sn0uk 2017-07-31 15:52
I like the gameplay, it's a cool idea but I think the power could have been balanced more, it was very easy for me to create a pile of batteries and never lose.
Foon → Ludum Dare Explorer → LD39 → Overcharged!
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 489 | 3.00 | 22 | |
| Fun | 312 | 3.20 | 22 | |
| Innovation | 558 | 2.50 | 22 | |
| Theme | 332 | 3.50 | 22 | |
| Graphics | 495 | 2.76 | 23 | |
| Audio | 457 | 2.26 | 21 | |
| Humor | 454 | 1.82 | 19 | |
| Mood | 497 | 2.55 | 20 |
I like the gameplay, it's a cool idea but I think the power could have been balanced more, it was very easy for me to create a pile of batteries and never lose.
Best score 725! This was a very entertaining game with crisp, responsive controls. I enjoyed the combat, until the spawn rate became a little absurd. The sound design was effective, the art was pretty good, and combat was really exceptional. Good job!
Fun Game! i like it alot :)
A nice bullet hell style shooter that effectively uses the jam theme to add an extra dimension to the gameplay. After a few runs where I died early on I was able to get up to a score of around 2700 by sticking to a small area and farming energy, so there's perhaps some tweaks that could be made there. The sound effects, though simple, clearly communicate what they are supposed to represent and the object sprites are easily distinguishable from the environment. All in all a solid, well-designed game.
Fun game :). Made up for lacking graphics with good and responsive movement and shooting. Dodging enemy felt nice, and i never felt like i got hit when i shouldnt have. However, the game is way too easy in it's current state. I got to a score of 7000 by running in circles around the middle block, and i had a giant heap of batteries all around me. I had to suicide willingly to die. If you should decide to continue developing this game, consider adding harder enemies with diffrent attack patterns to discourage endless kiting :)
I felt the difficulty was greatly influenced by RNG. Sometimes I got ridiculously lucky with 5 drops of energy right next to each other, sometimes none! Controls were tight and the basic game logic was easy to understand and well executed.
Graphics were basic, nothing especially bad, nothing too special, they were clear and served their purpose well. I guess I'm much worse at video games than all the earlier commentators as I got considerably lower scores :D
Thanks guys! Yeah, I originally planned to have another enemy type, but it was a low priority thing given the short nature of LD and just sort of got pushed off the table. I definitely agree with that suggestion!
The balance is indeed a little off, as many of you have noted.
There are two factors there. One is that I'm actually kind of terrible at this sort of game ;) In my own playtesting I never actually ran into an issue which was originally likely later in the game and may in fact still be possible after the spawnrate caps out. It was this happening in the protected spawn areas:
immune.jpg
In response to my brother informing me of that, at the very last minute I changed the spawn logic a little. So the second thing is that since it was the last minute I didn't really have time to fully test that - though my brother did at least not run into the issue again after the change - nor to attempt to check and adjust balance again.
I originally made it so that running over batteries or overcharged batteries during Overcharged would actually destroy them. I'm thinking I made a mistake in changing that, and should have left it that way so that while you have the benefits of Overcharged, you also have to think about your movement while Overcharged ticks down.
Again, thank you guys so much. This is my 2nd entry and it's a lot larger scope than my first, which I intentionally scoped as small as possible to focus on the overall process. I wanted to push a bit more here, and despite (heck, because of) the problems and failures I encountered, I'm really glad I did.
I've gotten really valuable experience and feedback from this. :)
Any chance of a Mac or web version? I'd love to give it a try!
I liked, althoug the art is very simple, it looks good, and it is fun to play and that is all that matters, something could be better on the gameplay but for a ludum dare game this is more than enough.
My best score was 4120. In my first attempt I was a bit unlucky with the overcharged batteries, so I felt the game was really hard. But then in my third or fourth I was really lucky and could just stay at one point and spam with the mouse button. The sound is a bit load when you collect many batteries at once. It would have been cool, if the robots dropping overcharged batteries had been indicated. I like the simple controls and the pixel art with the robots.
This was fun for sure. I feel like everything could have been slowed down a little but that is just personal preference. Everything is pretty well polished for 2 days. Great job! Would have loved to hear better audio, though I'm glad that there was something. I liked the power up, it added a lot to the game!
I liked the game. It was fun playing it. Looks like my game a lot. I have to mention something, that the enemies were spawning a lot. And I died after some couple of seconds in my first try. I suggest making a mechanic of waves that spawns 4 or 5 enemies in each wave. And when I kill an entire wave, another wave spawns and so on. Otherwise, good entry !
Like the rapid gameplay pace. Like the bullet mess ) However there are things to improve. It's hard to see fences (and bullets could have more contrast with background too). It's hard to track ui because you are focused on central part of the screen, probably indicator could be displayed on character or near it. And you could easily click mouse out of the window. Overall good job!
Idea is good - graphics are okay but the gameplay is hard to manage. I didnt even got to open the gates? Overall nice work.
At some point, this game becomes pure madness, with hundreds of enemies of bullets. The game controls well and the instructions are clear (although don't explain how to shoot). I feel that the game needs something more. I recommend adding "something" that works better when a lot are together (like grenades).