FoonLudum Dare ExplorerLD38 → STEEL GEAR CHAOS

STEEL GEAR CHAOS

By fireslash and kiririn51

View on ldjam.com

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Comments

testsubject06 2017-05-01 22:17

I couldn't figure out what was happening, sometimes I could switch weapons and attack, sometimes I couldn't? There was very little feedback to tell what was going on.

fireslash 2017-05-02 04:24

Thanks for playing!

Some last-minute gameplay elements were added that we didn't have time to add particularly good UI for. Make sure you read the "*how to play*" section above, as it explains them in lieu of a proper tutorial or UI indicator.

A Post-compo version will clean this up, once we finish tuning everything.

jamesy012 2017-05-02 07:19

Ahh yes, very cool.

took me a few minutes to finally understand what to do, with a few graphical issues, like that hook thing that places little people appearing under the weapons and sometimes only the machine gun showing up.

The hook people thing does seem overpowered tho, there is no prediction if you're pretty much telling the enemy where to go.

Some more feedback on what you have done would be nice, more then the text box down the bottom, maybe add like 3 dots somewhere what signify how many moves you have left this turn, and maybe something on the map to show you where you chose to shoot

spinaljack 2017-05-02 09:47

I love me some TBS but I would have appreciated some predicted enemy movement icons. Also an indication of where the air strike will be before the move phase and a retry button to improve your rank.

palemachine 2017-05-02 11:01

Cool, a game with fast-paced distilled TBS gameplay and japanese schoolgirls, just the way I prefer it. Everything is clean and crisp and it's very fun to play. But yeah, I wish there would be more indication as to what happens. For example, when I got to the second screen the first few times I died I didn't actually realise it at all. And I sure do love kiririn51! :heart_eyes_cat:

antaresvaldemar 2017-05-02 11:23

Really nice idea. Took me a minute to figure out the strategy. Then I realised I could just place a lure next to me and set up an attack on that same spot. The enemies line up and I kill the nearest one, then I just repeat that until they are all dead. I dunno if this was the intended winning stategy but it felt a bit easy. I'm not sure how you calculate the ranks, some I got A or S rank and some I got D, not really sure why. I like the concept a lot though, and the visuals and audio were very well done. Nice work!

chronosv2 2017-05-02 13:55

That was pretty cool! Took me a couple deaths to figure out what I was meant to be doing, but once I got over that little bump I had a lot of fun with this. I particularly like the fact that you have a visible pilot.

The graphics are good, the music is awesome, and the sound effects definitely got the job done. Keep up the great work!

jones 2017-05-03 00:43

An interesting idea. Really enjoyed the flavor text. I was a little confused on what the hook was supposed to represent. Definitely enjoyed the music and sounds, and the portrait was pretty cool. Played a couple levels and was definitely fun, but got a little repetitive once you figured out a strategy.

local-minimum 2017-05-07 18:19

First I was very confused about how the turns actually worked, and who actually was me and who was enemy on first level. But once I had that and got how the system worked it instead got a bit too easy to manipulate the enemies. I liked that there was a joint action pool for all different strategic options but for the game to become interesting, enemies must probably have some conditions on when they go for a lure. Simplest: go for whichever is closest (and go for player if equal). But rules could be extended to make game more dynamic. The initial confusion may be helped if there was a clear meter for remaining action points and possibly have shooting in the same 'turn' as movement, only that if you select a weapon and aim it on a tile you automatically end your turn there. Possibly it would have been nice to see the range of enemies movement too during the turn to better plan the actions. Interesting concept though, to have to aim for where the enemy will be. Good work!

laaph 2017-05-16 23:53

It took me longer than I should admit to learn that I need to save some movement for attacking after moving everywhere. Once I figured that out, it was pretty simple.

Interesting idea! Definitely could be fleshed out more! Lovely implementation!

anim-ace 2017-05-17 00:03

YO! I HAD NO IDEA THE VA-11 GUY WAS IN LUDUM DARE! This is some PC-98 classic stuff. I'm not too much of the biggest fans of RPGs, but you pretty much perfectly executed what you were trying to do! Great Job!

neon 2017-05-17 00:26

Excellent graphics and music, intriguing gameplay. Very hard, couldn't get very far, but the idea is interesting enough.

jeiting 2017-05-17 00:30

Couldn't get passed the first "Hmmm". What was I supposed to click on?

kleinzach 2017-05-17 00:44

I just couldn't parse the interface. I want to do more, but I just don't know how :| Art and music were cool though!

jungle 2017-05-17 00:51

I like the graphics but I didn't realize how to play correctly.

archimagus 2017-05-17 02:18

This was really great. I loved the art and the sound. The gameplay was also quite fun, if a bit simple. I played all the way through to the end and overall it's really well done.

I do have some constructive criticism.

- The lure/shotgun combo is just OP. The entire game was "drop lure 2 spaces in front of me, double shotgun on that spot" kill two enemies almost every time. I never had to use anything else.

- There needs to be a bit more UI to show what is going on. I figured it out pretty quick, but it's still tricky. There needs to be something showing how many points you have, and how many each action will use.

- It would be nice if there were a way to take back an action before ending the turn.

Other than that, it's a great start to a game. Well done.

james-hartley 2017-05-17 03:23

Loved your game my friends, I agree with some other comments that a more fleshed out UI would do a tremendous amount for this game, I was confused about almost everything before coming back here and reading other comments and your how-to-play. This is one of my favorite game genre's so you had me hooked, graphics were on spot, sound was good and you guys made me feel nostalgic. thank you!

If you wouldn't mind rating my game it would be killer! I sadly dont have enough reviews yet to place. https://ldjam.com/events/ludum-dare/38/tiny-invasion

kataware 2017-05-17 04:53

This was a great game, I really liked it. It felt more complete and fleshed out than most I've seen so far. Anyway, lets get into the nitty gritty:

I didn't really playthough the end (I need my sleep xD) So I'll probably finish it up later, and then change my ratings depending on how it goes. Anyway, it was overall a great game, and the graphics stuck out to me. The color panel was akin to arcade games, and it really fit the overal graphical style. Not only that, but the pixel art on the characters in the game and the hud was really cool, and definitely something I would want to try later.

The gameplay was also very interesting (not in a bad way) and difficult though. It was slightly hard to pick up at first, but as with all games I've played, as soon as you've learned the quirks and how things work, you start learning.

So overall, a pretty polished, fun game.