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Operation: Small World
Operation: Small World
By mikethewayne
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 532 | 2.31 | 24 | |
| Fun | 533 | 1.86 | 24 | |
| Innovation | 529 | 2.00 | 24 | |
| Theme | 515 | 2.36 | 24 | |
| Graphics | 472 | 2.54 | 26 | |
| Audio | | | 1 | |
| Humor | 188 | 2.90 | 23 | |
| Mood | 471 | 2.45 | 22 | |
Comments
Great intro, but there's too much empty space here for me to want to finish the experience. The good-bad graphics have a definite charm! My suggestion for next time is to just cut out content if there isn't enough to fill the space. I only got to level 2.
jungle
2017-05-13 01:07
It seems that you spent too much time in intro and story. Your game have a nice potential but this build lacks a lot of features to make player addicted. I am sure it can be a great game if you devote some time in this project. Keep the job on! Thanks for share your entry.
i agree with the comments above
Yes, the previous comments already say everything. Sadly, this game lacks gameplay, but the intro is cool. Also, I like the alert effects.
If you happen to continue your game development in Java, I suggest to take a look at libGDX as a game framework.
skruffye
2017-05-14 18:05
Interesting concept, but not enough substance. The lack of any form of animation (even just flipping the sprite to go left) was very jarring and the perspective in the opening cut scene was all over the place.
Despite all of that, I think the game still has the potential to be fun if you improve the gun (so that it either shoots projectiles or a line that kills anything that it hits, rather than a point-and-click attack) and increase the number and aggressiveness of the enemy Soviets.
The concept and the mood were both good (although some music would have worked wonders), but the gameplay itself definitely needs working on.
Regardless, congrats on getting a game out for LD. I hope you keep making games and that you keep improving with each one that you make!
-Skruffye
sgadrat
2017-05-14 20:19
Hey, I did not notice that we can go through walls until I read it in your description. Habits are powerfull!
Funny intro dialog and the agent sunglasses work well with the graphics to add humor. I also like that I can skip the driving intro. Hope you continue with this post-comp!
Ok, so, you should know that this game does play *exceptionally* well alongside Crockett's Theme, and it also works to Will Smiths' MiB theme. Especially the part where he goes "slide with me, just slide with me" and your mans in black is sliding along the ground.
I can feel the tremendous love and huge desire to bring something to life here in the game. Every developer I know who genuinely cares about games has had a moment similar to this one, where they say "Ok ok sure there's no anims and the walls aren't actually real and the shooting is just a yellow DebugDraw but if you play it and squint your eyes and listen to Crockett's Theme it TOTALLY WORKS!"
Yes. This is a true thing. I'm glad I played this, I'm glad you made it. Keep pushing and training and making cool stuff, your next LD game will shine even brighter. As a South Florida boy at heart, I will always upvote Miami Vice.
rjhelms
2017-05-15 03:23
@madjackmcmad said most of it. There's a charm to the premise here that I really like. Keep making games, hope to see you next Ludum Dare!
Controls are broken for me. I couldn't walk to the left, and if I pressed two directional keys at once the game would freeze me in place (this is on OSX, if it matters). Two more small suggestions:
1. The text disappears too quickly in the opening cutscene. A good rule of thumb for that: try reading the text slowly out loud, and if it disappears before you're done reading aloud, then it's too fast. Though in this case, it might be better to just give the player control over when they want to advance to the next line of dialogue. 2. The text that says "[T] Press to skip" should probably say "Press to continue" instead. "Skip" implies that you'll be missing something (presumably a cutscene) if you move on, so players will think there's going to be a cutscene to watch, whereas actually the same animation just keeps playing indefinitely until the hit 'T'.
Graph from paint -> you are my hero dude ! Nice game dude, I had fun, good job
jazzpah
2017-05-15 16:54
Cool intro. I had hoped I would be playing as the soviets though...
Anyways, the game had a good atmosphere, but was lacking a lot of gameplay. Give it some more work and it's sure to be very epic. Good work and good luck.
Nice intro. I thought that it was a bit slow. I didn't get the feeling that I was stealing anything. Also, it was hard for me to tell if I was going up or down stairs. The player animation could be improved. I liked the humor, however.
Woooow! Coooool! Top intro! 5 stars!
Amazing cutscenes, graphics and story! Love the amount of humor you managed to sneak into the game, I would say it's the funniest game I've played this LD. The gameplay was a bit disappointing to me tbh, but I realize that happened because of time constraints. Overall the game is amazing, enjoyed it a lot, thanks!
The game had lots of frame drops on Arch Linux, the cutscenes were humourous and nice. Gameplay was straight forward.
I see only the gray screen after skip dialogs, and i can drow yellow lines
I was intrigued by the intro, and thought I was in for a fun experience. And, the idea is nice. However, the game didn't offer much in terms of gameplay. There was no variety on the different floors (same layout), and no increase in security. When triggering the alarm effect, it didn't seem to put any further alert on the guards, or even spawn more.
There is a foundation here, on which to build a fun experience. But, in it's current state it is a bit lacking. I went about 10 or so floors, hoping to see the end, but nothing seemed to change from floor to floor, except where the stairs were at.
Great effort, though. And with some added functionality and more variety - this can be turned into a fun game.
Hey everyone, thank you all very much for your feedback, I hugely appreciate it!
I'm glad that at least someone got the Miami Vice reference, that was pretty much the basis of this game, so thank you madjackmcmad! Unfortunately, the time frame didn't lead to a lot of development of the game itself, I mainly focused on the intros and ending, I wanted to try a story focus which I had never done before (I usually use LDs for experiments). I'm also glad that few people noticed there were no walls! That's an important thing to note: walls should be the last thing on the list, as a player's habit can fill that in.
I haven't been able to test it on a mac, I just trust Java to handle it for me, although with recent LDs I've had similar complaints from mac users. I have tried some of my LDs on macs, some seem to work, some don't, which seems odd to me.
The [T] to skip button is always active by the way, if you want to skip entire sections of the game, and get straight to the ending, etc. I used it for testing.
I'm also unaware that you could go 10 floors (If you even did ;) ), I set it to only be 4 floors, but to be honest, I didn't test this, and nor would I want to, the actual game-play part of this game was there so that there was something, but I wouldn't have wanted to sit through that myself!
To spoil the ending scene, Crockov and Tubski betray you, being undercover agents from Moscow Vice (another reference). You then have a verbal fight with them. It's a shame that nobody reached that point, though I wouldn't have expected anyone to go through the gameplay bit, hence why I left the skip button in.
If you do wish to witness the ending, press [T] again when the gameplay bit starts.
To conclude, thank you all for your brilliant feedback, It's truly empowering to receive such kind words, and extremely useful to receive your criticisms.
I hope to see everyone next Ludum Dare!
-- Michael
Finishing cutscenes rather than implementing collision because you think players won't notice... and it turns out they actually don't... I'm pretty sure you've reached peak Ludum Dare ;)
luthwyhn
2017-05-20 00:02
Got lost in endless tunnel, accidentally walked straight through a wall and crashed the game. I like the premise and the elaborate intro, but I wish the gameplay had a bit more substance. Good job, though :D