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Room One
Room One
By callym
View on Wayback Machine
| Category | Rank | Score | Count |
|
|---|
| Graphics | 24 | 4.63 | | |
| Theme | 309 | 3.81 | | |
| Innovation | 621 | 2.80 | | |
| Overall | 676 | 3.00 | | |
| Fun | 805 | 2.44 | | |
| Coolness | 1421 | 26 | | |
Comments
This looks stunning and sounds quite interesting to boot!
Unfortunately it is unplayable on the computer I'm using atm. There's terrible lag even on the lowest resolution. It sure doesn't help that the only graphics option is Fantastic!
I'd suggest adding in a few less intensive graphics options. I'll give it another go on a different computer later.
mrfield
2016-12-13 13:02
I adore games like this, and I love your theming of it being on an alien planet.
If the movement was slightly less clunky and there were more plant variation, slam some relaxing music in this game and I would play it non-stop.
Great work!
I also encountered a bug where, upon spamming the spacebar at the rings, I get stuck doing the crab and cannnot move.
fuad
2016-12-13 14:10
Interesting realization of sci-fi survival. Bit of unresponsive and buggy controls but stunning visuals.
Looks amazing but doesn't run very well. Hard to move, buttons get jammed. I got stuck in a crouch position. Usually space didn't work. Still imaginative and cool.
The graphic is amazing!
The movement are a bit clunky, but the mechanics strong and well realised. Well done!
The graphics and day night cycle is pretty cool :)
I tried it on another computer and still couldn't get more than 15 fps. As such I did what every self-respecting programmer would do, made my own less intensive version from the source.
I ended up with around 30 fps by reducing quality settings, turning off camera effects and removing reflection probes.
Now if you really wish to optimize the project properly, without sacrificing graphical pizazz, you need to reduce the triangle count of most of the meshes as the cost of reflections, shadows and many image effects grows with each object and each triangle.
The terrain, the dome, the dome supports and the character model are the worst offenders with over 20000 triangles a piece. The moonflowers are also costly, due to their numerosity.
Once I got the project running well enough I, of course, played it. It is rather relaxing in a way, once you get used to the clunky controls. Unfortunately there's no challenge as dropping down to zero food doesn't seem to change anything, so I gave up after a while due to boredom.
Anyways, the visuals are great and I learned a few graphical tricks looking at the source, so I'm content.
Really nice graphics. It'd be cool if it ran in the background so I could browse the net while waiting for my moonberries to blossom.
doxm
2016-12-18 09:33
The graphics look great but add a dialog or something so that the player knows what to do. Inspiring game overall.
Great visuals! I love the lighting and all the day/night cicle shadow effect!
Maybe a faster movement would have been better, can you agree? Apart from this, it was a good experience!
I have been stuck in the seeds menu several time. Amazing graphics effects / day & night cycle ! Nice take of the theme.
valiap
2016-12-27 09:16
Really stunning graphic and cool setting! Nice work.
yuigoto
2016-12-27 12:27
Visually, the game looks beautiful, the models and daylight cycle are really well done, though after some time it still has the lagging problem (at least for me).
It does have an interesting concept, felt a bit like a space-age harvest moon on a small scale, but gameplay feels a bit slow. Like, the day/night cycle passes too quickly while walking to places feels hard.
Also, the computer menu is really hard to exit, as the checkmark's collision box is too precise. :P
Overall, I think it's a good game, but needs optimization, specially if you want to reach a broader audience. ;)
Cheers!
I like the overal aesthetics but I can't seem to play: I open th computer and can't exit. Too bad, I liked the Fallout vibe of it :D