2017-04-25 07:32
cute cat! is it also on indiexpo.net?
Foon → Ludum Dare Explorer → LD38 → Lunar Depot 38
By eevee and glitchedpuppet
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cute cat! is it also on indiexpo.net?
Neat ! Really loved the musics and all the sound design, the way the different cats speak is hilarious. If the shader was painfull for you to code, it definitvely worth the effort, the graphics are so damn cool and cute. I played it a very long time, 30 min or so, your game is so complete that i really wanted to make it throught the end. Bravo !
That game is just cuteness heaven! I didn't see many Ludum Dare games with that level of charm. The art style is very unique and I love your choice of colors! I wonder if the floor kibble actually does anything if you could buy it. :smile:
By the way I really adore the little cutscenes in the beginning, for a Ludum Dare a well polished game!
The only thing i would recommend is not to make the game start in such a small window.
Such a rad style, the intro sequence and meows are the best!
Can't run the game, but it looks great from the screenshots! Auswahl_246.png
@samurai-spark Thank you! Sorry about the window size; it has a huge impact on the rendering of the planet, so I really didn't have time to make arbitrary sizes work, and I went for the least common denominator :)
@tinyworlds It needs LÖVE 0.10.2, sorry! If that's Ubuntu, [this PPA](https://launchpad.net/~bartbes/+archive/ubuntu/love-stable) may help. Forgot to mention this on the itch page; I'll go fix that now.
I Live-Streamed this game this past evening: https://www.youtube.com/watch?v=sfvbUFJnui4
This was really neat, I had a lot of trouble understanding how to progress. It was very difficult to actually kill things and earn money, and I wasn't sure where to go from there. The art is really fantastic! The audio is great! I'm very pleased with the mood!
My big issue had to do with controller consistency, I left detailed notes in the video on how it could be improved.
Very cute. Loved the dialog and the art was great.
Unfortunately, the gameplay didn't really do much for me. I might have enjoyed it more if the waves were shorter and more intense. It also might have been more interesting if there were additional mechanics besides jumping and shooting: maybe some kind of interesting movement ability? I made it through to wave 3 and lost right before the end of the wave. Also, some of the aliens seemed to not stop moving while they're stunned (although I could still paint them if I managed to catch up), not sure if that's a bug or intentional. Audio was quite good, the cat sounds were adorable, and there's a lot of music for a LD game. The world wrapping was also a good use of the theme.
The last line about not sharing 2 carrots was gold, lol. I liked the audio and the art a lot, but the gameplay was kinda confusing =x
Ok, where do I start from? Amazing game!! The artwork is super, great color scheme, beautiful pixel style, the characters are so well designed and the story well written. The sound fx perfect: loved when the kitty says "no". The game play was challenging, did I mention the music? Loved the music! The world design is sooo beautiful, I want to see more and more of this! Great job guys, you go straight to my favs.
Reached Wave 5 with all upgrades but the super expensive one. I failed Wave 5 and quit. It had amazing graphics and sound, the art reminded me of Oyasumi Punpun, the main character where you inspired by it? About the gameplay i find it was difficult to aim because the level terrain was blocking all my shots, plus it was difficult to travel through it. I got bored pretty quickly of going back and forth the mural and the door, thats why i didnt bored to finish Wave 5, i think the game would have worked better with just one place where you get attacked OR if you decide for two places to get attacked make the traveling a bit more easy.
I like the cohesiveness of the game. Game play was solid although I would probably have made the bullet speed faster. It would make the game easier but its generally more rewarding for player input to match actions in game. When you slow down shooting speed it makes a higher chance of missing and thus can be frustrating. However I understand upgrades can help compensate for this and in a short amount of time its hard to create other gameplay mechanics so instead you opted to just make enemies fast, I can appreciate that. Music, art, theme, everything is great here.
Feel like I'm kinda echoing some of the above comments, but the gameplay didn't click with me. I mean, I get you're on a moon and it's meant to feel floaty, but sometimes the jump didn't register when I feel it should have, and the terrain got in the way of the action. The shooting felt unsatisfying even after a few upgrades.
That said, the art, music, sound effects, humour and especially that intro dialogue were all fantastic.
The music is amazing, very chaotic, but works really well. I also like the way you can control your jump height based on how long you hold space down for. It is quite difficult to aim however, and sometimes the enemies can get stuck on each other.
Wow! I really enjoyed Lunar Depot 38. It looks like a lot of effort went into this game, so I'm going to put a lot of effort into this review.
The music and sound effects were very well done, and very fitting for the quirkiness of the game. I really like the little pitch bends in some of the songs. A couple of the tunes reminded me of something you might hear in Splatoon :astonished:
The graphics were lovely, and the facial expressions worked well with the silly dialog. Also, the intro sequence worked really well for setting the tone of the game.
Now for the meat and bones:
The general progression of gameplay started off confusing, and I think this has to do with a lack of guiding the player. For example:
1. What does that bar stand for at the bottom right? And why does it change colors? I'm guessing it's completion percentage of the wave and the color means the painter is distracted, but even after beating the game I'm not 100% sure. I think some simple text on or beside the bar like "Wave 3" or "50% Complete" could clear that up.
2. As a new player seeing only the ship fly around, does that mean I should be going after the ship? It did encourage me to walk around the planet, but it took me a while to realize it was not my target. To add further confusion, when my bullets explode they seem to release something up into the air. I thought maybe I needed to time this right and hit the ship with them. Turns out that's not the case!
3. What can I interact with, and what can't I interact with? I have to be very very close to one of the NPCs in order to interact with them. I almost didn't realize I could interact with the shop because I couldn't while on the ground; I had to jump up before I could interact. Maybe putting a small "Press E to talk" or an animated picture of an "E" key being pressed above the NPCs' heads when you're close to them would be beneficial. In general, I wish I didn't have to be right on top of the NPC to interact.
4. How do I defeat enemies ~completely~? For this game, I think it's confusing for a new player to shoot an enemy and have it stay still; Is it dead? Am I supposed to do something else? I don't think the finishing move (paint) is explained clearly enough to the player, and since money is important for buying upgrades I think the player should have a better understanding of how they can achieve their goal from the start.
In my mind, one of the simplest ways to address some of these issues is with a small tutorial (perhaps the ship drops an enemy and one of the NPCs shows you how to take care of it: Bullet then Paint). Wave 1 is simple enough for the player to try some things out (I was able to pass it without doing anything), but it doesn't inherently guide the player.
Overall, I think this was well done. There's a lot of polish, from graphic and audio assets to difficulty curves and upgrade balances. Lunar Depot 38 suffers from a lack of initial player guidance, but I don't think it's detrimental enough to prevent a player from enjoying the full experience.
Great job. :thumbsup:
Awesome job! Love the art style.
nice graphics and music! i was a little confusing on how to do at first and failed the first wave a couple of times jejejejeje
With such beautifull graphics and cool and weird music, it could be a hit, but hitbox are weird and so the game had a bad difficulty. Also the tiny aspect don't have really sens to me... But really good job, polish the gameplay and you will had a cool game!
Great intro, great art, and the music is spot on with the direction of the game. Everything is set up super well. The problem is that the gameplay with the shooting is sort of weird and took me forever to figure out - I started just hitting random keys until something good happened and then tried to figure out what I did. Also, I was stuck in the store for a really long time hitting keys trying to find the exit until I realized I could scroll down. The round planet is great, but I'm unsure what I'm protecting - the door or the mural and why would I leave one for the other? You've got a great setup here, just needs more experimentation and work on the gameplay!
Gah, sorry I forgot to review this already. In the back of my head the LD site still isn't working, so... ^_^;
The thing that gets me is that CIRCULAR MOON EFFECT. I know in the end it's just a shader trick but FRICKING WOW. Plus there's the fact that the whole thing has gotten me thinking about a Floraverse theory I thought I'd safely discarded... XD
Nice graphics and interesting sound design. When we come to gameplay I think the waves should be shorter and more intense. And bullets were flying too slow for me but maybe it was your intention so it's a little bit harder.
A very cool and weird game. The gameplay feels a bit janky at times, like when you're trying to hit a jumping enemy with a slow firing rate, but that's about my only problem with the actual game. The music and the aesthetic overall are really cool and weird and interesting. Had a bit of a problem launching the game from the itch client, since it doesn't seem to have an executable, but I got it working by running it manually with löve from the terminal.
Nice art, music, and writing! Love the planet rotating as you walk around it.
My first playthrough I went to the shop after after first wave ended and I think it got in a stuck state, so I restarted, but realized I hadn't talked to the mole (I think I tried the one painting first before the one at the door).
I failed wave 3 and 4, but then was able to get all the upgrades (other than the floor kibble...) and after that it wasn't so bad. I like that with full upgrades you could possibly hit the angels before you see them as the bullet would also travel around.
Interesting back and forth between the door and the painting. There was a meter for the painting, but not one for the door which felt a bit weird since both are important. Perhaps if the UI was presented as meters with the different moles or so. I thought some of the platforms on the planet (other than letting fish rain down) would be used for specific enemies or maybe even for bring down the angel ship but I guess they function mostly as just obstacles to get between places. I also thought the rainbow pool might have some functionality (I guess because it felt like a landmark). I felt some of the stun states for the angels could be a bit clearer since they since they are pretty small, but that's more of a minor thing.
Nice job!
Super cute :)