adrien-dittrick 2017-08-01 17:26
I really like the graphics there! it's fun to zap eevrything in sight :p Power supply may be needing some rehaul though. Overall very fun game to play :)
Foon → Ludum Dare Explorer → LD39 → Robby Goes Rogue
By mars
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 437 | 3.12 | 27 | |
| Fun | 559 | 2.65 | 28 | |
| Innovation | 388 | 2.96 | 27 | |
| Theme | 204 | 3.73 | 28 | |
| Graphics | 497 | 2.76 | 27 | |
| Audio | 238 | 3.11 | 28 | |
| Humor | 2.45 | 13 | ||
| Mood | 228 | 3.20 | 26 |
I really like the graphics there! it's fun to zap eevrything in sight :p Power supply may be needing some rehaul though. Overall very fun game to play :)
Yay, I got the city power. It's pretty hard to tell were you are shooting. When I completed it, I only actually zapped one camera. It had very good audio :). Anyway, quite a cool game. Also, you are allowed to port games after LD, so I would recommend making a 32 bit build :)
With shooting being so costly (ie. life and death), there REALLY needs to be some kind of crosshair. I understand that you don't exactly want folks blasting cameras willy-nilly, but I couldn't find a way to complete the game without shooting one camera (the low-level one by the final door).
The trudge across the final courtyard is rather long, especially since I had to replay a few time before I was able to win.
I was a bit surprised (an bummed) that the ending dialog was so... meh. I was expecting more after the colorful intro bit.
I found the second staircase camera light a little hard to read. Maybe adding some kind of cookie to the spot would help.
I had no problems running this and enjoyed this bit of the ol' sneaky-sneaky. I really liked the music!
@nnnnneeeedddd Yes, I know! The reason I didn't make one in the first place was because Unreal Engine 4 gets an unknown error when I try to package for HTML5 and Win32. I'm working on figuring it out, but so far no dice! That's also why I haven't started rating yet, because I want to get more builds out before I start attracting attention to this game =P
@ryte2byte I actually intended the difficulty of aiming and the high cost of shooting to be part of the challenge, but in hindsight it might feel like an unfair combination and detract from the fun of the game. So thanks for that feedback.
And I was a little bit too ambitious with this game, especially considering I'm new to Unreal Engine 4. So I ended up having to rush the ending and the entire outside section. I actually intended the outside to be a much more elaborate part where you have to go through a few alleyways and risk more cameras. Never got that far though, so the result was as you saw.
And it was on purpose that the game isn't completable without shooting those lower cameras. Did you find it to be a problem? Do you think it'd be more fun if a "pacifist" run was possible? I'd love to hear your feedback on that!
@Mars I don't think that the game suffers from the lack of being able to complete it as a "pacifist", especially as the enemies as just cameras. I was just pointing out that the need to shoot a camera is what makes the aiming a real issue. The lack of a crosshair would've been easier to swallow if you didn't have to using the shooting mechanic at all.
I certainly appreciate you going the route you did to make aiming difficult (I actually made the same decision with my last LD game and got an earful about it in the comments). Perhaps a 'fatter' projectile, or a blast radius on impact, or beam, or EMP grenade, or some silly thing that doesn't require the precision the current bolt does could alleviate the frustration.
A Linux port for this game would be great, I'd like to try the game but it doesn't support Linux and doesn't work for me with wine.
@linus I would, but I'm using the newest Unreal Engine version, and the documentation for cross-compiling to Linux is out of date, so I haven't been able to package for Linux.
Alright, I'll check your game out if I get access to a Windows machine sometime.
Very good! I do echo the sentiment about the aiming, ut other than that, fantastic entry!
It seems difficult to use unreal engine on a quick game jam but you've done it, well done.
I like this game. Quite hard to complete. Nice graphics and good audio!
Really nicely made. Was hard to get the right position to interact sometimes and very easy to run out of energy with any slight misstep -- I guess that was the intention!
Cool game! Kinda hard to be honest but fun overall. Nice Job!
My first impression of it was to be rather fun. The searching lights seemed easy after a while, when you pay attention to them. However then i saw the security to the city power and got discouraged by the bad aiming for the electricity shot, it also happens to drain quite a bit of power.
The movement is alright, no real problems here.
The graphics are nice, althought a bit too clean. Given the story, the family should probably be living in an apartment with furniture etc. but i understand the time constraints.
The music is some FL Studio preset stuff. Even if you don't know much about music prod, and wanna take shortcuts, I'd advise you to use some other presets that aren't present everytime somebody loads up FL. The music still works well within the context of the game and fulfills its job.
Overall it was fun playing, and would love to see the electricity shooting being improved upon a bit
@tjakka5 Thanks for the feedback! You are right about the time constraints. I initially intended the appartment to have furniture and a secret room, and the entire outside section was supposed to be wildly different. I envisioned a walk down a winding set of heavily secured alleyways to get to the powerstation. But I realized on sunday that I'd been way too ambitious so I just had to rush things to completion. I tried to do too much considering I am completely new to Unreal Engine 4.
Another thing I'm completely new to is FL Studio, as you noticed. I installed it for Ludum Dare 38, and used it for 2 hours there, and until this Ludum Dare I hadn't touched it again. So I have no doubt my stuff sounds basic, but that's because my skill level happens to be as basic as it gets! Only reason it at least sounds like music is because I play the piano so I know a tiny bit of music theory =P
And about the shooting, that's kinda how I intended it. I wanted it to be difficult to aim and costly to use, in order to instill the fear of running out of power whenever you did choose to use it. Sort of to make you have to get a feel for where the projectile travels in order to comfortably be able to use it without wasting power. However, I can tell by all the feedback people give that they don't enjoy it very much. Most people seemingly to want easier aiming and a crosshair to achieve just that, to the point that some even seem to think the lack of a crosshair is an unintentional oversight :P
Cool! Nice entry. I love the music and how it sneaks in there and keeps your heart pumping. It's a little challenging, but I like the mechanics a lot, and I think this is fantastic work for 48 hours! Congratulations!
Could we possibly get a Linux64 build?
@eremiell I really would've loved to, but C++ based Unreal Engine 4 projects can't be built for Linux with the engine version I used for this project. Unfortunately Unreal Engine 4 is largely targeted toward the Win64 platform.
I really like the music, and the atmosphere. However you need more lighting, it was so hard to see anything. It can still be atmospheric whilst being visible. Especially when you have a timer on completing the level - your power mechanic. I appreciate that it was made in 48 hours. To make a 3D game in that time is impressive. If I would suggest some changes which would instantly improve your project, Firstly, add a cursor (a small dot) in the center of the screen so firing is easy, Secondly, it took me 218mb to download your game - I don't know what you're doing but you may need to compress your assets, Lastly, add an icon when you're over a interactable object. Keep this up though :)
I like the premise of this game, and the vocal sound effects are fun. I am, however not sure what to do after leaving the room. Shooting random things didn't seem to do anything, and I died very quickly. It's frustrating that in Chrome, in order to focus the game window properly, you have to click in it, which immediately costs very much energy, it seems.
Maybe you can give a hint how to continue, and I'll come back to this! :)
@capitals Yeah, the lighting definitely failed. Especially in the HTML5 build. As for the crosshairs, I kinda left them out of purpose because I wanted aiming to be difficult, but I've gotten a lot of feedback suggesting it just feels unfair and not fun, so I realize now that was a mistake. As for the download size, Unreal Engine projects are generally sizable. The assets are really basic, so I don't think there's much I could do in that regard. And as for the interactable object indicator, I like that suggestion! Good idea! :)
@blinry Yeah, I'm sorry about the webGL build, it's not very good. Unfortunately Unreal Engine 4 isn't very good at packaging for HTML5 yet. My first suggestion would be for you to download the Win64 build if you can. Either way, the way out after you leave the first room is to click the big green button to unlock the door beside it. Then head down the staircase avoiding the security cams, then once you're outside find a way inside the area with a big concentration of security cameras. Hope that helps!
it had a problem where sometimes it wouldn't make my mouse pointer go away so it would get in the way but other than that the game create a great atmosphere.
There's a mouse locking issue in the web version (can't play the windows build), which makes the game unplayable. Too bad, the music was really uplifting and the visuals looked cool!
@ace17 Yes, the HTML5 build is terrible. It performs poorly and the lighting is completely screwed up. But I haven't been able to replicate the mouse locking issue you're talking about? What does it do and how/when did it happen?
@mars: it's about whether the mouse pointer is hidden or not (I'm always in fullscreen). More details:
Either the mouse pointer is visible, and then I can't turn around freely: rotating too much to the right, for example, makes the mouse pointer reach the right border of the screen and not move anymore.
Either the mouse pointer is invisible, and then the game is playable, but when you die (fast), you can't click on the menu buttons to restart the game. So you have to press "Esc" to exit fullscreen, so the mouse pointer reappears.
To make the matter worse: making the mouse pointer hidden again is a real pain in the neck ; because clicking when the game is running and the mouse pointer is visible makes the game shoot electricity (which kills you really fast) but doesn't always grab the mouse pointer.
And to make the matter even worse: the only way to play again is to reload the page, in an attempt to reset the mouse pointer issues. However, it retriggers the download of the whole game (200Mb!!) which takes several minutes ...
(I'm using Firefox 52.2.0 on Debian GNU/Linux 64 bit.)
@ace17 I tried playing it on a linux 64 build too now, and had the same thing happen to me, so I was able to replicate the issue. Unfortunately I don't know what causes it, so there's not much I can do to fix it. Not that I would at this point anyway, so let me just apologize instead. I really wish I could've packaged a proper linux build, because the HTML5 build is truly terrible, but unfortunately my version of the Unreal Engine did not support packaging C++ based projects for linux platforms.