FoonLudum Dare ExplorerLD38 → No Parking

No Parking

By clyde

View on ldjam.com

CategoryRankScoreCount
Overall3.003
Fun2.003
Innovation4.003
Theme4.003
Graphics4.003
Audio3.003
Humor3.003
Mood3.003

Comments

steve-johnson 2017-05-02 19:46

This game is too hard. I can't make it more than about 30 seconds. The asteroids are often in shadow so you can't see them and it's too difficult to control the planet.

That said, the premise is hilarious and the atmosphere supports it really well.

szimano 2017-05-05 19:11

Impossible to finish and also a bit confusing on what is the goal of the game.

Pros: cool idea, nice graphics and music!

killerkun 2017-05-14 21:25

Boy, was this frustrating; the general concept of the game sounds great but in execution I felt it could have been better addressed, mostly control-wise.

1. The dragging mechanic is good but it felt way too heavy and the player movements add very little to the general movement of the planet, making dodging the meteorites (which move astonishingly fast) pretty much impossible, it is much easier to just place the ship between the asteroids and the planet, defeating the whole purpose of the gameplay. Either slowing down the asteroids or increasing the ship's movement influence over the planet's movement could easily address this.

2. The goal of even the first level (I don't really know if there are more, I could not finish the first one) was not clear, it said to complete an orbit but it doesn't say over what, so I don't know if I have to spin the planet around the other planet that is in view, or spin around the planet I'm dragging, or just hold on until the camera moves all around the sun that barely appears on screen. Being more specific on this could make things less confusing at first.

3. When you die and retry you have to sit down and watch the same cut-scene, every single time. It is a cute little cut-scene and it is sweet since it introduces the concept of the game, but making it skippable or simply not playing it after you've seen it once could reduce the amount of frustration the player faces right after dying seconds into the gameplay. I seriously believe I spent more time watching the same little cut-scene than playing the actual game.

I'm sure those are things that could be easily fixed so that's why I explain in detail how I perceived them, since I'm sure more people will agree with me. This is a good idea for a game and I would love to see an iteration on it where things work better in making it actually enjoyable for the player. This is a good effort.