FoonLudum Dare ExplorerLD39 → Energy Raid

Energy Raid

By fl

View on ldjam.com

CategoryRankScoreCount
Overall5623.1423
Fun2983.3323
Innovation7922.2823
Theme7242.9023
Mood4913.0923

Comments

nikrt 2017-07-31 13:08

The visuals are really nice, and I like the shooting effects. If this is your first LD, its really nice. The UI could have been a bit better though. Good one

agecaf 2017-07-31 13:30

I liked it! Good choice of music and art, it goes pretty well (The intro is sweet). The enemies have interesting abilities... And I'd love to complain about how unfair they are, but they're there to be hard after all... HS: 95

Edit: Works on Linux with wine.

surovyi 2017-08-01 05:33

I like your cutscene and the music. Also, it's very good that you have abilities. It was little bit hard for me, but maybe it just for me. Good one.

sgt3v 2017-08-01 14:03

Really solid and fun gameplay! Intro music reminded me of FF7 and the game music was also really energetic, good choice! The variety of enemies and power-ups are also a great plus. Lifespans of enemy bullets are too long tho, it becomes so hard to move around after a while.

taffaz 2017-08-01 18:13

Nice game, starting screens really set the mood.

irishbruse 2017-08-05 18:51

Great game great graphics but i cant help but fell the shooting is a little underwhelming.

sondrian 2017-08-06 02:41

A solid entry for the most part. The shooting mechanic was a little unrewarding but some of those enemy bullets were extremely cool. Overall, it was pretty good.

foxor 2017-08-06 02:45

I'm not a huge bullet hell fan, so maybe I'm off base, but the controls felt off. You move really fast and slide really far.

fl 2017-08-06 12:32

@nikrt What you didn't liked in UI? The numbers are too big, the colors don't combine with the game or the texts are too inconsistent?

@sgt3v The purpose was to be hard. You can use special weapons to destroy some enemies quick, so you avoid for these enemies have time to shoot many bullets.

@irishbruse Could you explain this a bit more, please?

@foxor Did you realized that when shooting you move slower?

hs-dave 2017-08-06 15:00

I'm a fan of schmups and bullet hells etc so was looking forward to this - the concept is neat I like recharging your ship mid level for power etc and I thought your badguys were good, the bullet patterns well designed and the weapons fun (I didnt expect that snake-like blue beam the first time it turned up!).

I think the controls could do with a little more refinement - games like these are made or broken on their controls and large portions of dev time goes into perfecting them so it's not surprising to have it less than perfect in just 72hrs of development! But its a little sluggish - I did notice that you slow down when firing which is an interesting mechanic but firing or not it just didnt seem to respond quite right and sometimes I felt I sort of slid into a bullet I expected to avoid. I think bullet curtain games need a bit more insta response to feel right :)

Good effort!

hs-dave 2017-08-06 15:00

I noticed a commentor said the shooting is underwhelming - I think the main reason for that feeling is I noticed alot of bullets make sounds when they hit but not when fired - a secondary sound for when they fire would help give the shooting some punch :)

huvaakoodia 2017-08-07 13:26

Invokes some early 90's design ideas this one: cheesy intro with lousy English, prerendered looking flat 3D graphics, loose controls, underpowered weapons, crazy fast unfair boss. It's all here!

Usually movement controls in shmups are super precise for a reason. You need to be able to dodge bullets, any kind of sliding or acceleration only mess up even attempting that.

The enemy weapons are much more interesting than yours: Bouncing bullets, energy snakes/lightcycles, super lazorbeams; good job on those. Why the player's weapons are such simple *pew pew* lasers made me scratch my head.

The energy mechanic I'm not so keen on either. All your powerful (yet rather anemic) weapons require energy, but when you run out you also die for good. You don't lose a single life, you lose them all?! Having both a life system and an energy system is weird.

Maybe the energy system should only be used for weapons and not for the ship. After all there is little incentive to use the super weapons, as then it is unsure if you can make it to the end of the level at all. The recharge stations, which area easy to miss, don't recharge that much either.

Strange 90's design. Did elicit some nostalgia for me though.

fl 2017-08-08 01:27

@hs-dave I don't put a sound effect for shooting because I fear that the game became too noisy, like charging buster in Megaman games. But maybe you are right and I need to try, even if I put a sound effect with small volume. I wish more feedback about this.

@huvaakoodia Man, if it was a Steam review, I would vote as funny XD

The player has a laser very similar to the enemy one. These weapons aren't too powerful as a game design decision, but they are still strong, especially when used continuously. Some weapons are very useful against certain enemies and the boss.

The energy system that make you lose all lifes, again is a design decision to make sure that the player thinks cautiously about special weapon, but you have an interesting point.

The recharge stations benefit players who stand a good time in the same spot, that is a difficult task in shmups.

edwingamedev 2017-08-08 21:23

You game is great, i really liked the bullets mechanics and the music + sfx. Your game is difficult and has power ups just like a bullet hell game should be. Good Job! btw i score 109

ristoretto 2017-08-12 20:43

Score 99

* The GUI works, but would be easier to see fast while playing if the energy was visual, like blocks and different colors when its about to run out. Same with the bombs.

* Theres no indication when you hit the enemies, would be nice if they would flash white or something similar.

* I think that I would like the energy system to drain energy faster, and recharge energy faster, and mabye giving the player a option to regain energy independent of the platform, like making a melee attack or doing something else thats risky.

* Also, the 5 looks a lot like a s in the power percent font.

I enjoy it overall, with the different enemies, and weapons :)

atridas 2017-08-13 10:54

Great, well rounded entry. The graphics and the music are well done, but the sound effects could be improved. It also gets really hard really fast, so I got killed several times very fast :-P

yuigoto 2017-08-21 08:41

While I did like the presentation on the game (nice use of FFVII music, btw :P), I do feel the game needs a bit of balancing.

The basic weapon takes too long to inflict damage and the charging stations take too long to charge, that's what I felt. Also, controls needed a bit more tuning (though, 72h is quite a short time to do it :P).

The overall feeling and challenge in this game are pretty good and, boy, it does feel like a 90's/early 00's shmup game! :D

Good job there! Keep making! ;)

pickens-inc 2017-08-21 15:05

Solid entry! I've always sucked at bullet hells, and the additional challenge of feeling like I should be at the bottom rather than at the top didn't help haha. Very stylish though, and the variation in enemies and in my abilities helped its lastability. Alarming use of 3rdf party assets and I'm not sure if using licenced assets like you have done is allowed, though.

fl 2017-08-22 12:14

@ristoretto

1. The energy was a bar (blue bar on right). Do you mean lives?

2. There indication as visual and sound effect, but the feedback is small to won't pollute the game, like many shooters do.

3. Very good suggestion! But the melee attack is a little strange in the context.

4. Yep. I don't had the time to pay attention in font details...