vicious_br 2016-08-31 04:19
After the "game over" not consigui back. With more polishing the game will be cool. Please play my game here: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=36629
Foon → Ludum Dare Explorer → LD36 → Da Vinci vs Ancient Creators
By kawzar
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After the "game over" not consigui back. With more polishing the game will be cool. Please play my game here: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=36629
Art and concepts are very nice. Sadly there is no way to play again after a game over, except reloading the whole page. I believe there is too much inertia in the controls which makes it hard to play accurately. Dodging bullets in a shoot them up is crucial.
A game with great potential.
Can't restart after game over. Simple mechanics, but this kind of game doesn'y need much more. Nice work!
@Casevse thanks for the feedback! I Will try to include an option to reload the game after the game over with the bugfixing :)
@Strike Thanks for the feedback! As I mention, I will try to have some bugfixing and the reload option working this week. We will also try to polish the movement and placing of enemies because it's kinda hard to play. Thank you!
This needs some serious juicing up, everything is too static and floating, an extra frame of animation here and there would do wonders. The score didn't add up. As was mentioned you need to complete the game loop for people to try again. Cute idea needs more execution.
Neat concept and simple mechanics. But overall, implementation is a bit poor even for a jam project.
The score is missing on the "Game over" screen, btw.
@Strike Thanks for the feedback! I've just uploaded a "slighty corrected version" that fixes what you mention.
@joemag Thanks for the feedback :) The game over screen thing was just fixed.
We started late the jam so we run out of time and had to reduce scope that's why we didn't add animations as we wished to do. We will take that into account the next time!
@cushycode Thanks! Just fixed the game over screen thing
The art is good and funny but yeah it's missing some things for the gameplay. But like you said you started late in the jam, it's still better to have an actual finished game than a game with more things but not playable.
I would suggest lest firerate for enemies but not a static Y speed. For now, you can stay alive forever by just spamming the space bar without moving once ;)
A interesting idea even if the game play was rather simplistic, the hit boxes and laser are all a little funky. Your laser doesn't seem to have enough range half the time and there is a few spots you can just sit in and never get hit. Next time you might want to consider some punishment for not killing targets before they reach the end.
I liked the graphics and sound though and if you tightened the game play up it could be a fun little game.
I don't think I've ever seen flying pyramids shooting lasers before. I kept wanting to move forward and back a bit but could only move up and down and that felt restrictive. The feel reminds me a bit of Gradius, and I liked the graphics.
felt as if I was in an arcade. The graphics were cool. I thought it was funny seeing the aliens on a pyramid. One issue was that you could just hug the bottom of the screen and shoot, and whenever a small ship came by all you had to do is move up a little and shoot. Other than that, nice work in only 72 hours.
Interesting game!
I like the art, but the sound effects are kind of boring.
This is a good start for a horizontal "shmup", but it needs some work before it will be truly engaging. Here are some suggestions:
* The enemies need to do something other than move in a straight line. There are places you can sit in the battlefield and never get hit. I can just press the space bar and have an arbitrarily high score.
* The hit detection and enemy shots don't seem to match up well. I'd recommend smaller sprites and some really precise hit detection if you want to make a game like this, because otherwise, you're just guessing where your hitbox is.
* The enemies need variety. I quickly lost interest when it became clear that there weren't any new enemies coming. This is particularly true for the audio effects - the same audio effect over and over again led to a somewhat aggravating soundscape which I think could be avoided if it weren't always using the same effect over and over.
* Some background variety would be good, too.
I realize all the above is really difficult to get into a compo over the span of 48 hours. What you were able to stand up - even with the points above - is still impressive and something to be proud of. The graphics, controls, and gameplay all work, and the game is certainly playable. If you intend to take it further, you certainly have a base from which to start!
Thanks for the improvements, this is really better. The game is way more enjoyable to play now. I have been trying to beat my own record. Funnily, now I managed to find a safe spot in the top left corner, I just have to slightly move down to avoid the triple lasers, and slightly up to shoot the small ship. Now add a boss somewhere and it will be epic ;)
I'm joining the advice of @LoneSpelunker. Note also that you should add an "auto-fire" feature (ie, we can keep the space key down instead of smashing it as crazy).
Is the enemy placement in a loop? Because I think I found a sweet spot to place myself where I don't have to move and can kill the enemies without being hit at all... in this case, you should add randomness in the enemy placement.
pretty sweet graphics!
But sadly, there is low gameplay and varieties
You can it better, just adding different locations and enemies, power-ups and etc :)
good job anyway!
Nice artwork, the gameply itself was lacking. Too slow, too little for the player to do, no real gameplay variety.