pandaman3d 2017-08-01 02:46
Great work, Mr Troy and team! :D
Foon → Ludum Dare Explorer → LD39 → Planet Nanadoo: Quest for the Powered Fruit
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 308 | 3.52 | 38 | |
| Fun | 354 | 3.25 | 38 | |
| Innovation | 496 | 2.94 | 38 | |
| Theme | 475 | 3.41 | 38 | |
| Graphics | 315 | 3.80 | 38 | |
| Audio | 201 | 3.51 | 37 | |
| Humor | 302 | 2.67 | 36 | |
| Mood | 215 | 3.61 | 38 |
Great work, Mr Troy and team! :D
This was a lot of fun! I like the mood, but what really struck me is how balanced the gameplay feels. It's not so difficult to be overwhelming for a new player in the first few minutes, but it's challenging enough that I think I could play it for a while.
It's nice to be so much faster than the enemies, but they have advantages in number. Plus they are faster than you when you're carrying things, and they see you in the dark. All of that balances out to a nice challenge level.
I really like the game, but I feel like the character moves way to fast, it really was frustrating to aim toward characters, but I think the music and sound effects are excellent, and combined with the awesome lighting, really enhance the mood. I'm not sure if being so fast is part of difficulty, but it really makes it hard to move. If I had a joystick, or if it was mouse controls, this speed might be ok, but with only 4 buttons, it's really hard to aim toward enemies.
The game play is really great, but I think if it used mouse for aiming, it would make it far less frustrating, but then again, maybe I'm just bad at the game.
Character moves to fast. There's a shadow(dot) when you move around, probably from an object above. Other than that I can say, this is a fun cool game. Nice job!
Nice fast-paced game! A few issues: - Enemy hitbox is too small? Can hit only if shoot straight horizontally. - Somehow managed to get 300/100 HP - Power fruit teleports to base with you, when you die
I liked this game, but i i think shooting using mouse would be more comfortable. Anyway, the low-poly was a good decision, it fits almost perfect, and the concept is nice. Good job on your entry! :)
Great submission! Really liked the camera movement and the gameplay was solid. My only criticisms are small. Only being able to shoot in the cardinal directions felt sort of weird since enemies can come at you from diagonals and often do. But overall one of the best submissions I've seen so far. Great work!
Nice work! I like the concept a lot, and it good! That said, I had a few issues where I just couldn't figure out what to do with the SOS beacon when I got it. I tried hitting x on it, carrying it to the base and hitting x there, all sorts of things, but couldn't get it working. I also found that when I shot with the character it would go where I was facing, rather than one of the cardinal directions, which made aiming very difficult, since if I was running away and tried to turn around quickly it didn't aim straight back. I wish I was able to see what happened later in the game, since over all it was pretty cool. Good work!
As others are saying, the movement felt overall too fast to control properly, and the enemy hit boxes felt very strange. I also would have liked more feedback from the enemies on when I got hit, and a more prominent indication of energy level and health. Since those were so small, I had to take my eyes off the action to see where my stats were at, which could be problematic.
Excellent entry! The second music track is just amazing! And the game felt very complete overall. I love the voxel artwork.
Good Job nice game
Great game! The art style and music set a nice mood for the game. The one difficulty I had is I found z an awkward key to use to fire; space bar might have been easier. All in all was a lot of fun to play.
Good job with this one. Art is well done and consistent. Music is good, and while it is on a short loop doesn't get irritating. Gameplay-wise it seemed fair, if a slightly easy. You are faster than the cultists(zombies?) even when carrying something but only by just a bit.
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Seems there are some invincibility frames when you get hit though it might be too many as I often just took a hit while carrying something and then moved past the enemies. I may be mistaken but there doesn't seem to be a cost for death, only that you lose your position, while when healing you take out a chunk of the energy stored up in the base. I actually didn't complete the game cause I got lost in the wilderness. I found the beacon but couldn't find my way back. These are all just nitpicky things though and overall the game felt coherent and fun.
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If there were a couple features I could add the first would be to put a radius around thing that are able to be picked up and when you push the pick up button your character would move to the nearest thing and pick it up as you are a bit too fast. The other would just be a small sound effect when you get hit as a better indicator, or at least flash the screen red. It is easy to miss the little numbers coming out of you when you are swarmed by enemies.
Hey all thanks for the feedback. I had a lot of fun making this one. A lot of what I was working on didn't make it in (of course this being Ludum Dare and all). Some of the feedback I received I'm aware of (I spent 3 hours trying to figure out what that black dot was and gave up.) While others I feel dumb for missing.
I want to make an updated version with a little more features and a bit nicer looking planet/landscape. Plus I want to fix the getting lost effect (When you have the beacon locator I wanted it to show where you need to go for the beacon and the way back home).
"If there were a couple features I could add the first would be to put a radius around thing that are able to be picked up and when you push the pick up button your character would move to the nearest thing and pick it up as you are a bit too fast."
Holy crap, I should've thought of that. In the mad rush to get it done I didn't even think about it. Thanks for that!
Thanks everyone :D
Cool, but I just basically wandered into the darkness and got lost.
Nice game. Good music and graphics. Difficult to kill monsters - maybe mouse or auto aim, will make game better?
Appears to be a unity game, can you do a Universal Linux export?
Cool game, I like the blocky visual style and the light emanating from the center of the level. Made it feel very much like a home base and gave warning that the darkness may contain danger. My only complaint was that it wasn't clear if there was a win condition - and if there was, if dying acted as a reset / started things over.
The combat was fun - I felt the enemies were the perfect speed & it made for some tense situations. There were times I'd turn around and face the enemy (after running away) in an attempt to shoot them - only to discover I was just a bit off. I would then have to run away again. Thrilling! Nicely done, haha.
@foxor and @pilly, the countdown to resolution began upon finding the beacon which was in a random location out in the dark. We realized after the fact that it wasn't clear in the instructions how to find it, but there was a locator that pointed in the direction of the beacon. @sumgamstudio, thanks, and you make a good point- our programmer is working on putting an auto aim feature into our post jam version because most people had trouble with that. @pilly thanks for the input, your detailed explanations of your likes and dislikes give us something to work on for future versions of the game so we value your specificity. @jason-kennedy, we elected not to release any other formats of the game due to the time constraints but we might consider doing an html version on a future game, we just didn't think it would work well for this one.
I liked it! I wish the controls were a little tighter. Normally, I don't care so much about this but the core of the gameplay is arcade-style controls. Specifically, moving faster left and right than vertically and the character doesn't whip around to face exactly north without walking a few paces towards the bad guys he wants to shoot!
Nice game, but that thing was moving really, really faster than expected!
While playing, i felt that you might have spent sometime balancing a lot of things in your game, but seems everything solo working fine, but all together still not in a 100% harmony. But I guess it's more than fine for a 2 or 3 days game :D
-m
The movement (actually the first LD game I played in which I have speed) ended up making aiming a real pain, and when carrying these power fruits I can't outrun the locals, making health loss unavoidable. I also didn't understand how I was supposed to find the beacon, though after checking around I finally was able to play the game. However, the graphics are really nice, and the music/mood do a great job!
I really like the graphics and music. Oh, and the camera. Great job!
I found the game very fun to play. The controls are really tight and natural. But I think the enemies speed is not normalized when they move diagonally. Also, it's a little frustrating for people without a sense of direction, sometimes I had trouble finding the home base after finding a power source. haha
Cool game!
It reminds me of don't starve.
It's a bit hard finding the beacon if you don't know where the antenna thing is. If you die while holding it, you're respawned with almost 400 Health.. which i really don't mind since you have to wander alot in the dark.
The frustrating bit is to find your base again sometimes, a map would have been nice or another indicator.
It can be hard to pick up stuff at times, you really have to stand next to it. Also it's a bit annoying that your character doesn't face perfect 90° angles when you just press a horizontal button.
The art looks nice. The music is rather short but fits the game well. Liking the pitchbends in the main melody :)
Overall a pretty fun entry with some rough edges. Worth playing :)
Time to repeat what everyone else has already said before, positives first:
* Neat, cutesy, voxely graphics * The audio fits, while not being very complicated * Clear concept and goal
Then the bad:
* Aiming is a pain * Enemy and bullet hitboxes are too small * Movement speed is just a little bit too fast, could have a movement ability instead * Health can go above 100 (not all bad this) * Calling for help with the SOS beacon isn't explained anywhere
That's about it. Not bad, but the negatives do annoy me immensely.
Thanks for the feedback everyone, I'm so glad that I'm receiving positive feedback on the camera. I was terrified it wasn't going to flow well for other people when I first made it. I'm trying to get another version uploaded by Friday (I found that I have less time to commit to it now) that fixes a majority of the issues people are having.
@nava Moving diagonal was suppose to be normalized, I thought I was moving too slow diagonally(Leading to me getting nabbed by enemies). Are the enemies moving slower or faster?
@huvaakoodia While watching a streamer play, I realized the instructions in the beginning aren't good enough. They move too fast and don't explain anything more important than controls. I'm going to try and figure out a better way to show this information. (Such as when you take too long it drops a hint on what you need to do next)
@tjakka5 Once I figure out how to make an efficient mini-map, I will add one. I've never done one in Unity so it's going to be a learning experience.
I played this twice. The first time, I got really lost after wandering too far away from the base, and ended up running out of power (I think I might have gone out of bounds or something, because the natives stopped spawning after a while). The second time, I managed to find the beacon and win. Overall, I had a good amount of fun.
Here are some miscellaneous comments I wrote down while playing: - Sometimes when I was away from the base, it was difficult to tell whether I was moving (this was especially true in my first playthrough when I went very far away from the base). This was because there weren't many trees, so there was no visual indication of me moving. A minimap would have helped with this (and would have also helped with being able to navigate back to your base). - It felt inconsistent when enemies would attack me. Sometimes I would lose 25 health the frame they touched me, other times it seems like they wouldn't attack me at all. Also, if I stand completely still, enemies walk up to me and attack, but it seems like they never attack more than once; it's weird having an enemy standing next to you and you not taking any damage. - The sound effects were also inconsistent. There was a sound effect for putting down a fruit but not for picking up a fruit, for example. There was also no sound effect for getting hit by an enemy. - I would suggest directly telling the player that the beacon locator is located near the base and they should find it first. This would have saved me the frustration of my first playthrough. - Also with the beacon locator, I didn't understand how it worked at first. Originally I brought it to base and waited around for a bit, thinking something would happen. It also doesn't help that the antenna is relatively small compared to the rest of the locator; why not just display a giant arrow? - A possible bug: I died while holding the beacon, but respawned back at base, still holding the beacon. I don't know if this is intentional. - Diagonal movement seemed to have a different speed, which felt strange. For example, if you're holding a fruit and move horizontally/vertically, then you move much faster than the enemies, but if you move diagonally, then they catch up to you. - It was really difficult to aim with the zapper. Also, I wish that if you moved horizontally while being chased by enemies, then they would eventually end up on the same line as you so you could kill them with a horizontal shot, but that didn't happen.
Most of these are small nitpicks that didn't detract too much from the overall game. I do want to say that I really enjoyed the art style, and that despite the aiming difficulty, combat was also fun. This is a really solid game, so great work!
This reminded me of Llamatron in many ways, with how fast the character moved and the finesse needed for aiming. My only complaint was that it was very easy to get lost, and I couldn't make out the direction of light on the trees to figure out which way I should be heading.
I love the voxel graphics. Nice music and simple but balanced gameplay.
As other have already said, the movement is a bit too fast and aiming is a bit frustrating - but theses don't distract that much from enjoying the game.
Well done!
Mood is driven well by the music and graphics, its ominous and cute at the same time. Found this game quite fun but a little frustrating due to how hard it is to hit the enemies. Overall a solid entry. Well done!