FoonLudum Dare ExplorerLD38 → REDBOW

REDBOW

By pixzleone

View on ldjam.com

CategoryRankScoreCount
Overall2523.3624
Fun1253.5924
Innovation4912.3124
Theme5152.3624
Graphics2443.3624
Audio3032.7522
Humor3.004
Mood3.506

Comments

takusan 2017-04-26 18:29

Nicely done! Plays really well, good controls and mechanic, presentation consistent, affordance thought out.

Personally, I'd add an option to shoot diagonally, but that's just a personal preference - h/v shooting desn't break anything and is actually more challenging.

I'm still amazed with the work you all did in compo. Maybe next time... or next year I'll also join, who knows :)

pixzleone 2017-04-26 18:39

@Takusan

Thanks for the feedback!

It should be possible to shoot diagonally by for example, pressing the right and up arrow at the same time. I'm sorry if I didn't make this clear.

Good luck in your future lds, hope to see you around!

jk5000 2017-04-26 19:38

I love this kind of simple shooter games, and you have made this game very fun to play. Some music and some better graphics could have made the game experiences even better. But overall this is a very great LD game.

avavt 2017-04-26 22:03

I honestly can't imagine how you managed to make a multi-levels game in 48 hours, but you did, and it was pretty well designed!

My only real problem with the game is maybe there should be an arrow pointing to the trapdoor upon clearing a level. From level 8 onward when the map got bigger I started having serious trouble looking for the door.

Also, I would love to have a brief moment of invincibility when I take damage, so when I mess up I don't have to take serious damage at the same time T_T

Overall it's a great game, simple but charming.

huvaakoodia 2017-04-28 12:52

A functional entry, relatively bug free, the rolling animation looks neat and that is where the positives end.

The movement system is sluggish. The shooting has no weight or feeling to it. The enemies suffer from similar anemia. A dash of particles and improved animations combined with faster movement speed would have helped.

The main problem is this: it is way too easy! I got to level 10 without taking any damage and didn't bother playing anymore. All it takes is more slow moving projectiles per square pixel. Bullet hell or high water! Alternatively more active and intelligent combatants, but that would be a tough task in a procedurally generated level.

Eh, you already know this stuff. Good luck with the post-jam project. :fingers_crossed:

euske 2017-04-28 15:00

You've gotta love a game with diagonal arrows and screenshakes. The game becomes a bit monotonous at later stages, but still a pretty solid entry. Reached level 12.

chaseplays 2017-04-29 02:50

This was fun! As much as it didn't fit the theme TOO well (unless you were shrunk, explaining the huge spiders), but even so, you made a great game! I liked the procedural generation, and was really impressed when I realized that level 1 was different the second time. Even so, the levels could have used a bit more variety and challenge, especially in later levels, and the levels could have used an arrow to the door. As much as I loved the randomly generated levels, they weren't interesting enough to be fun to explore; only interesting enough to be DIFFERENT, so exploring the level to find the door came across as more frustrating than anything. Finally, shooting the enemies was fun and I thoroughly enjoyed the game. Great job and thanks!

firewill 2017-04-29 03:06

I liked it, the main character sprite is cute, and the plant like enemies are also cute in their own way.

controls felt tight and shooting is solid, movement felt good, especially rolling.

Spiders got stuck constantly (thankfully) which as far as AI isn't brilliant but it made clearing rooms fairly tactical especially on the later levels when there are so many bullets flying around. I enjoyed rolling and dealing with plants in a cross pattern, I hoped there would be a boss at floor 10 but I know doing all this is already a lot, and to your credit I didn't notice it was being procedurally generated until level 5/6.

For the current level of difficulty the no health pickup was a good fit, tough I lost 60 health points in the first 3 levels being careless, so I could do with a refill every 5 levels or so. More enemy variety would certainly help.

Ultimately I feel this is really solid, I got to level 15 with 20 health, and decided to quit since clearing rooms while being careful takes a lot of time. if you do end up doing a post-jam version be sure to let me know!

[Edit: Oh also on the later levels, an arrow pointing to an enemy, because if you dont sweep methodically it can become a nightmare to find that last plant, same with trapdoor]

maggardjosh 2017-04-29 03:28

Very solid entry! Was maybe a bit too easy, I got to level 7 or so with no problems. Finding the exit after killing all the monsters was tedious when I couldn't find it. Controls were good. Spin animation looked cool. Overall I had fun! Good job.

crazi456 2017-04-29 06:08

Fun stuff! Really liked the hp art! Movement and rolling felt pretty good, I just thought the screen shake was much. Overall nice work! :)

automatonvx 2017-04-30 01:11

pretty fun, the procedural levels seem to work pretty well, just need more variation for the enemies etc. And please less screen shake

ratbag 2017-05-01 06:32

@pixzleone Great Game! loads of fun. Are the levels procedural generation? I enjoyed the game throughout, could have done with a killer soundtrack but hey those deadlines are rough. One suggestion for the aim though is maybe have it on a mouse cursor? It felt a little un-intuitive using the arrow keys to shoot. But otherwise great entry! well done!

jk5000 2017-05-01 08:32

I have now also rated your game.

richard-michael-smith 2017-05-01 10:53

This reminds me of the great "Gauntlet" by Atari. Very impressive for such a short amount of time. You could definitely develop this further! Nice work.

takusan 2017-05-01 12:46

Since the voting is up, I've added rating to my earlier feedback. Cheers!

heinrix 2017-05-01 16:08

I liked how you control shooting with arrow keys and holding down to shoot diagonally worked well, kind of like a restricted twin stick shooter.

The art style was very well done with a nice clean retro feel.

The AI was pretty simple but work perfectly well, no obvious bugs that I could see anywhere except maybe the spiders getting a bit stuck on walls due to their hugeness ;)

I agree with what you said on my page with an offscreen enemy icon would of been helpful but certainly not required.

I would of prefered a nice boss fight at the end of wave 10 or something but thats my preference (I would of liked to of put one in my game also but ran out of time)

All round a good solid game, very well made.

kosmo 2017-05-02 02:34

A nice skeleton for a twin-stick shooter game. I think you executed what you made very well. The controls are tight (some diagonal shooting issues aside) and the game has good feedback (shots, hits, and damage sfx make it obvious what is happening).

I made it to level 16 where I finally died redbow.PNG

My biggest issue with the game is an overall lack of content (I understand its difficult within the time constraints). I'm not sure if you did procedural level generation or if you made them by hand, but perhaps a few less levels in favor of some more enemy types would have been good -- the game starts to get a bit old after a few levels.

Also, I have found that a basic background music, even if its very limited, can make a big difference.

Thanks for the game :)

paulhocker 2017-05-02 03:43

i can really appreciate the effort you put in here. my only complaint is that the movement was slow at times - causing it to be boring in spots. overall great job.

shodanon 2017-05-02 11:14

"Spiders are stupid" You said it, brother! The bastards cornered me and got me killed! Other than that liggle quirk, the game is really fun and cool. I like the animation on our protagonist and the idea of mixing a twinstick shooter with graphics worthy of a classic RPG is pretty cool.

voxel 2017-05-03 09:36

niiiice! I suck at this game, but i like the 8bit feel here. I'd like it even better if i only had four or five arrows total and had to pick them up before i could reuse them. Also i got to level 5 before i even realised i could roll, which was a cool and unexpected feature. overall i really liked this and would slay flowers and spiders again, gg

ratking 2017-05-07 13:05

Nice entry! I like the generated levels, and the gameplay works well.

For your next game I recommend adding a few particle effects as feedback for hitting/killing enemies. Also, I don't think having a screenshake for every arrow hitting a wall is a good idea, and without any sound a screenshake is strange.

Some power-ups would be cool, too, to make the gameplay a bit more diverse. :)

juju-adams 2017-05-11 14:40

Locking the attacks to cardinal directions was a smart move - it added an extra dimension to the gameplay and turned the game into something much more fun. I got lost in the levels sometimes, and the exit was a bit frustrating to find at times (maybe an arrow that points to the exit at the end of a level?)

random-storykeeper 2017-05-13 22:35

Well, I got to level 11, so I guess I reached level 10. I was expecting an ending for some reason before I remembered that these levels were procedurally generated.

Things I like:

- Good art - Good sounds - Being able to hold a key down to continuously shoot. - Being able to shoot diagonally and have enemies also shoot diagonally.

The things I was hoping to see worked on a bit further seem to be issues you're already aware of. The variety, for example, where difficulty only seems to increase by length and just more of the same two enemies, for example, didn't make the game super easy, but it did get to the point where I found myself wishing this had more variety. There were also a couple of tiles I was able to pass behind, and I'm not sure if this was intentional or not, since it was only a few select tiles, but they looked the same as the solid ones. Bigger levels did make it confusing to find the exit, so it would be great to have either a map or a beacon of some sort to lead to that exit.

However, for 48 hours, you did a superb job. btw if you do make a postjam version, do include some music. :)