binaryferret 2017-04-26 07:03
Interesting concept. I laughed at the fact that the little aliens with their little hat look like they're tourists, having a lovely time visiting a new world, and then they get an axe to the face. Good job. :D
Foon → Ludum Dare Explorer → LD38 → Karma is a Bitch
By drmargarido
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 507 | 2.59 | 24 | |
| Fun | 419 | 2.73 | 25 | |
| Innovation | 353 | 2.91 | 25 | |
| Theme | 42 | 4.13 | 24 | |
| Graphics | 495 | 2.39 | 25 | |
| Audio | 421 | 1.27 | 20 | |
| Humor | 289 | 2.43 | 25 | |
| Mood | 499 | 2.33 | 23 |
Interesting concept. I laughed at the fact that the little aliens with their little hat look like they're tourists, having a lovely time visiting a new world, and then they get an axe to the face. Good job. :D
I love the fact that you can be hurt by your own axe, good concept! I had a disappointment when sometimes I died without touching anything, just walking on a platform... But that is all the same a good entry, I have not herd soundtrack : is it normal? But okay, that's a 48 hours game, nice game! :clap:
@binaryferret Thank you, the aliens were tourists coming to visit our little world, but if a stranger enters in your little house and you have a axe with you what do you do? :smile:
@fouralex Thank you, since it's a small world the idea was the attacks you use can go around the world and attack you back. That's why the name is "Karma is a Bitch" :laughing: . Yes my collisions where failing because of the way objects rotated around the world, but the time limit was 48h so I didn't have time to fix that, add sound or create a boss.
Really cool game man! I was surprised to see that it was done with libgdx and deployed to html5, guess I forgot libgdx can do that, so now I'm trying to port all my jam games to html5 :D
I like the core game mechanic :D
@rombus Thank you :smile:, it were my first time using libgdx without any tutorial, it's a really cool engine. And the web export was the reason I selected it to the game jam, so it would be easier for everyone to play.
Nice graphics, it was a bit hard to get the keys to work on the html5 version, but after getting it to fullscreen it worked out nice, I died by a platform spawning whilst I was at the door, not getting the platform on me really, so that was a bit of a let-down, but otherwise a great game!
Could do with having more control over your jumping. Like being able to vary your jump height. Spawning seemed really random. First time I played it it took two laps before anything spawned, then I had no chance of dodging all of the platforms that spawned after it.
Best score 156 :worried:
Nice mechanism, it would be great if the portal move with the same speed of the player (to avoid spawn kill). Good game i had fun playing it.
Music and sounds would've been nice, but it's understandable that they would be cut in a jam. My game is missing music.
The concept is cool, and it's pretty well executed. Dying sometimes felt a bit unfair, but it wasn't too much of a problem.
Well done!
Really cool idea and the game plays very well, though it felt a bit unfair at times (I was once hit by a freshly spawned platform right in the face). It would've also been nice if it wasn't completely random but would get more difficult as time passes by (which it inherently does due to more platforms existing, but you know what I mean). Had a lot of fun though and I could imagine this becoming a great game if you take the idea further.
The best score I got was 211. But I wanted to keep playing, so thats good. Overall its a great game for a compo. Sometimes I didn't understand why i kept dying. Im not sure if you are supposed to jump on the platforms or avoid them completely. Sometimes I died by just landing on them and if I avoided them it was too difficult. I played the web version. once I got the controls to work I had a nice time. Loved the game. Good luck !
The controls didn't really work for me, but overall it was fun to see your own ax fly around the planet.
Great innovation, I love the idea of your own attacks coming back at you. However, the collision and randomness of spawns made it so I never made it that far. It feels like you really could have used an extra hour or two to tighten things up just a little bit more, then you would have had a really good game!
@sawtan Thank you. I was going to add a spawn timer that would make the new object ignore the collisions for 1s or something like that but reached the end of day 2 at that moment.
@geeitsomelaldy Yes spawning is random since the level design would more time. If I design the levels that random platform spacing will be fixed. But that's still a nice idea, some control over the jump would make the game more interesting and require more skill of the player. Thanks for the feedback.
@kasarun I'm glad you liked it :smile: . I hadn't think of moving the portal, but that could be a really interesting fix for the spawn collision problem. Thank you for that idea.
@pixzleone Thank you. Yep I had music and sounds in my plan, but when the compo was reaching its end I had less than I expected and had to cut somewhere. The collisions I built had some problems when rotating but the time ended before I could fix it, so sometimes the player dies in an unfair way by touching a good position in the platforms. Next compo I will need to plan better :grin: .
@erkberg I should had added some spawn time where the collision would be ignored. I didn't raise the difficulty because I wanted to create a boss after some play time :smile: , but I couldn't do that on the 48H. Well, you are right even with the boss the difficulty should raise to make the game more interesting. Thanks for your kind words.
@rosinaivanna Nice score :thumbsup: . Yes, when I was playing I tried to avoid most of them too, but it shouldn't be like that. It's a bug I have to fix in the collision detection. I'm glad you liked it, thanks for your feedback.
@toonteamj Ahah, yeah most of the times I play I throw the axe at the beginning to just look at it spinning around :smile: . The html5 version didn't associate the controls with the game by default, I should have made the deploy for various platforms. But there was a fix I put in the itch.io page under the controls, have you tried that?
@campbell Thank you :laughing: . Yes I went out of time with various things to fix and others not done. I Will need to plan better the next compo.
Same problems as others with the collisions. Yours is one of the first games I've seen where the theme "Small World" has an actual effect on the game play so cograts. I would recommend making the enemy / object spawn point move with the player so you always have time to react & don't end up getting hit by something that just spawned. Perhaps less random in your RNG.
@bluecakewithcows Glad you liked it :smile:, I tried to make all the game around the theme. Will readjust the RNG and test the movement of the spawn portal. Thanks for your feedback
Definitely have to fix that collision problem where platforms kill you when they shouldn't. Other than that not a bad entry! Love the fact that the axe can come around and kill you, really makes you think before you throw it. Good job!
No sure if my browser froze, but pressing R after I died did not restart the game :-(
Funny game! I like the idea of platforms, but I'm not sure if it's a good idea that they kill you. Maybe make the enemies harder and keep platforms as just platforms instead? Sometimes the collision with platform bugged and I died, but it's understandable. I would have liked this more if I could move the guy myself. Nice work for 48h :)
I kept trying to jump by hitting space but it kept scrolling the game down even after i clicked on the game window.
Keyboard controls doesn't seem to work on OSX? It's not the first GDX game to fail on this here. Still, loved the concept and the name!
I like the game!
The idea of the axe going around the planet is fantastic, and the game fits the theme very well. The art is cute and the planet looks pretty good.
The things that bothered me, other than obvious things like the omission of sound, are the deadly platforms and the nature of the portal that spawns platforms and enemies.
I think, like some others, that the platforms should have been safe, and that the aliens should have been made more difficult. Perhaps a projectile attack could have been good, or maybe enemies that jumped, forcing you to dash under them. Something like that could add a lot of depth and challenge. Enemies coming from the opposite direction of most could also have been good.
I think that the portal should move so that it always is in the same position relative to the player. It seems safe, or even like the end of the level, so it seems unfair when you die when it places something inside of you when you are on top of it. Perhaps even just restricting enemy and platforms spawns when you are touching the portal would do it.
In addition, I feel like that there should be able to be more than one axe in play at once. Then, missing an alien would make the game permanently harder, and give the axe, one of the coolest ideas of the game, a more prominent role. If aliens were more difficult this could also give more of an incentive to take the risk of throwing an axe.
If it seems like I'm being hard on the game, its just because I see a ton of potential here! With those changes, this game could really come to life, and be a ton of fun.
Good work overall!
I Played this on Livestream today: https://www.youtube.com/watch?v=3YtyZ8Rudok
I died to the platform bug. I think the controller could use a bit of work, maybe add some graphical sheen to the package overall. I kinda liked being killed by my own axe... I'm weird. Thanks for the submission!