simon-millard 2017-07-31 16:57
You didn't put a link for the game! Or am i missing something? :o
Foon → Ludum Dare Explorer → LD39 → Power Surge
By danielilett
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 3.18 | 13 | ||
| Fun | 3.40 | 12 | ||
| Innovation | 3.10 | 12 | ||
| Theme | 3.81 | 13 | ||
| Graphics | 4.09 | 13 | ||
| Audio | 2.50 | 12 | ||
| Humor | 2.25 | 10 | ||
| Mood | 3.00 | 12 |
You didn't put a link for the game! Or am i missing something? :o
No links! :)
Please put a download link!
Screenshots look neat but I'd like to play it :P
No link!
My bad! I swear I put in the links, apparently they didn't show up... They should be there now though.
Still no links as far as I can tell, maybe just put them in the description if its not working.
Still can't see a link :P
Still no link...
No link. Would like to play this! Will check back soon :)
Looks nice to me as well, give us the link. THE LIIINK!
lol :)
No link appearing here either I'm afraid.. and this one looks fun :(
Will check back later on to see if a link appears! :D
Alright I've definitely put the links in twice now. Let me try again. This might be a bug?
Can see Google links above the screenshot now.
@hilvon Yup, they're still refusing to show up in the Links section, but whatever. At least there are links somewhere. :p
Been waiting to play this for a while. Really like the different mini games for each power source. Wasn't quite sure what the gems where for, other than a score system. Graphics have a really nice style, well done a very good entry.
@wevel Yeah, the gems are basically just a score system. If I continue the game, I'll maybe make them into currency of some sort that let you buy stuff to help you do each task more efficiently.
Thanks for the feedback!
Great concept. Liked the different games. Became tedious after a while though.
@milano23 I need some sort of hook to make people keep wanting to go back to each minigame, you're right. The obvious thing to note is that there's no challenge in any of the games - two of them basically involve waving the mouse around as fast as possible, and the other involves clicking on up to eight things. But hey, game jam time constraints and all. ;)
Really like the concept, dense gameplay is hard to implement in a jam but I like what you had! Better than my dialogue mess :( good job!
I must say this was super fun. The different energy gathering modes. Thoo I would've like you to tell me I could hold down the mouse button to mine the coal, I clicked every single coal until I was 100 meters down :P Another thing was that I didn't really understand the nuke power, I added the sticks when they ran out but it said "click and drag to rotate the turbine" nothing happened when I did that, could it be that its a bug? But I really enjoyed the coal mining there was something satisficing about it, ended up mining down to 416 meters. ^^ My gems: Ruby: 8 Sapp: 4 emer: 2 Well mate! ^^
** First Impression **: Once i saw the screenshots i was already impressed, especially since this is a compo entry :O
** Sounds **: The SFX is really good and fitting for the different actions, also the gem sound is really satisfying :) If you expand the game, then some background music would be nice :)
** Graphics **: As i already said, i am really impressed by the polished look of your game, how did you even manage to finish all of that in that short timeframe :O really well done :)
** Gameplay **: As you already noted, after initially grasping the concepts the get somewhat repetitiv, also i didn't really get what the gems were for? (should i be able to buy something with them?), with the windmill it took me some time to understand if my movement was working (maybe some indicator would have been nice), I liked the mining part the most :) i dug really far for those red gems :D
** Overall **: I have to say wow, you really impressed me by what you achieved in the give timeframe great job :)
@thesand The text telling you to rotate the turbine was accidentally left in from the Wind Turbine level, it's a silly mistake on my part! You're just supposed to click the sticks to activate them, then leave it. I'll change that text soon.
@loktor Glad you liked the sounds. I tried pushing Bfxr as hard as I could to get the best sound I could manage for the gems. I've gotta get more sounds in for the other minigames too.
I've been trying to get this art style nailed for a while, so really it's all down to practice! Trick is basically to take primitive shapes and deform them a bit so they look a tad more interesting. The coal is just subdivided, flattened cubes with the front face scaled down, for example.
I do need to work on the Wind Turbine and Nuclear Power minigames. They're the ones I wasn't sure about in terms of gameplay. But I'm glad you both liked the Coal Mining game - I got sidetracked often during development just mining as far as I could go! And @thesand I'll have to mention you can click+drag, that's true.
I do want to set up a shop for the gems, I'm just not sure what form it'll take yet. Time to brainstorm ideas I guess!
And once I've polished up all that, I might start to think about adding other minigames, but only when I think the existing three feel satisfying to play.
Reminds me a lot of the McDonald's game. Nice take on the theme! :)
Some suggestions/feedback: - Really loved the graphics, low poly done very well, and the depth-focus made it all the better. Wind power scene in particular was well decorated. Would be great if you could fix the blurry texts, was the only thing letting it down. - Perhaps the whole scene could flash red when that generator is critically low. - I would have liked more feedback on wind power generation - actually tried to grab the turbine blades and spin them, expecting them to snap to my cursor and move with it. - Nuclear power is by far the easiest - could make it more challenging by focusing on the precision of the task, maybe disposing and replacing the rod without touching any of the other rods? - If the game values were much tougher, I would possible speed up the transitions - it was a really nice effect, especially from the main menu to the game, but if it were as high octane as I thought it needed to be the transitions would get in the way a little. - I would make the hitbox for going into each room bigger, also including its energy counter. I tried to click on the power generated for each room instead of the green arrow more than once. - Would have been nice to have more audio cues, even if the sound was repeated for many different actions. Swapping rooms, clicking on rods, etc.
Great entry! Especially for compo
@maybelaterx I love the idea of audiovisual feedback when one power source is running out! I toyed with the idea of having a lose condition (say, fall below a certain power level), but ultimately decided against it. I do agree that a higher level of difficulty in some of the games would help.
The blurry texts were kinda just a quick hack. Unity'd built-in 3D Text objects render in front of everything so they weren't great for this, so I just made a bunch of textured quads. But I'm redoing it now with TextMesh Pro for a postcomp version!
The wind turbine really does need its gameplay refined a bit. I couldn't get it working quite as I wanted in time so I stuck with something that "worked". I do like that approach for the Nuclear Power minigame - I could make it a bit like those games where you have to guide a metal ring over a wire without them touching?
The transitions were also the first thing that "worked". I'd like them to be faster, but I did them using Unity's built-in UI elements and their speed is dependent on screen resolution. It's really silly, I know. :p
And yes, the method for entering other levels was the first quick thing I thought of. I'll refine that somehow. Also seeing as the whole game uses the mouse, I'd rather not have Esc to back out to the Generator Room.
I'd really love to put more sound in my games, but it's the Catch-22 that I don't work with sound because I don't know how, and I don't know how because I never work with sound...
This was an interesting 3-in-1 game, great that you managed to pack in 3 different styles of play. I'm not sure if I understood the nuclear minigame that well as it seems to be a matter of clicking on the reactors, couldn't manage to rotate the nuclear turbine faster then it was spinning. For the coal mine I somehow ended up on holding the mouse button and moving frantically about, which was somewhat mechanically similar to the windmill minigame.
Nice transitions between screens, cool 3d models. However it feels like the minigames are too idle-feeling and overly leisurely. Perhaps some form of countermeasure to the gameplay might make it more interesting, e.g. if the windmill spins too fast it gets powered down for a while, or if you chance upon a mine it explodes and prevents you from digging for a while.
@randomphantom I've been looking for a way to incorporate more challenge into each of the games. I like the idea of finding a mine in the mine haha.
I could do something silly like the turbine flying off into space if you spin it too fast. And for the Nuclear Power Plant, I suppose I could have a mechanic where the plant suffers a meltdown if you leave fuel rods in there too long.
Thanks for the feedback!
I liked the graphical style and the sound effects. However, I wasn't exactly sure what to do in the room with one skull and a homing rocket spawner. I figured out that hitting the rockets deflected them, but I couldn't make them hit the skull or anything so I got stuck in that room.
-The idea of one of your moves also acting as health is a really good idea.
-I found it fairly punishing that rockets killed you in one hit.
-The whole things reminds me a bit of n++.
In all, I like the idea, I just feel the level I mentioned probably needs clarifying a bit.