yishalee 2017-07-28 12:54
Source code link has been changed to build link. Sorry for confusing you.
Foon → Ludum Dare Explorer → LD39 → mind battery, mind debts
By yishalee
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 820 | 2.55 | 20 | |
| Fun | 747 | 2.55 | 20 | |
| Innovation | 496 | 2.94 | 20 | |
| Theme | 493 | 3.38 | 20 | |
| Mood | 657 | 2.72 | 20 |
Source code link has been changed to build link. Sorry for confusing you.
No link for the build? Only source code?
Could you please provide an executable?
Sorry it's actually the build. The first time using LD submission so maybe I make it wrong, but thats just the build download page.
Nice game but a bit hard ^^
Interesting idea, but the way the scanner work makes it really hard to find the spot to dig.
No link for the build?
Hi! I played this game and it is a nice little entry. I like the idea behind it but the game is kinda hard. I just couldn't find the right digging site. The graphics were pretty good except I saw some white pixel under the player sprite and I am not sure were the enemies bats or worms. The Sound Effects were also pretty annoying after a while. Overall it was fun little game to play.
Hi, the sorce link is actually the build link. I'm not farmilliar with LD submission so I might have made a mistake. I'm a begginer developer so I have not enough time to adjust the difficulty. I'm still polishing this game. Thanks for all your comments.
Scanner changed that sound pitch changes with every step you move. Also treasure will spawn when you discovered one, so you possibly could get more than one treasue for one contract, and of course more moeny.
The concept is cool, but maybe you need to refine the balance of the game? I didn't manage to get the right spot to dig and get the treasure. ;_; BTW I liked the radar pitch change, it is cool and well made! Also I liked the graphics and the small worms! :)
Thank you for all your opions and suggestions. Maybe it's really hard to judge dig sopt only by the sound for a certain of players. That is a problem. In the initial submission the gamer is even hard for myself... So I changed something. I'll think about the whole design and experience some days in the future. BTW, the graphic is all from Opengameart except the worm,all balck-background pages,buttons and icons whick I draw by myself.
Nice game. Very interesting idea. I think it will be better, if you add animation when you take a treasure. And make more aggressive monsters.
I can't understand much of the game, because the game mechanics are too complex or there are lot of things to do in order to achieve something... The game works well, but I ended up spamming a lot of monsters, released the ladder to pick me up when I'm about to die and lose all the batteries from that Q button (if I'm not mistaken)... Good try for a first game though, just keep on making games, but do something simpler next time :D
The treasure hunting is simple, but works. Having an increasing amount of enemies spawn in the more you dig does heighten the tension as does running out of batteries. Although constantly draining one of the batteries for your light would make this even more tense as would a proper lighting system, with a limited flashlight view cone and monsters lurking in the shadows!
The dept mechanic does incentivize replaying, but I do find it weird that you cannot simply repay the debt when having enough money already. The mystery box was a royal waste of money that. Is there anything useful in there? If so why not just have a shop where I could buy equipment?
There is a lack of visual feedback. Finding treasure should show up in the GUI as an icon or as a particle effect. Digging should leave a pile of rubble on the ground too.
As an additional challenge digging could stop your character for a bit and leave them exposed for enemy attacks. Having to fight off or shine your torch at the nasties to keep them away while you dig could be quite intense.
Solid concept, ok entry as it is. There's quite a bit of potential here for a fun light treasure hunt / dungeon crawl type of deal. Do keep working on it.
@huvaakoodia. Thank you for all that inspires me. I think the lesson I learn from LD39 is that don't spend too much on choosing among possible plans. Just pick one and try to make it complete and fun. Some of your ideas such as light system or more items in the mystery box did jump into my mind but they are beyond my technical level since I just learned GMS for two weeks... Your opinions about the debt, shop system and visual feedback is definetely right. I now left this project aside to learn more about GMS and art but I'll remake this game since I think the concept worth more thought, as you said there's quite a bit of potential. Thank you for your playing and feedback.
You had a very cool idea! Even though it's pretty simple, I love this game. A problem, I recognized, is that you can just spam W to dig everywhere so you find treasures. I think there has to be a bigger punishment for using W, than some worms who do not hurt you very much. Is there a reason to find more than one treasure in a run? I hadn't have the feeling that it brings any benefits.
@skosnowich. Yeah, you've found the abuse of W.I think maybe I should empower the worms or even summon more terrible things when player just dig around everywhere. Or maybe I could make the dig action heavier as a cost to do it, like you can't move when digging etc. It's not clear now. As for what makes player try to find more treasure, I made a price for the contrac so you need to pay before signing on it. Therefore if only one treasure found, all benefit from it would be used for the contract. I also adjusted the price so that players can go through even he always get trash. However, since this mechanic didn't bring you the feel of fun, I need to think over it. I'm also thingking if this contract price is meaningless. Thank you for your feedback.They are really precious. I'm really happy that you like the idea.
@toadietechnika Helpful reviews. I come again :P