onyon 2016-08-30 08:47
I like the art and the concept, good job:)
Foon → Ludum Dare Explorer → LD36 → Elsa, Caster of the sun stones
By tprayk
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I like the art and the concept, good job:)
Some comments/suggestions:
-You already know this, but the graphics style is all over the place. Just using a nicer font and actual bars instead of the scrolling bars for health would probably make it look a lot nicer.
-In my first playthrough, I fell off the bottom of the map, and I was forced to restart because I kept falling.
-In my second playthrough, I got a game over screen without knowing why (not sure if the time was up or if I ran out of lives or something). Conveying this sort of information in some way would be good.
-There's a lot of momentum, which made the platforming sections very difficult.
-The options menu doesn't seem to work?
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Oops I accidentally submitted, here are some final thoughts: There are a lot of good ideas here, but it gets confusing when everything is mashed together (there are like 4 separate health bars which aren't well-distinguished). If you could focus in on one or two mechanics and really flesh them out, I think that could make for a really fun game. Overall, good job!
That was fun! A death from falling, or just an area of ground at the bottom to prevent infinite falling would have been nice, but other than that this felt like a pretty solid entry!
good game, i like how you utilize limited sprite into a good looking attack animation for the bats
anyway, theres couple thing you might want to fix
1. the control very weird, you can move and attack at the same time
2. the art not fit together, if you use pixel art sprite, try to set the sprite renderer into "point" rather than "billinear" (i assume you using unity)
3. and also the ball/projectile movement speed is much slower than the player, it should much faster than the player speed
thank you everyone for your constructive opinions and kind words.
i Honestly, dont know how i totally missed the fact that, you can keep falling infinitely. i had it in my mind to make it so that, the player dies when he falls, but yeah i guess within the rush i have forgotten.
@ghen thanks, i didnt know about the "Point" and "billinear" options till now :)
and i guess you are quite right, especially when the player is Accelerating.
@qzqxq you are correct, i guess this is a major problem (graphics being out all over).
i'll work a bit more on the game and fix those issues you guys mentioned, as i said
again thanks everyone for your kind and constructive words and opinions :)
Nice Idea. I think you could expand on this. But the art is all over place :o
No "Fall out of map" - detection.
I think you could give the game a nicer feel if you allow proper moving and attacking at the same time. Could work with the momentum you already have. Also give the player some more information. Although I read everything I didn't really get what I was doing or supposed to do.
thanks for your comment, and i guess i might have to try out the game with "move and shoot" at same time :)
and sorry the explanation was not clear (im always bad at explaining stuff :D ) i think its a skill i need to work on.
thanks for trying my game.
Interesting little game, though the controls seemed a bit floaty. Certainly not bad, nicely done! :D
The controls are a bit floaty and i flew off into the void too easily!
There is a lack of friction and when you attack the character does not apply velocity which just makes it hard to navigate. Not to mention if you miss a tile you will slip into the void of space forever with no escape. The images are blurry and the tiles don't clip properly, and neither does the player intersect properly with the tiles (negate your velocity on collision with a tile along with just setting position to the edge). In your screenshots this is a different case so I wonder if it's that you render using linear interpolation rather than just nearest-pixel. There is a fundamental problem in that the enemies don't seem to ever attack your base.
However, jumping on enemies and killing them (when it does work) is satisfying. The UI is comfortable and the tooltips are a great idea. Two distinct enemies coming from either side is a nice idea, and the moths attacking at an angle which tracking you was done well, except they will stop their attack animation if you fall out of their attack distance. The 'lens flare' that occurs shortly after you attack is a nice touch.
I tried playing a couple times, but both times slipped off the platforms and fell forever.
This looks like it could be a decent game, but I think it would be substantially improved with a bit more polish.
love the explosiion effects.
Gameplay is fine except for the gravity feeling quite unnatural (not enough gravity). I did not really like the graphic aspect because it doesn't look uniform at all. Vector like drawings in the background pixel art in the front and on some textures there seems to be the wrong filter as they appear very blurred on my end. Honestly go with simplistic pixels / pixel art rather than throwing too much together. Somehow this whole comment sounds a bit more negative than i intended to so i repeat: the gameplay is fine. Just work at the graphic side :)
Graphics need to be tweaked a bit, maybe you forgot to change the filter mode? The controls and movement in general are unresponsive but it's a good start! Otherwise great idea, keep it up.
Thank you everyone for your kind words and constructive feedback.
this is some valid and helpful feedback thanks again i shall be tweaking it a bit today and tomorrow fixing some stuff you guys mentioned :)
and dont worry if its Negative, as long as its good constructive feedback :) .
So. Probably you know it, but anyway:
You a good at game-design/concept, and trying to implement it. But you will learn more how to do right games (im about graphics, tech. part and others)
So congratz with LD36! Hope you next game will be much better (the next game ALWAYS much better)
So now you have the completed game!
Good job on the game! The concept is interesting, it just needs a bit more of work.
The blocks that make the level seem a little disjointed, did you place them by hand? If so, try holding the ctrl key on unity when placing them, that ensures they'll always be on the grid. Also, like someone else mentioned, a little more friction on the main character would make it a lot easier to control. (maybe try changing the "gravity" and "sensitivity" values of Unity's input axis, if you used them to move the character)
I really like the idea of choosing one side of the level to tackle, with more work this could be a great game. Keep it up!