mcrewind 2017-07-31 23:44
litty
Foon → Ludum Dare Explorer → LD39 → Deflection
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 3.00 | 8 | ||
| Fun | 2.66 | 8 | ||
| Innovation | 3.50 | 8 | ||
| Theme | 2.33 | 8 | ||
| Graphics | 2.40 | 7 | ||
| Audio | 1.00 | 3 | ||
| Humor | 1.50 | 4 | ||
| Mood | 2.60 | 7 |
litty
Was fun, though there were some problems: * Error codes are generally one off (I'm guessing due to zero-indexing) Having zero in the first argument to Rotate crashes the game due to an uncaught ArrayIndexOutOfBoundsException * The numbers around the field are a bit hard to see because they're blue on blue, something with a little more contrast would be better * It's a little hard to understand what you're supposed to write as arguments for the commands the first time, having it appear when you hover over the objects would help immensely. * It's kinda repetitive to edit stuff in the text fields, having a simple copy and paste would fix this (as you could write stuff in a different editor) * The having the lasers to go in at a specific time was a little hard to understand at first too, if you changed the error code to something like "Got laser at [tick activated], expected it at [tick it needs]" would probably fix that.
All in all it was fun to clear, playing around with a level-editor would be amazing.
Interesting game, I definitely like the concept, especially using the multiple threads to add addition difficulty. It would be helpful to have some indication of how the time is passing in the game. The help box says "laser moves at one tile per second" but that is not correct; it moves at one tile per tick. The text editing can be a bit tedious, perhaps a button clicking or drag-drop mechanism could be used instead.
We streamed your game with Danae plays on Twitch. :) Here's a link:
[Danae streams Ludum Dare 39: Day 2, part 2: Deflection](https://youtu.be/SeUiu4ynC54?t=21s)
Nice little puzzle game. It really needs some polish, but the core mechanic could be interesting. The largest problem I had was that I didn't know *when* my lasers hit the targets (it only said "at the wrong time"), so I had to guess quite a lot. I wish there was a proper simulation mode, where I could pause, or step-debug my program tick by tick.
Apart from this, I understand this is a gamejam game, so it is not easy to actually use a mechanic to its fullest potential, but – there need to be more levels, that offer more interesting challenges. Right now every level seems quite obvious and there isn't much creativity involved in coming up with a solution. Good level design in a puzzle game like this is crucial.
Anyway, thanks for the game. Good job! :)