reinhold-strodel 2017-04-28 14:39
The game looks really nice and I love the cutscenes build into it, but i got to say I did not really quit get what I had to do in this game and i found the controls rather confusing. :sweat_smile:
Foon → Ludum Dare Explorer → LD38 → Too Big For This WorLD38
By joemid
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 759 | 2.37 | 31 | |
| Fun | 767 | 1.92 | 30 | |
| Innovation | 652 | 2.53 | 30 | |
| Theme | 689 | 2.59 | 29 | |
| Humor | 570 | 2.08 | 27 | |
| Mood | 333 | 3.32 | 30 |
The game looks really nice and I love the cutscenes build into it, but i got to say I did not really quit get what I had to do in this game and i found the controls rather confusing. :sweat_smile:
Thanks for playing and THANKS for the feedback, RS!
Almost 1GB?! That might be too big for this world.
Very cinematic, especially for an LD.
I think I broke everything when I possessed a T-Rex and accidentally stood on my drone.
Woa thats a biggy. I think my machine is to slow for the game - still i like the mood and style!
Ok, that's TOO BIG for a game jam. Like way too big. The art is really good but controls and general gameplay are rather confusing. Possesing a T-rex is always good on my notebook.
Hey, I played the game and here are my thoughts. It well done visually, adding the cutscenes is a very good idea, but I think this influenced the quality of the game. First of all the size is too big (ok, maybe that was intentional) and even with instructions I was frustrated about what I should do. The sprites respond too slow to clicking the mouse, and I couldn't get into the mind of the smallest lizard because of that (or, that's not supposed to happen?) Maybe you should have payed more attention to the gameplay than graphics: for now there's no competition in the game and no visible aim to play it. Maybe you could explain a bit more, if I was wrong somewhere in my critics. Hope you work on this project more in the future :smile:
I didn't really get it, but great art!
I am puzzled.
So there are dinosaurs indeed. It had a nice, moody set-up with the cinematic, but beyond that I don't know what to say really. I accidentally possessed a T-Rex and ate something but couldn't really fathom whether that had any relevant effect on anything, or what I was supposed or even able to do beyond that.
Walking to the right brings you back to the same place you were in. Scanning didn't seem to do anything helpful. As confusing as it was, I assume the possession and dinosaur eating action is currently the meat of the game?
No doubt there's a lot you could do with this considering the art and functionality, but as it is now I simply don't get it.
Thanks all! @danman9914 ;) @novodantis You are on the right track! @ilikescifi would you mind posting your computer specs? @ChloraVirgo You are not wrong in your criticals! Thank you! (And yes, lizard brains are on the menu, but good luck- and the functionality of the smaller beasts- very limited ATM. (no tree climbing or WAIR yet;) also, would you mind posting your specs? @turbo-hermit Thank you! @devastus Thanks! Yes there is still much to do- most of the interfaces were so broken by the deadline, that they were removed before the build. Will get a post jam vers as soon as it is fixed. ;) Thanks all for your patience and feedback- YOU ARE TOO BIG! No one got to the temple? ;)
I was able to control small dinosaurs, and t-rex, eat stuff, run around. I didn't get what a 'scan' action purpose is but it looks cool.
It seems that you put a lot of effort on visual/cinematics part. Which is good for a game jam. But for real players you should keep in mind a gameplay part as well.
I hope this will end up as some consistent game so I'll keep my eye on this.
The graphics were great, and the sound was awesome, too, however, I had no idea what I was doing. Once I managed to get a sequence with a Saurian in a cape, but I have no idea how, it was just dumb luck. Eventually I ended up back in the first level (not sure if I died or what). Most of my time was spent on the first "level" trying to figure out what to do with the big white dino or the couple of smaller ones I was able to take control of (and I couldn't do that consistently).
I think what this needs most is something to walk us through the nuances of what we are supposed to be doing.
The controls seem to be unintuitive for me and not very resposive. Also you kind of loose track of what you are controlling where. Maybe add some kind of outline?
Beautiful intro, but confusing gameplay. I didn't understand what to do.
Sorry to be that guy, but I don't think you're doing it right. Ludum Dare is supposed to be a game jam where people make a game in 48/72 hours. It seems your project has been going on for months now:
- http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=92338 - http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=92338
While it's okay to use pre-existing assets I don't think it's in the spirit of the Jam to keep developing the same game spanning multiple Jams. It's definitely a commendable effort for a single person but I think it would be better suited for Steam Early Access than Ludum Dare.
But on topic: The graphics are outstanding and the intro is quite effective. Other than that the game feels very raw in terms of control and objective. I like the story setup and atmosphere but without a handle on the action there is not much to actually do in the game.
Thanks all! @smiling-cat-entertainment I think you went the wrong way. ;) Dumb luck?! More like smart luck! I think you hit "S" which was a hotkey that was never removed. Now- it's a feature! ;D Thank you for the feedback! Trying to get a postjam vers out. @Icewind Thanks- I will look into that! @piller-yann Thank you! And worry not! You are not alone! @cerno-b Thank you for the wonderful compliments! I'm giving you a trophy for posting the links! BTWs- loved Grohk's Arena! ;)
Confused as what to do. Seems like you have been working on this for a long time which isn't really what LD is about :/
Wow, crazy good visuals, that highly polished, well done!
Nice! Very cool art!!! Like it! 5 stars!
I don't understand - why have you submitted this for multiple jams? Is this a long term project? If so, you really should make that clear in the game description.
Very cinematic intro, but I'm afraid I had absolutely no idea what to do once the game began. Seems likes a cool premise though, art direction is good. :)
@feltip @juju-adams Just to be clear- I have been working on assets and concepts for a very long time, but I make a new game to fit the theme for each LD with what I have learned from the previous months. But don't take my word for it, there are links to the previous entries above. Remember, this is not the compo! ;D @larzan - Thank you very much! I have been experiment with the Shader ToolKit in Visionaire- I highly recommend it! Thanks @buteratosgames, love your art as well, see your comments for more! @urban-logic-games Thank you for the compliment and feedback. I still have a long way to go in story and way posting! ;D
FYI the game was a bit slow on my late 2013 Macbook Pro running Bootcamp / Windows 7 Pro.
The intro was lovely and well paced. I would suggest increasing the font size of the intro text.
The graphics were beautiful and the landscape gorgeous. It wasn't exactly clear what to do, but I would love to see a more fleshed out version of this post comp.
The graphics look awesome and the sounds are great (but they are opted out for the voting) and in overall the game gives a feeling of immersion. I had trouble understanding the gameplay though. The avatar was a bit small (although I have a big screen) and my mouse lagged (which might have been a problem of my computer). I watched the gameplay video as well and saw that there is a zoom in function, but I still could not determine what I should do in the game. I think I would play this again but I would need a tutorial (TBFTW for dummies :-))
The cinematics is astonishing! Congrats for your job on this. You really manage to make a micro universe, alive! the mood is taking you right into this world. The less good point is that it's not clear what we have to do.
Dude, want to do something really evil? Make the download **twice as big** by adding a copy inside :D Nah, just goofin'. But seriously, that's a huge package (no subtext, I just mean the archive size ;) )
Very interesting visually, though unfortunately at the same time resource-heavy, so I couldn't enjoy it in full on my machine (laptop, though with strong i3 and GF 840 in only 1366 x 768 struggled quite a bit). But that's the way it is, you didn't have time to make much optimizations.
I need some moree time with the game to discover all the mechanics. It's a bold move to make a game which needs longer time to get all the hidden stuff in a jam, but hey - it keeps the player interested, so that's a good hook.
I like the overall vibe and mood it sets, well put together. The cinematics are awesome, way beyond things I usually see in jams.
The downsides I see for now is that - especially with not very high fps - it's not easy to navigate both zoomed in (don't really see what's happening) and zoomed out (too much in the first plane of view). Clearing the view a bit would help very much.
It's a completely different entry than any other I've seen and rated so far, that's for sure :) I like it, especially since it conveys the 'alien' vibe very well.
Cheers, I'm waiting for the update!
There's a bit of a problem with contrast, maybe you should try selectively applying effects, to highlight what's important in a scene instead of everything with bloom cranked to 11. Great effort!
The opening sequence was impressive! Visionaire seems like a powerful engine, though it may need more optimization for file size. The controls were really too difficult to understand, especially playing from a laptop with a touchpad.
Thanks all! I am finalizing a post jam vers that I hope to post after the ratings!
@kate-kligman Thanks for the info- I have not tested in a bootcamp scenario. I have run on Mac through remote desktop, but it is also very choppy, and not recommended. I am still unaware of what is wrong with the shaders for the mac build- but they (at least I think) the new shader code is responsible for a crash early in the game- though it might be optimization or hardware related. Either way! Thank you for trying it out!
@frodewin Thanks! I worked some of your comments into the new vers. Not perfect, but a start! I'm still trying to determine the best camera controls, and have had a few setbacks with that in the recent change to VS5.0 The zoom function is performed with the Mouse Scroll, however, the parameters change with each character- I think?!?!? ;) Thank you so much for the feedback!
@louspirit Wow! Thanks for the compliments! Can't wait to implement the instructions. Visionaire has a strong dialogue system built in, but I have been experimenting with a custom setup, not quite there yet. Thanks again!
@takusan ;) Yeah, Visionaire does make big games- at least has the ability to do so. I feel like the Chains of Satinav games built with this engine were around 5-10gbs for a full game- maybe a hundred scenes or so? Anyway- thanks so much! I am having an issue/conflict with the math of the camera and the parallax scroll- not sure where this will end up, but I think optimization; reducing VRAM and seek times might help. Hard to clear the view with out losing the density of the forest, but I hear you. In the future, I would like to utilize some cover spots, for simple stealth mechanics. Also, I might need to fade the visibility of the foreground trees when ever the camera is zoomed. Either way, I think it points to better level design. Thanks for the feedback! Would love to get this vers down to 256mb at the most!
@gama-croma You know it! At the moment, there is a day night cycle that controls the lightness and contrast shaders. I think that there is a bug at "high noon"- otherwise the game definitely needs refiguring in the day/night department and I think that will go hand in hand with level design and visibility in general. Thank you for the feedback!
@lyxil Thank you! Aw, yes! The Flight of Claude! Yes, I recommend Visionaire, especially to you, for narratives! Though, there is a learning curve. I have been working with it for about 5 years now- Yeah, I have created a slight different control scheme for advjam. I think that it is more responsive, and actually, it makes you give up some control. For me, this game has always been geared more toward "interactive animation" but without sacrificing fun. In the end, conjuring a narrative up out of a "digital world" has also been a goal.
Thanks again for all the feedback. It forces me to think about all the things I avoid on a daily basis! INVALUABLE!!!
Interesting art style! However, it was quite confusing as well!
awesome art! luv it
please leave a web version
Hi @pond-loach! Have been away and just saw your post. I'd love to upload a web version, but realistically it's not gonna happen anytime soon. Right now, Visionaire does support webGL, but it's somewhat buggy and only really playable for games under 100mb. This version clocks in at just under a gig. It's just too big! Maybe in like 10 years?! With the right optimization? Thanks for your interest!
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