lot of help text, ideally (if time permits) a tutorial (of some sort) is a better way to teach the player about the game.
Some bugs?
- There is a lag spike when selecting a large box (I think it's selecting resources far away, but I'm not really sure how you did selection code).
- The selection box doesn't select correctly towards the end of the camera. (I ran into a lot of problems with calculating what was in a sub region of a perspective projected camera in a previous Ludum Dare game, so I know how hard it can be. An easy fix would be to raycast to the ground plane and then have a selection box that moves only in the X-Z plane, and hovers a fixed Y off the ground, then just check the entities X and Z verses the bounding box).
- The objects have "(clone)" at the end of their names in the menus. (You could fix that by setting the name in the instantiated prefabs to the name of the original object something like `Instantiate(prefab).name = prefab.name;`)
- When fast forwarding there are errors or something. If I get arm my people and then fast-forward when they are attacked they don't seem to do anything. If I slow down time, they take a while before they start to respond again. I tried to right click the enemy tribe, and a lot of the time they would just stand there being attacked.
Sorry for the "Wall of Text" ^_^ But I hope some of it is helpful to you, and good work!