surprisinglyshockedcat 2017-07-31 23:09
Good game, a better tutorial would be nice, I like the sound effects too.
Foon → Ludum Dare Explorer → LD39 → Away Team
By joe-miller
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 443 | 3.10 | 30 | |
| Fun | 401 | 3.00 | 30 | |
| Innovation | 414 | 2.92 | 30 | |
| Theme | 348 | 3.48 | 29 | |
| Graphics | 528 | 2.64 | 30 | |
| Audio | 217 | 3.14 | 30 | |
| Humor | 417 | 1.96 | 28 | |
| Mood | 341 | 2.92 | 29 |
Good game, a better tutorial would be nice, I like the sound effects too.
Cool squad management game. A little bit too "menu-heavy", but is to be expected on this kind of game.
The text was quite hard for me to read (I don't have the best sight in the world, but black on gray doesn't mix that well for me T.T)
Quite deep and well explained stats system. The music creates a nice mood and lets you drown into the experience. UI ergonocmics could maybe use some improvement, e.g. present more information graphically instead of just text.
This was good. Got me playing for a good half hour. It tended to be that I just sent the same people on missions, but that's probably just how I played it. I would have liked to know more about what the specs did. It seemed like they were giving me extra points?
This one got me sinking hours of my time without realizing it. With some more work, additional instances and tweeks, I could see myself going back to this game on the regular. Music went really well with the setting too. Good Work!
I love strategy games even though I'm no good at them. I agree with everyone else. I lost myself in this game and it was such an enjoyable experience.
I like the unique take on the concept, and a game like this is very uncommon for a game jam, good work! UI was easy enough to use, and the game was fun to explore. To be honest the most important area I would say needs to be really polished is the UI, to make it easier to see all the information at a glance. By that I mean make use of unique colors for each stat, maybe use iconography and meters to really convey all the info.
Interesting game, though I couldn't figure out what to really do... I included it in my Ludum Dare 39 compilation video series, if you’d like to take a look :) https://www.youtube.com/watch?v=8AUyAsiiWQQ
Great entry! Took me a couple tries to understand what I was doing (didn't fully read your tutorial, probably should have). Music provided that "driving focus" mood. One time I died when I had plenty of supplies but ran out of power while advancing an hour, probably should just auto-convert in that case. It would help minimize the clicking without really detracting from the overall game. Nice job!
Nice game! Easy to understand! I like the rpg way of your game.
The power bar slow every hour is good!
I finnalky return home :) Good job on this game!
Cool game, enjoyed playing it
Cool game!
I found it a bit too texty though, maybe if the text have different colors it was better readable :D But still, the mechanics are fun
It was a pretty good game but I was not good at this one. But I still think it's a good game.
Oooh, a resource sim game! But I'm on Mac; will you be releasing a Mac port?
A functional management simulation which leans heavily on random chance.
Now I can live with RNG, calculating chances is a big part of management. What I cannot live with is only having net loss actions, another big part of management is avoiding those.
In the second set of locations I ended up in a situation where each location took 4+ turns to explore, but the reward for each was on average less than 200 supplies. 4 turns costs 40 energy, 40 energy costs 200 supplies. Notice the problem?
You only had 48 hours to make this of course, so it would be unfair to expect loads of content, but the missions would be much more interesting were the any choices to make based on the team composition and the location type. For example: a rogue droid blocks the path? Fight it with small arms, blow it up (costs an explosive), sneak past, reprogram it, talk to it. Stuff like that.
Solid work overall. I simply have high hopes that's all.
Nice one! I like having to figure out how to optimize the possibilities. It could be use a bit less text if possible, otherwise nice entry
Music was good, I like the premise. Reading the crew logs was fun, but sadly there weren't many entries so it got a bit repetitive after the 2nd or 3rd system.
Cool game. Liked the consistent graphics and the effort put into world building. That said, I personally wished there were more directions in the game. I often felt like I didn't know what I was doing.
Super fun! There are an awful lot of numbers though...
Good game. I lost track of time and played this for a while. It is definitely a good time waster. I think the upgrades and power conversion need to be shown in a better way to make them easier to understand. Took me a while of just messing to see what worked. Great game though. Good job!
I liked the game, and the mechanics seemed to have promise in the beginning, but honestly I found it to be a little shallow when things really came down to it. I didn't really explore much of the possibilities, but I found that I could basically spam the small task on the left over and over with the same people and I didn't have any problems whatsoever. The only snag was when a few people got injured and I had to default to other members.
Overall it has potential, but if you want to expand it I would make a lot more levels where individual components are introduced one at a time. That should hopefully make the menus a little less overwhelming and give people a better idea of what exactly is going on.
The music is very nice! I liked how there is downtime for the crew members, which forced me to use all of them instead of just maxing out three of them. I really wasn't sure if there was anything I could do after sending a team on a mission, aside from just pressing "Advance 1 Hour". On my second playthrough, I couldn't ever make it further than 2 jumps from home before running out of power. It really did make me think about whether it is more beneficial to upgrade the crew manually, or let them upgrade automatically by performing the missions. I liked the random name generation for the crew members. There were a lot of stats to take in at once. One improvement could be to color code the stat values, or groups of values. I also liked how the mission details were randomly generated each time.