FoonLudum Dare ExplorerLD38 → World of My Own

World of My Own

By kantieno

View on ldjam.com

CategoryRankScoreCount
Overall2253.4235
Fun923.6834
Innovation4242.6534
Theme3763.0934
Graphics3333.0034
Audio2722.8734
Mood2633.1233

Comments

merrak 2017-05-01 05:04

I really like this concept. It'd be neat to see it expanded--perhaps some more variety within each world.

kantieno 2017-05-02 01:23

Thank you, I definitely plan to add a lot more to this!

maldo19 2017-05-02 02:39

It's a good concept but it's really barebones I would liked to see more personality on the world/character. As little details I would have liked if your bullets changed if you upgrade them And I didn't like that you can change rooms if you're only above the "exit tiles" as it was an open area opposed a dungeon with a door like Zelda.

As it is, this is something that you can build upon, it's a nice base. So hope you keep working on this.

avocadosan 2017-05-02 02:44

I enjoyed this game! I liked the mechanics! Good job :D

landosystems 2017-05-02 02:56

This is a great game, especially for the compo. There's solid progression with buying powerups after death, takes some effort to get through levels, cute little pixely style, and decent procedural generation. Great work!

kamranicus 2017-05-02 03:03

I almost made it to Final Frontier, I think with a few more tries I could beat it! I am a fan of the roguelike-with-progression because I don't feel bad when I die so often, at least I'm making *some* progress. I like how you unlock the worlds by gathering resources from previous ones. Even with a limited set of mechanics and art, you were able to make a very playable game that lasted a good 15-20 minutes for a full playthrough--great job!

The map was nice, it would have been neat to see already-visited cells marked somehow although I still had no issues finding my way around. I liked the paths marking where to go so I wasn't lost. I think it would have been interesting to see walls or some other puzzle design within each cell to make things harder--it wasn't until the second to last world that I found it more difficult, but that's probably perfectly fine for a LD game.

As far as the theming goes, it would have been interesting to understand more about why I was in this world trying to collect things, communicated through art or level design or something. I think the "fun" is there but maybe trying to explain why the player is doing what they're doing. Even though I have a sword, I shoot bullets and I can also collect rocks and wood--it works but also feels a bit strange. Maybe having melee combat would fit better and some downside to using it--right now I can shoot without any repercussions. I remember listening to a GDC talk by the guys who did Nuclear Throne and they said, "If the player has no reason not to shoot, they should always be shooting," which felt true here. Either there should be a consequence to shooting or I should always shoot.

Overall this was a solid entry. I think finding what about the world or mechanics make it unique will make it more interesting to people, e.g. I really liked buying things to help me progress, but what else could be unique to your game?

Great job, I had fun playing and look forward to seeing this in action someday.

fil089 2017-05-02 03:54

Good game. Infinite small worlds fit better in the theme than I expected.

If your planing on expanding this game here are some things you might consider when working on it: - Graphics: Give more feedback to the player. Flashing enemies on a jam game is acceptable but animations and stager states is an interesting idea to consider if you plan on expanding the game further. Also, better visual effects such as screen shakes and hit particles will make your player more aware of what is going on and enhance their experience. - Audio: While simple loops and basic sound effects cut for this game in this version, consider making music more of a priority when working in this title in the future. Better sound effects for hits and gunshots, enemy specific death screeches and footsteps and other small touches will enhance the player experience from "Ok, I guess..." to "This game, dude, THIS GAME IS AMAZING!!!" - Aesthetics: I know this is something dificult to judge, but hear me out for a sec, ok? There are many things you can make to expand on the concept, but I'm here to talk about what can be improved right now. First, your dungeons need some uplifting, like, literally building walls on then. I always had the sensation that if I was been locked in a room, I needed to see the walls of that room and a door from where I came from. I'm pretty sure you will want that too, and been some thing to be worked on the room generator might be scary, but it will reap the benefits of it when you see the results. Diferent graphics an animations for the bosses and grunts is the other main point.

Other than that, congratulations on having finished your game in this jam. On the lookout for the evolution of this project.

kantieno 2017-05-02 04:09

@kamranicus That would be a nice talk to listen to, right now I'm really trying to decide how I want to handle attacking as I move forward. I may decide to allow changing of weapons at will between the various ones you find in the world including melee and ranged, but adding some sort of complexity to it is definitely desired!

@fil089 Definitely want to polish this game up nicely, I think I will try getting a little bit more of a concrete story/goal of the game in place and then focus on polishing the existing structure to what I can make of it.

Thanks for the feedback!

antaresvaldemar 2017-05-02 08:16

Really solid entry. Everything is simple, but you have a nice variety of enemies, materials to collect, equipment, rooms etc. There are a couple of minor bugs, one is that the gun sometimes gets stuck on fire when you transition between rooms. The other is that I occasionally would get stuck in the corner of the room for no apparent reason. But apart from that I can't fault this, it was simple but enjoyable. Nice work!

gurkenlabs 2017-05-02 08:35

Hi there, congrats to this entry! The music was fitting, other sounds were somewhat disturbing. The level transitions seemed somewhat buggy sometimes, making me run around the screen edges like a madman. The gameplay is simplistic and fun, could have used more variety though.

fernandoadolfo 2017-05-02 09:09

Really nice job. Looks like a rogue-lite with some progression. I never died so I'm not sure at all. It's quite simple but it has everything that this kind of game must have: procedural dungeons with different ambients, different enemies, different materials, evolution of the main character, music that fits perfectly and one of the most important things, it's funny to play. Could be better and more complex, but not so much in three days. Congrats!

aurelien 2017-05-02 09:22

Wow, so you can do a roguelike in a gamejam :o

What I could say is that the game miss a lot of "juice", like other said, flashing enemies, more dynanism etc...

Always impressive to see what people can come up with! It's a lot of content for a so short period of time, good job!

kfischer-okarin 2017-05-02 09:58

It looks really interesting but unfortunately its almost unplayable in my browser :( Movement often locks into one direction and gets unresponsive and especially when some of the slime are on the screen, everything is really laggy and I can't really control anything.

But a roguelike dungeon generator with simple pixel graphics and a certain mood given through the music :) I like what I have seen so far.

zelos 2017-05-02 10:03

Great game, I really enjoyed playing it. It's surprisingly deep for a game jam. **Graphics:** While serviceable I felt like everything was a bit too static. Hitting enemies didn't really feel like hitting enemies and moving felt like moving around a paperweight. The trees are a good example of how the rest of the game should feel. They respond to being hit quite well and give you a lot of feedback. **Audio:** The music gets a bit annoying after a while and the sound effects are quite bad honestly. A lot of them feel like they're missing (for example when you enter a world there's just silence). The worst part for me is that the shooting sound is really off. Would make the game a lot more enjoyable if these were better. **Gameplay:** For this you earn full points from me. There's actually a good amount of content in here and it didn't get boring at all. Your systems are thought out well enough, and while I think you should definitely display damage numbers, since you can't really see any difference when you buy new weapons, the overall gameplay worked very well. Really good job. Would love to see this get worked on past the jam.

zyrosh 2017-05-02 10:53

Nice job! It was fun :D, maybe you can change the color of the areas on the minimap when you already explored them.

harusame 2017-05-02 11:12

Great entry ! It's fun :) There are many content, good job for a compo game !

Graphics are basics but I like them ^^ Simple and effective ! (It would be better with more animations I think.)

lenon-kramer 2017-05-02 12:19

Okay. You made it.

This game was fantastic, the one that captured me the most up to now: I played it for twenty minutes, had to force myself to stop so I could come here and comment and proceed to vote on other games. But be sure that I'll come back and try to finish it.

There is still a lot to polish, though: there is a lack on visual feedbacks, and a bit more variety on the rooms. Also, it lacks a story - what are those worlds, why is the main character there? Why those things attack him?

And yes, the graphics deserves a whole overhaul.

toonteamj 2017-05-02 13:31

It's fun, but it would be easier to collect for the portals we could readily see our inventories in-world.

nilanjan 2017-05-02 14:15

First of all kudos for pulling of a solid roguelike in a short span! I found the game quite fun but often repetitive. However simple graphics have always appealed to me so I found them nice. Overall good job mate!

stending 2017-05-02 14:49

Really fun to play and enjoyable! It feels really complete, and for a LD entry it's pretty rare, especially for a compo!

It may lack of polish (just a bit, the menu/level selection is perfect <3), but that's absolutely not a problem!

Congratulations for this great entry! :)

nofuel 2017-05-02 17:38

Yeah I made it! nofuel_plays.PNG I really like the concept that you were able to upgrade your weapons and discover new little worlds. It could have had more variety for the enemies between the different worlds and more visual effects like the bouncing tree but for that short amount of time you did a good job!

lukuluk 2017-05-02 18:16

Funny game abnd impressive amount of stuff for a Compo! I think Binding of Isaac is one of your inspirations, isn't it?

potatolain 2017-05-03 00:42

I beat it! Most fun I've ever had shooting rocks in a desert :D

That was really enjoyable. I really liked the procedurally generated levels. That's something I've never experimented with but want to. You pulled it off well. I also liked the progression with difficulty and added life/damage. That worked well - I never felt like I was super over/under powered.

I did run into a bug someone else mentioned - sometimes the controls would lock with me walking in one direction - lost to a few bosses because of that.

The bosses also felt just a touch bland visually. (Any chance that was one of the last things before you hit the deadline? :)) Even a simple color change for each stage would've made it a bit better. I did notice the later ones were harder (that last one took me a few tries!) that was only a comment on appearance.

Overall though this rocked. Definitely one of the more fun games I've played through so far. Well done!

wheerd 2017-05-03 07:01

Very complete and polshed game. The fighting feels satisfying and you have a good variety of enemies. The bosses are challenging but not unfair. Collecting resources is also a nice addition that allows some progression between worlds. It would be nice to be able to see how many resources you have somewhere. The levels can get a bit repetetive after a while, but for such a short amount of time it is a lot of content. Very impressive work!

realitycheck 2017-05-03 21:52

A neat and fun little game. And, it's always nice to see procedurally generated worlds in Ludum Dare. I enjoyed exploring the world, looking for the portal.

At first, though, I thought the paths were rock formations - so I was wondering why I couldn't go to the next map. Music did get a little repetitive after a while, but that's to be expected for LD games.

Overall, I think you did a great job. And there is more content in there than I first realized. Keep it up!

kleinzach 2017-05-03 23:19

Great entry. It was very fun and the feeling of progression was great. The only thing I would recommend is more variety, but its a compo game so that's understandable. Loved it.

aaranos 2017-05-04 03:05

So much content and features packed into the game. I was surprised to see upgrades, multiple maps, a mini-map, and even boss fights.

The content does a lot to keep you playing. Some of the spawns for enemies are a little too close to the entry point of the map segment.

Nice entry.

meaty-mclazerpantz 2017-05-09 15:13

Nice! Don't feel like I can add anything more than what's been already said. Very polished and well executed.

chaseplays 2017-05-10 01:22

****What I Liked:****

* I'm gonna start off by saying that I loved this game! * The resource gathering aspect allowed for the game to constantly stay interesting. * The random formation of the map was great! I liked how each room was randomly designed, but having all of the rooms randomly linked together made each world interesting. * The enemy design was great! There weren't many unique designs, but I never saw myself getting bored of them. * I liked the player upgrades. I constantly had a goal to try and reach. * The music was really good! * The art fit the game well. * I liked the resource variety. There weren't too many to get confusing, but not too little! * The difficulty level was just about perfect. Great job not making it too hard, as some games do.

****Minor Nitpicks:****

* For some reason, I expected upgrades to glow when I was able to buy them. That would have been nice, but not necessary. * Having resource counts in the top left corner, similar to money, would have been nice. * It would have been nice to have 5 completely different bosses, but not necessary. After all, you only had 48 hours.

****Amazing job and thanks!****

rnlf 2017-05-10 12:05

Pretty hard game! Dying many times in the second world is something that doesn't usually happen to me :D

The music was pretty good for the game, but I would have liked at least some game sounds, even if it's just a blip here and there when shooting or hitting or getting hit.

It was fun!

elemental-zeal-game-studios 2017-05-11 02:21

I really liked this, it had a lot of nice little touches. I especially liked the little rotate animation when going into a world. A solid entry, great job!

kantieno 2017-05-19 07:15

Thanks everyone! Finally in a position to work on this game again. I think I am going to expand this to be a complete web game first but then make a larger more complex game based on the same idea but with a complete overhaul. I appreciate all of the feedback greatly!