FoonLudum Dare ExplorerLD36 → Compass

Compass

By flygamer101

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Comments

fenwick 2016-08-29 01:13

This was really fun. The gameplay is pretty straightforward but the narration was really amusing, so it kept the game interesting. The music was pretty mystical and went along with the story. I wish it were a bit longer but honestly it was fun as-is.

Bonus points for having an AWP.

abhimonk 2016-08-29 01:17

Wow. This game is so polished! I love the blocky art style and the narration. The environments were cool too (the maze was actually pretty hard). The music was AMAZING. The rome background music was so incredibly cool. Overall, great game. I liked the advancing tech mechanic too.

aurynsky 2016-08-29 04:05

Legit all around. Narration was funny.

tomer_cool 2016-08-29 13:50

I really love this 3d pixel art style.

mr-chippy 2016-08-29 14:39

This was really fun. Good job. The music and art style were both great.

2016-08-30 06:34

Hi, nice game and congratulations ! the shields are like a face XD 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.

flygamer101 2016-08-30 22:43

@steph88 Sure and thanks for rating :D

depp 2016-09-01 12:50

I had a hard time figuring out what was going on. I could jump around the room but I couldn't figure out how to do anything besides jump around and listen to narration.

ninja00283 2016-09-01 13:53

I liked this game.
The narration was nice addition.
But the menu is pretty bad and you should add health bar.
overall it was a nice game.

Also steph88 is a bot..yeah i got fooled too...

mvasko2 2016-09-01 14:17

Yeah, I had fun.

I see you went the classic FPS route with a spoken narration. Not too much innovation, though the story was actually pretty good and was a nice excuse for shooting ancient guards with an SMG, good job.

I had some GUI issues - some elements were overlapping and such, might want to take a look, I played in 1920x1080, fullscreen. Nothing serious though, just a minor annoyance.

The levels were nicely designed and felt pretty open and big, impressive for such a short time. It also looked quite nice.

Props for voicing the compass instead of simply putting in subtitles. It wasn't too bad to listen to, and it made the game more interesting. I must say, howewer, that sometimes the compass talked for way too long, so it became a bit boring. Also, I think this happened in the arena, or a little while before that - the music was too loud, and I couldn't understand much of what the compass was saying.

I was also able to fall off the map in the arena, there's probably a missing collider(s) somewhere.

All in all, solid entry, nice work!

amras0000 2016-09-01 14:32

So I'm generally fond of the narrated gameplay genre. Gives the player something to focus on outside the game, and introduces the story without pulling the player into arduous exposition segments.

The issue here is that you've added arduous exposition segments regardless :P. The intro sequence as you have it now should be no longer than 30 seconds: "Oh you shouldn't be here, I guess I'll help you find your way home, let's go. End scene." Any further storytelling should happen during the stages proper. Frontloading exposition is really unpleasant and jarring.

The gameplay itself is kinda lackluster, but then you've mentioned as much already. Most importantly I'd have liked more weapons to have an autofire feature. Mashing a mouse button isn't particularly compelling and can lead to rsi if done for extended periods. On top of that, it seems like a lot of the bullet hitboxes don't line up with their models. With the automatic weapons at least I had to aim a bit to the left of the enemy to hit them (at least the crosshair worked fine).

The graphics aren't all that bad. The bloom's a bit excessive but might as well be for the timetraveling atmosphere. The colors work well enough and you can easily tell what everything's supposed to be.

The story concept's not amazing, admittedly, but it'd work much better given a stronger presentation. You spend far too much time repeating yourself and umming and emming. You'd probably improve both your work speed and the quality of the narration if you just write out a script of 1-3 sentence segments, then follow it to the word during recording.

Oh, and unless you're being particularly innovative with your worldbuilding, or really need to fill time, don't bother explaining magic. "Get the artifact and I'll get us to the next place" is justification enough.

glokon 2016-09-01 14:43

Impressive idea the narration was funny and did speak for too long it kinda reminded me of the Stanley Parable game, good level design slightly laggy at times, but still fun to play. Good job.

qikcik 2016-09-01 15:12

Wow, amazing game, awesome music and graphics, a very good idea and execution, I have no words, this is my favorite game for the Ludum Dare 36 :D Very God Job :D
ps. sorry for my bad English

flygamer101 2016-09-01 22:56

@mvasko2 @amras0000
Thank you for the long and in depth comments!

mar3k 2016-09-02 20:38

Nice game, cool effect, sound was well recorded and was even a bit funny. If I were to pick something bad about it, it would probably be the UI and that the music was sometimes louder than the voice, otherwise, pretty cool!

franklins-ghost 2016-09-16 12:23

Liked the constant speaking thought it was well used and quite funny at times. Nice guide on what to do and where to go. Also the surprise compass ending at the end was an unexpected twist. There was moments though were I did feel that there might have been a bit too much talking and would have been a stronger impact with a tighter script.