FoonLudum Dare ExplorerLD36 → Colossorama 36

Colossorama 36

By politewhale

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Comments

2016-08-30 07:37

Hi, nice game and congratulations ! i love the game about Rome! Simple mechanics that still offered a decent amount of challenge.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.

zccc 2016-08-30 15:17

Wow, the amount of polish is amazing. I really got addicted to this, good job!

spinach_chicken 2016-08-30 20:52

Wow! Probably the most polished game I've seen in this jam this year. My high score was 34. I did run into a glitch where I could knock enemies on top of other enemies, and it would look like they were floating. Very good job.

seleb 2016-08-30 21:18

This is surprisingly complete and polished for a jam game!

I didn't really understand what the purpose of having two weapons was, and I found that the jumping mechanic kind of just got in the way since you can't effectively hit people while you're above them, but other than that there's not much to criticize. Great job on getting so much done!

matzigon 2016-08-30 21:37

Great mood and feel, true retro gameplay and graphics. :) Nice entry.

Weapons could have feel a bit more different, to spice it up, but still managed to collect a nice pile of head before the end.

politewhale 2016-08-30 23:35

Thanks a lot to everyone's comments so far! It's been great reading what people think of the game and their feedback!

@steph88 Well see what we can do about it. At the very least, we will check the platform out! Thanks!

@Zccc Thanks for the kind words! :D

@Spinach_Chicken What's actually happening in fact what's happening is that the enemies are actually stacking on top of each other's weapons colliders, which causes that weird floating. We decided to keep them in, but since someone has already also pointed it out on weird, we will probably search for a way to make it look less weird next time we update the project. Thanks! :P

@Sean The purpose of the two weapons is to give the player a second alternative in case the upgrade menu gave out a set of terrible weapons in late waves. If the player got stuck with the base weapon in a latter wave, chances are they wouldn't come out of it alive and cause some frustration. Having two weapons makes it so the player always has a back up in case RNG ruins their other weapon. As for the jumping, I have to agree. We want to look into ways to make it more effective and useful. Thanks! ;)

@Matzigon This was mostly a time issue, since we only settled the two-weapon inventory and upgrade system in the second day and got it fully polished it in the third day. By that time, we decided it would be better to add more unique items (like the Grenade and the Taco) since at the time we only had the potion in. We definitely had more ideas for more weapons, and maybe we will add them in at a later date. :P How many heads did you pull off? Thanks!

rafaskb 2016-08-31 00:15

Fantastic game, cute graphics, simple mechanics, and fun! My record was 226. Thanks for making it :)

mrerdalural 2016-08-31 00:16

This was the best entry I have played so far!!!
Great gameplay great graphics!
My only criticism is about the mouse controls. Right attack left attack buttons on keyboard would be easier to control since there are no ranged weapons as far as I have seen.

Good work! Keep it up!

olkeencole 2016-08-31 01:26

Dang, just doesn't seem like a fair competition when I encounter someone with great sprite art. I wish someone would make a really "good" game about gladiatorial combat. And this ain't bad!

This would be really cool on the iPad. I'd get it for sure.

teampoops 2016-08-31 01:53

Pretty cool game! Honestly, I feel that the controls and the Interface are needlessly complicated—the graphic that explains the controls (which are weirdly asymmetrical) is really overwhelming and goes by too quickly; and then the payoff for all those extra buttons is non-existant. Jumping is pointless. The mouse control is pretty questionable. The second weapon is just a kludge for a mechanic that should probably just be tweaked.

That said, I think think there's a really good core in here with great graphics! Sorry if I sound overly critical, but it's because I think you actually did a really good job and just need to simplify things a little! I'd love to see a more final game.

boxedmeatrevolution 2016-08-31 02:08

Very nice artwork here. Once I got the axe with 25 power that's all I used :P I wish health pots were more frequent. Made it to ~150.

publicidadeba 2016-08-31 02:49

Amazing entry, one of the most fun game right here, maybe it would be better without the physics. Anyhow it's on my top 10 for this LD36! Good job guys

matzigon 2016-08-31 12:18

@JorgeGameDev The most was 165. A great axe and a bit of jumping around helps a lot. I personally would have added a bit of regeneration on killing enemies or at least at the end of the wave to not have to wait for a potion constantly.

2016-08-31 15:14

Thanks a bunch to everyone for the comments and feedback! I’ll be commenting this time around in behalf of our team.

@RafaSKB Glad that you enjoyed chopping those heads as much as we did!

@MrErdalUral Thanks for the feedback! Early on we were wondering how to handle weapons, but we added a grenade late on and thought it would be for the best. We could have added more items and weapons that made use of it though, so we definitely will take this feedback in mind!

@olkeencole Heh, guess all that time spriting paid off in the end. And I agree, if controls could be refined for a mobile version, playing it on a tablet could be fun!

@TeamPoops Yeah, the menu and the jumping are the most addressed aspects of our game that we could really improve. As for the second weapon, I personally agree that it’s a bit underwhelming, but I also consider it as some sort of mini-strategy to have it in order to have something to discard should you only be offered bad weapons. Still, we could have tweaked that to make it worthwhile. There’s always room for improvement, so critical feedback like this one is highly appreciated, thanks!

@BoxedMeatRevolution Even after a nerf, that axe is still overpowered. Guess speed is not a determining factor, so we should really tweak that. And yes, potions are too rare, so it’s certainly something we should tweak. Thanks for the comment!

@publicidadeba That means a lot to us, thanks! I would want to see the other 9 now. There are probably a ton of great submissions we are yet to see. By the way, Jorge from yesterday’s Twitch stream sends his regards. My Twitch wouldn’t open though :(

@Matzigon Once you get the great axe, there’s no way but up! Certainly, health is very hard to come by. It’s one of the most common observations, so we will keep that in mind in case we revisit this project or in our future ones. Thanks!

razveck 2016-09-01 15:28

Very nicely done. Polished and fun. I am impressed, good job!

phocker 2016-09-05 03:47

Very well done. Like the weapon selection. And the graphics were superb.

barkergames 2016-09-09 02:43

Fun little game, nice pixel art, and music.

Found it strange that guys would jump on your weapon and stand there, hehe.

Nice work!

vicious_br 2016-09-09 03:01

Congratulations, great graphics and good mechanics and level design worked better than my game. Check it out here: http://goo.gl/DY8rKG

msaul 2016-09-10 08:04

Awesome graphics great job here. Simple gameplay and really good polishing. Not much to say, appart may be some UI elements and text are too big.
Really good job, good luck for your future games!

2016-09-10 21:55

@razveck Thanks! Jorge poured his soul into polishing it, so we’re glad people mention it every now and then!

@sP0CkEr2 Glad that you liked it! Making the sprites was fun!

@barkergames Glad that you liked it. The music is actually a Creative Commons track, so we can’t take credit from it. It’s Kevin Mcleod’s, in case anyone is wondering. And yes, the jumping is a mechanic we didn’t explore in depth back then. While somewhat funny, we’ll take it in mind when we do projects akin to this one. Thanks for the feedback!

@vicious_br Heh, I can see the resemblance, but I’m glad to see that each took their own path for a simila game genre. Keep up the good work!

@PnDAA Thanks for the comments! We’re discussing the feedback we’ve been getting. An UI overhaul should be a welcomed addition. We’ll do our best to improve in the future!

ddrkirbyisq 2016-09-11 23:22

Innovation: Not terribly innovative, though it was kind of fun how physics/collisions worked.
Fun: Pretty fun for a bit, but the gameplay got monotonous after a while. Probably needs something to keep the gameplay more interesting as it progresses. I'd echo other comments re: jumping, two weapons, etc.
Theme: Pretty spot on with the theme!
Graphics: Yowza, that title screen is rated R! =O Overall the graphics and animations were simple but very nice! The background in particular has a lot of neat detail, and the borders and styling of the UI fits in perfectly. Great job!
Audio: Not too bad! The track you chose was OK, and the sound effects were fine. A little more variation in sound effects might be nice, instead of always hearing the same sound effects over and over again. Some fanfares/etc after each wave would be great too!
Humor: N/A
Mood: As mentioned earlier the graphics really set a nice stage.
Overall: Not too bad! The gameplay is a little lacking and as mentioned the great axe seems to be overpowered compared to the rest, but overall it's a fun little game. Nice job!

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.