swifttech 2017-07-31 12:36
I like it, although it took some time before i really figured out what todo
Foon → Ludum Dare Explorer → LD39 → Not Like This...
By quixatocs
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 308 | 3.35 | 30 | |
| Fun | 245 | 3.32 | 30 | |
| Innovation | 153 | 3.50 | 30 | |
| Theme | 55 | 4.07 | 30 | |
| Graphics | 476 | 2.82 | 30 | |
| Audio | 181 | 3.25 | 30 | |
| Humor | 183 | 2.88 | 27 | |
| Mood | 341 | 2.92 | 29 |
I like it, although it took some time before i really figured out what todo
Sadly, the game got stuck on a loading screen with bouncing animals for a long time and simply wouldn't start.
The blood of 21 ktharns drenched on my hands as one finally passes through. I kept pulling doubles A's out of every Wiimote and Gameboy available in my base but it clearly wasn't enough. I died a hero...
In all seriousness the game was really fun and creative!
I liked the idea of having a "platformer" while trying to defend from the aliens at the same time. I think the concept of the game is quite interesting. It's great that you had time to add music too, which I felt really made the game more tense and frantic. I couldn't really get the jumps properly on some occasions, so maybe the platforms could be made to boost the player a bit more. Overall, good idea and execution. Great job!
I love the creativity and style of the game! The aesthetic fits and the music is great and really goes with the tone. Your only downfall would be the game's slight lack of polish (which is to be expected of 95% of Ludum Dare games ;) ) but that's nothing you can't fix in future iterations! There are lag spikes and it seems like only a few batteries can be on the screen at one time which makes the long journey's to fill up the banks extra punishing as there is a time limit. While a time limit is a good concept it might be better to convey by, say, having every battery come out fully charged but they lose charge they you hold them. The jump pads don't seem to take you exactly to the height they're designed to (I usually fell short of the last one-way platform) which can make navigating extra tricky. I feel like the intensity of starting the game was intentional to give it a more arcade-y feel but if it wasn't then you could fix it with perhaps a short interlude at the beginning of the game to give the player a breather and figure out their way around the level.
Wowzer, it's pleasantly challenging! Damn Ktharns. I love the classic 50s raypunk vibe. Top job!
I'm not sure if it's a bug or deliberate but I did notice the occasional battery disappear while I was carrying it, without charging any of the pads.
Challenging! But in a fun way.
While I appreciate the way it feels to have to hold 'W' (so you're actually feel like you're holding something), it sometimes takes a lot of tries to get hold of a battery, making things feel a little clunky.
I also had some trouble in gouging how far any blue-bubbles stream would let me jump.
I like that you've put some extra work in the game-over screens, though!
Like the game, a bit unclear on the controls ( I assumed I just walked up to a battery and held w for a while and it wouldpick one up ) The "I'm floating up" thing is a bit annoying - would prefer a jump boost on a particular surface.
Still; great :D
The controls and navigation are a bit awkward, but once you get used to them the game is a fun challenge to defend from them Ktharns. I managed to take 38 down with me. There was this fun moment when I accidentally released a battery in a jump pad, and we both oscillated up and down while I tried to recatch it…
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Really unique game. Great sound effects, and the randomness keeps it fresh. But it did really start off difficult, I rarely had the chance to get more than 4-5 batteries in position. I like that the instructions where in the game world, but the difficulty was high from the start so you didnt really have time to read them. Like many others already said, the platform aspect was a bit clunky with the jump-pads.
Oh, the game was great btw!
Thanks for playing my game before :)
I like the game but the sound effect for some of the monsters killed my ears. It's a pretty cool concept and I can tell that you put a lot of effort into making this game.
Very creative, and chose the colors well, despite their simplicity, it was a pleasant air to play.
Neat little game, I like the particle effects for the jump-pads and how they show how powerful the different pads are. A scoring system or timer would have been nice to see though.
Edit: I see the kill counter now, I guess I scrolled down a bit too far on the web player.
@willdata Thanks so much really glad you enjoyed it
@btwj Thanks! yeah I think you're right, on the web build you really have to time your jump a bit too accurately to get the most out of the pad. Probably needs a tweek.
@madalaski a great idea on the batteries! I'll add this in soon once the combo is over. Thanks for your feedback.
great stuff! enjoyed the mechanics!
Controls are weird, hard to play. Anyway, good game :)
Everything show on the screen made me confuse for first play. After that It's start getting fun. :)
Overall it was fun and the sound effects were good. It took a few plays to figure out the controls/feel of the game. The jump pad timing was difficult to get a handle on. Another aspect that was and still is a little confusing is the battery levels. I had two with two charges and one with three and then I lost (at around 35 kills). Do they all need to be green at all times?
That was certainly interesting. Even with the instructions painted on the screen, it took me a while to get a handle on exactly how to play the game. Tellingly, my score went up dramatically between my first and second attempts. I scored less than 10 on my first try, but made it to 40 on my second. There were a few rough edges, such as the vanishing batteries, and the jump pads take a bit of finesse to use well. I thought for sure that the system was based on not running completely out of power, but on my second run I died with only a single battery below yellow. The control scheme seemed a bit awkward to me. I think it would have made more sense to have w as jump and space for batteries. Still, it was hectic fun once I understood it.
I really like that the instructions are just straight up on the screen. Overall I quite liked it but I have two criticisms. One, it was not immediately obvious when I was holding something. Some kind of animation or change in the visualization of the battery might have made it more clear that pressing W was actually doing something. Two, the sound effects were brutal! I had headphones on and they were quite screeching.
Good stuff though, thanks for making it!
You came up with a fun and unique gimmick but you've flubbed some basic game design fundamentals. I think it goes beyond "lacking polish".
Hey @ganbaregameskyle I appreciate your feedback, glad you liked the gimmick. Might you be able to elaborate on the game design fundamentals so that I can best improve this game in the future.
Playing it again, the whole thing is too confusing to comprehend. Too much information being conveyed in contradicting ways. And jumping is pointless.