FoonLudum Dare ExplorerLD39 → Super Charged

Super Charged

By manumeq and Dekhey

View on ldjam.com

CategoryRankScoreCount
Overall5433.1638
Fun4053.1638
Innovation5752.8038
Theme3613.5838
Graphics6013.0238
Audio3583.1235
Humor5162.1032
Mood7302.5135

Comments

tinykidtoo 2017-07-31 23:23

Nice looking graphics and good music and sounds.

However, the gameplay is definitely lacking. The penalties from the positive energy obstacles was small enough that I could just ignore them and be fine. After about a minute I started using an autoclicker which seemed to work just fine as I was getting enough energy pickups to offset the losses. Might've benefited from the ability to move side to side as well to engage the player some more, especially if the score pickups were placed to make the player move.

hoogmin 2017-08-01 02:53

I liked the background music a lot. Also the game connects very well to the theme.

bewelge 2017-08-01 12:01

Great job on the graphics! Like tinykidtoo said, gameplay could use some tweaking to make it more interesting, but well done :)

krishnasism 2017-08-01 12:17

Wow! Amazing game. The graphics stand out and have their own character. Nice sound effects too!

Won't say anything about the gameplay because it was perfect. Outstanding game. One of my favourites till now. Good luck and congratulations! :D

timps 2017-08-01 12:36

The music and sounds were really good. But the soft edged graphics really distracted. I wasn't sure how close I could cut it, so it felt like my timing was off when I made it or didnt.

The Obstacles felt randomly placed, not stacked at the same height I could jump so there were plenty of times I got stuck and had to power through a bunch of things instead of waiting for them.

The rotating fans were placed left or right of centre, so some of them you couldnt even time right, you just had to take the hit.

The overall mechanics though were great, this is a really cool concept. I love that you start running out of power, and will eventually just fizzle out. It's a great game idea, and nicely built. 5/5 for theme :D

Pity the save data didnt persist after closing it.

Avast freaked out and flagged it as malware, so I had to disable it temporarily.

lloyd-angifer 2017-08-01 12:36

Great background music !

rebtf 2017-08-01 12:51

Very impressive graphics and effects and I can tell that the gameplay has definite merit. However I found that trying to progress slowly and carefully was much less successful than just spamming the button.

I think with a bit of balancing and some kind of penalty for spamming would make it a solid game.

pedro-miranda 2017-08-01 13:30

Nice game, nailed the theme. Just needs a bit a balancing cause spamming the button got me super scores. Enjoyed playing it :D

mrsylar59 2017-08-01 15:16

The background music was nice. However, it's hard to judge when it's possible to get through an obstacle as the electron seems so big with all the visual effects. It's still a pretty solid game, nice job!

100th-coin 2017-08-03 16:36

This was a lot of fun! I was also to get a significantly greater score (Almost 20 times as large) by just spamming the mouse button, than actually planning ahead though.

huvaakoodia 2017-08-18 16:18

The graphics are ok and the music good, but taken that you didn't make it you should have disabled ratings for it.

The idea itself is not half bad. I've seen these *upgrade-centric* types before (back in the days on the internet, mostly on mobile now-a-days) and as long as the core interactivity is enjoyable enough and the upgrades are frequent and poignant it can work. That's not quite the case here.

There are few choices to be made because it is all about timing and as pointed out by pretty much everyone and their dog, spamming works! Lastly the progress you've made isn't saved if the program is closed...

Good effort, unfortunately the end result doesn't live up to the potential of the genre.

manumeq 2017-08-19 02:05

Yup, everything you guys said is absolutely true, specially the spamming part. Fun fact: in the first day of the jump, obstacles just toke away 20% of your charge whenever you touched them, and then had one second of cooldown if you stayed in before making the next "hit". This made spamming impossible, but we thought it would feel a bit odd gameplay-wise, so we changed it to the damage-per-second current approach. Anyway thank you all for your supportive feedback, we have made an update to fix most of the problems you guys pointed out, so in case you come back to check the game's progress, feel free to comment again please, we'd love to hear your opinion. Cheers!

tapestry 2017-08-19 11:07

Good job on your game! The background music was nice. Gameplay wise the game had some issues as other people noted. The rotating triangles and the fidget spinner looking rotating obstacles were the ones I had more trouble with. The whole concept was good though.

conk 2017-08-19 13:20

Really cool concept, this would work awesomely on a mobile device, all it needs is a few balancing tweaks and perhaps a more consistent art style. What I mean by balancing tweaks is it needs to be easier to lose, I played properly avoiding things and taking my time and got 160, I then spam clicked constantly without slowing down and I got 280~, currently there is too much random chance.

It is good fun while trying to play properly though, so great job :grinning:

rockhoppergames 2017-08-20 12:04

Good concept, and the design of the obstacles was well done. I have to ask why you made the controls work like Flappy Bird, though. It meant my hand got tired quickly, before I'd gotten far enough to try the upgrades...

secondthread 2017-08-20 18:42

Pretty fun game, but I can't say much on the side of originality or ethics...

Let's start here: The gameplay, which was probably the best part of this game, is EXTREMELY similar to an app on the app store that Starbucks gave away for free like 6 months ago or something. I get that it's a simple idea and convergent designs exist, but this one was a little close for my liking. There is one where you are a ball and you just go up when you tap and if you hit an obstacle you lose, and then there is another where you are this little guy in a rocket I think, and when you hold down your rocket flies. The gameplay is basically this game except in it you died right away when you hit an obstacle and that you could hold instead of tap. Now, most of the people rating this have probably never played that game so they think this was entirely your idea and are rating it accordingly.

As far as art goes, the art would have been pretty good on its own, but it wasn't nearly as good as the game this is a clone of, so it kind of leaves a bad taste in my mouth... (Also, how much of it is even yours?)

And I guess that leaves us with music and sound effects. Nowhere in your description, developer update, or patch notes (which almost no one reads anyway) are there any disclaimers about art, music, or anything else. Now, I do realize that this is a jam entry, and as such the rules are a little bit less rigid, but like, come on guys. If you didn't make the music, then just opt out of the audio category! And if you aren't going to do that, at least say somewhere what you made and what you didn't! At least 3 quarters of the people who rated you for audio did so under the impression that all of the sounds were made by you during the jam. I don't know about the background music that played during the main part, but I know for sure that your background music during the main menu/shop scene is something you just downloaded from the internet. (I know because I used the exact same music in a 30 second commercial I made for a [non-LD] game over 2 years ago: https://www.youtube.com/watch?time_continue=25&v=KTfANUbgR1E)

After this, it makes me wonder what part of this game you actually did make. The particles that are created when you die is just a Unity particle system with minor changes. Nearly all of the art in the game is a recolored version of the same steel texture--a texture which, if you didn't flat out copy like your first soundtrack, is one that you probably generated with a few clicks in Gimp of Photoshop directly following a YouTube tutorial. The fire (or whatever it was suppose to be in the steel-textured triangles) looked suspiciously good for someone who only has time to draw one real texture (if that) during the entire 3-day jam. At this rate, I honestly wouldn't be surprised if it were a built-in Unity particle system.

Anyway, you get the point. When you submit a game, people think it is yours. If it isn't, you have to tell them that it isn't, otherwise you are screwing over all of the people that did actually make a game. Preferably, tell them by opting out of the categories that you didn't participate in, but at the very least but a disclaimer when you publish your game saying what music/art you did and did not create yourself.

danielilett 2017-08-20 19:36

I thought this was a pretty cool game. The graphics are nice and I really like the music.

-I like the concept of one colour being good and the other being bad, representing + and -.

-It was hard to tell when the triangle enemies were going to change colour, so they hit me a few times.

-The fuzzy border around the electron also made it difficult to know which objects it would collide with.

-I liked the simple gameplay idea. Having only one button was a great idea, although my only criticism of it is that it wore my hand out clicking so fast.

A pretty solid jam entry.

manumeq 2017-08-20 21:09

Since I couldn't find an option to reply to a comment in the site, I will be answering @secondthread 's comment here.

Our game is freely inspired by a very popular smartphone game called "Color Switch". Is a pretty known title where you are a small white ball that changes colours and have to go through multi-coloured obstacles, being only able to go through the ones that are the same color as your ball. It was one of the first games to use this kind of gameplay formula and a lot of games were inspired by it. We never heard about that game you mentioned, and We came up with the idea of Super Charged after seeing some Color Switch gameplay and tried to make something different with the same formula at the same time.

Secondly, the art is self made, except for the metal texture which was found using the google tools for Creative Commons 0. Aside from that single texture, all the art was made in roughly 6 hours using photoshop, or the unity particle systems. As an example, the "fire" you mention is a total of 6 particle systems heavily modified by ourselves within the editor with a custom material we created to make it look like some kind of ray. You probably guessed it by now, but none of us are artists, we are just rookies in that matter and did our best although the results are not as good as we would like. We are both programmers.

And finally, the music is nowhere to be mentioned in the description or the developer update because it is inside the game. If you enter the "Credits" section in the main menu, you will find that the music used is taken from bensound.com, always with the attribution Creative Commons License.

Hope this clarifies your doubts about the making process of the game. It is true that is not a fully original gameplay formula and definetly there are a lot of games extremely similar gameplay-wise, but we want to make ourselves very clear here:

We have not and We will not skip ethics by stealing another person's work; not in this game, and not in the games to come.

Cheers and thank you very much for taking your time and warn us about the rules, and how important is to keep people informed about the development process and assets work.

brickkid512 2017-08-21 02:16

It took me a second to understand how to play. But, when I got into it I started having lots of fun! Good job.

yuigoto 2017-08-21 06:29

Gameplay-wise, it's pretty fun and really well wrapped up as a game, it's accessible and simple to play, has some really challenging levels, while keeping a really nice, minimalistic style.

The concept behind the game is good too and I really did have some fun playing it! I'd insert a more "progressive" difficulty, though, making the player learn a bit how to read the patterns (if there's any when entities spawn).

But great job there! ;)

nufflee 2017-08-21 14:42

Great job dude!

afendar 2017-08-21 18:18

Nice game and nice audio. Game is simple and fun. Great job guys !

joebeard 2017-08-22 01:47

This was super fun, the shop was a neat touch too and adds longevity. The music and sound was also pretty cool, it's good to see (or rather, hear) entries that haven't forgotten about audio!

davidcmcdonald 2017-08-22 13:29

simple but fun