increpare 2017-07-31 14:58
feedbacks:
i found the title screen font a trudge to read, given how much text there is
i wasn't able to figure out how to jump w/ the crates :(
music works well!
Foon → Ludum Dare Explorer → LD39 → rop
By cyfixus
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 554 | 2.86 | 32 | |
| Fun | 564 | 2.63 | 32 | |
| Innovation | 420 | 2.90 | 32 | |
| Theme | 514 | 3.10 | 32 | |
| Graphics | 494 | 2.76 | 32 | |
| Audio | 242 | 3.07 | 30 | |
| Humor | 381 | 2.11 | 28 | |
| Mood | 400 | 2.79 | 31 |
feedbacks:
i found the title screen font a trudge to read, given how much text there is
i wasn't able to figure out how to jump w/ the crates :(
music works well!
Nice game, some rounds can't be played because stuff gets stuck in the walls, however the audio was lovely :)
Could you please choose another font for large amounts of text next time? :slight_smile:
Anyway, it was nice'n tense, but since there's no warning beforehand, one of those purple mobs could drop right next to you.
I like the light effect for the avatar; you could probably have done the same for the other robo's (just add their light to your own).
I tried to make the wanderers appear out of the tents, but they kind of just appear on top of them. You don't get a warning before the wanderer's appear, but they do make a sound when they appear. The thought was that they randomly wake up and look for the commander to ask a question or something. Also, I'm not sure if its only on my computer (not very powerful), but the lights don't always appear for the sentries outside the walls or the wanderers. But the light collisions are still present, this can make escaping very difficult ><
Android Build! I installed and played it on my phone. I also love the randomization, even if the game is sometimes ridiculously skewed against you - I don't hold impossible games against solitaire, and I won't hold it against you :)
That being said, I had a hard time with the dpad on android. Maybe make the touch zones a little bigger than the image - I frequently found it not recognizing my inputs, especially when i tried sliding from one button to another. 60 FPS would be sweet too, especially with thecool lighting, but i realize that may not be in the cards.
Awesome game! will chime back in when i actually beat it.
Despite the technical issues with boxes spawning in unreachable areas and the enemy lights sometimes not displaying, the game was still really fun to play. It needs a lot of work, but the idea might be worth pursuing further.
It's a nice game, especially liked the sound effects :D. The only thing I found a little weird was the font used for the the long text in the title screen. In the game itself it was fine though.
It's definitely an interesting game with some unique core mechanics. I feel like if the coding was a bit more polished, it could certainly be at the top of the leaderboards this time!
That said, it's still a pretty good game, and I had a lot of fun playing it. Keep up the good work! :)
Cool game, wish the spawning didn't make it so hard, but it looks and sounds nice.
I like the concept of the game although the placement of the collectibles is too random, it should avoid walls and stuff.
Congrats on the game!
He worked on the theme in an interesting way, and enemies well.
This is a pretty good game for your first Ludum Dare. The opening text was a bit unnecessary, but the pace picks up when you start the game. I like the idea of collecting power cells to increase the range of your light. It gives each playthrough a sense of progression as your field of vision grows larger. I also like having to time your jump with the search lights in order to avoid getting caught. The random generation gives what is a pretty short game some level of replayability, though certain patterns proved unwinnable, which could be frustrating. Overall, this is a pretty solid entry. Nice work!
Really cool game. It takes a while to get the hang of it but otherwise fun.
I love the light mechanic. Do I hear you saying "shit" at some point? hahaha. I would cut out on that text opening next time. Overall a good game with some replayability.Congrats!
This almost seems better suited for another theme, but at least you had a different take on it than others. I never managed to finish. The random level generation doesn't seem to always make fair levels, but that's always a danger with such things. The sounds and music worked well for me.
I agree with @gris, the light mechanic was awesome! took me some time to figure out where the boxes were. I like that the game had no killing and was more of a stealth style game. Overall it was a alright game. Congrats on finishing your first LD!
I like the concept, but the execution was a bit off in my opinion. First of all, was I supposed to put the boxes at any wall? Second, sometimes the boxes would spawn on the barriers, thus being impossible to pick up. Third, the enemies seemed to stay in relatively one place once they got there, so at times I had no way of placing the second box where I placed the first, because there was now an enemy there. But I definitely enjoyed the diminishing light representing your power, I wanted to do something like that, but didn't have the functionality with the trial version of GMS2 haha
I developed this with Godot https://godotengine.org/ its pretty awesome and I'm learning C++ so I hope to be able to contribute to the engine in someway. I'm running linux on a cheap ssd machine and have had a hell of a time trying to get lwjgl installed and running, ( I know java best... but not how to make efficient games with it) I think I might have tried to use libgdx a little to early in my code adventure, so I haven't really looked into it in a while. Unity and Unreal just hate my computer.
I'm really happy with how Godot allowed me to very very very quickly test my ideas, I didn't quite have time to learn to compile the engine with my own C++ modules, so things are a lot more clunkier than I would have liked and had imagined so I'm definitely going to pursue this venture further. I wanted to test the game on the toilet so exported to android and I figured out the touch buttons, but found I was getting stuck with only the cardinal directions, so I added the diagonals last minute and don't think they're reading smoothly for some reason.
I wanted to have the boxes stackable, so you could only pick up one at a time, and then bring them all together at a wall for them to "stack up" so you can escape... which is why there is a drop option. so if you're carrying one box, but you come by another one that recently had a wanderer show up near and decide you need to grab that one before that area becomes to dangerous.
I forgot to adjust the amount of power given by the batteries, so they're pretty op, but if you wait/hide for 10-15 seconds you'll 'die' from running out of power.
I'm real shitty at AI so I just have the wanderer's pick a random direction for a few steps.
I tried to create a grid system, but I couldn't wrap my head around it at the time and didn't have time to individually create each level to ensure stuff wouldn't instance colliding, but I decided to take a creative leap for the sake of time and use the story as my scapegoat for the inability to escape every game. Its not always a good morning to escape the camp!
The wanderers were supposed to randomly spawn from a tent entrance after you pass it, and if you collided with a tent while carrying the box, the box would drop. This is still in my code, but I broke it somehow and forgot to look back at it ><
I also pictured the little HQ thing in the corner spawning in different places, and being more powerful than the batteries, but I forgot to up its power and after all the issues with the collision and boxes, I decided to leave the saving grace in a safe zone. I put in way too many batteries for this to serve any purpose. I imagined it being where you'd go to gather some energy to collect the last box and maybe swing by from time to time to get a boost, but you'd have to be quick because the wonderers would tend to want to wander around this area.
I really want to get the lighting polished in this, I had a ton of fun making it!
Nice little game. The title screen was bit much, I disliked the font, made it a bit hard to read. Though, the game itself was pretty fun, I could see myself playing that a little bit to beat my score. Though, I didn't like how the enemies saw me through walls. Though overall, nice job for 48 hours!
Unfortunately I cannot run this Windows 64 bit exe on my 32 bit machine, could you add another build?
32bit windows here. https://storage.googleapis.com/normsalley/rop-win32.zip
Interesting little stealth / action game. I wasn't able to figure out how to use the boxes to escape. I put them all near a wall, but then if I touch them again, I just pick them up.
That music is wild! Its got a slow primal beat to it. I'd agree with a few other comments here that the title screen was a bit hard to read.
It took me 8-10 tries, but I finally escaped! I ran into a few issues with the boxes spawning ontop of enemies that are trapped in walls. The game is much harder when you don't spawn with batteries next to the starting point!