FoonLudum Dare ExplorerLD40 → Sword Collector

Sword Collector

By dave-siegel

View on ldjam.com

CategoryRankScoreCount
Overall6182.7224
Fun5482.8124
Innovation3993.0024
Theme4543.1524
Graphics6462.0924
Audio5071.1716
Humor2552.9724
Mood6212.0221

Comments

tvance 2017-12-04 17:45

Silly concept. It reminds my of qwop. Constructive criticism: I wasn't really sure how well I was doing (not enough gameplay feedback to tell me what I need to correct). I enjoyed it though!

dave-siegel 2017-12-04 19:15

@tvance thanks for your feedback. Knowing when you're blocking, when you're vulnerable, and when a swipe actually hits, it's really not clear. I agree. Sadly, I had a bug with at least one feedback mechanism, which I was trying to fix up until 1 minute for the deadline. I'll be getting to that for my portfolio soon. Thanks for playing!

seano 2017-12-04 21:34

it was nice to hit things with a sword. nice colors too

thetophatnoob 2017-12-04 21:36

I enjoyed slowly becoming a gigantic sword carrying machine so good job there. I agree with the above comment that feedback at times was hard to judge. But I think it accomplished what you set out to do so good job.

eerongal 2017-12-05 02:37

Interesting take on the theme. I agree that its a bit hard to "tell" what im doing well, and what, exactly, what causing failure vs winning.

mmason 2017-12-05 02:46

I enjoyed trying to figure out how to best my opponent with my many swords, very enjoyable!

abilean 2017-12-05 02:50

It seems like if you click first and hold it you win. I feel like the ability to do a full it or half drawn hit for partial damage would make the game more challenging. It was enjoyable though. Also I didn't really see how the multiple swords effected anything.

el-pepi 2017-12-05 02:51

I don't know if it was on purpose or not, but the wonky physics are the best thing about this game, haha. And yeah, audio and other forms of feedback would be nice.

erebus 2017-12-05 03:14

Very QWOP like. I like the idea. The mechanics could be a bit tighter in terms of making it clear when something will be blocked vs not. Also, technical note. Do not scale buttons with text. Instead increase the text font size and increase the button dimensions in unity. This will fix your fuzzy text issue.

dave-siegel 2017-12-05 03:35

@erebus thanks for the feedback. The first thing on my to do list is your first note. Honestly, I slapped the UI together really quickly and didn't do any of it the right way. I'm probably just going to use text mesh pro going forward, for that.

kalkatos 2017-12-06 00:52

I see some potential here for a small mobile game if you decide to polish it further. Everyone said it already: more feedback to the user if the sword swing is going ok or not, and instructions on how to block, and maybe a 'cancel swing' button. I recommend not using physics to control the movement of the characters, as it can produce tricky outcomes.

dave-siegel 2017-12-06 17:28

@kalkatos Thanks for the feedback. I think you're right about moving the characters via their rigidbodies. I have a couple of ideas of how I am going to handle that. I do plan on polishing this up a bit, and distributing it for free. Mostly just as a portfolio piece. Thanks for playing!

ohmi 2017-12-08 11:41

The concept is really nice. It is a little too slow for my taste, but if you take the time for some nice animations (it's hard, i know) it would work great. Also double-tap for quick attacks would go a long way i think.

ted 2017-12-08 12:27

LOL. Five swords is too much, man. Five swords is too much. But seriously, nice, solid concept that got a laugh from me. Cheers!

octanewt 2017-12-10 04:26

Nice! I agree with others that more indication to the player about what's going on would be helpful. It'll be cool to see where you go with this!

arputikos 2017-12-10 07:10

Funny but not much to do. I just held down the button until player get swords up and then attack... You need to add some mechanics!

sebastian-m 2017-12-10 12:15

It's a really simple and silly game, but it has its charm. Some sound effects woudl have been good, and some feedback about your health. I'm not sure if it was a one hit thing, I guess a better feedback when you hit or get hit.

Overall, is a playable game, considering is a game jam you did a good job.

sean-s-leblanc 2017-12-11 04:26

The joke was a good one, but delivery left a bit to be desired. It was pretty strange that even when the player falls over mid-battle, you still get the "you defeated your enemy!" win message.

dave-siegel 2017-12-11 16:06

@sean-s-leblanc Thanks for your feedback. I happen to agree, which is why I'm taking some time this week to work on it a bit. I ran into some collision issues late in the jam, which I ran out of time to fix. Honestly, that's only one of the issues. The feedback needs a lot of work, and obviously there is sound design to be done. I spent most of my weekend wrestling with a couple of technical issues, so a lot of my to do list remains undone. I made the mistake of not working with a couple of my tools to get situated a head of the jam. Lesson learned.

dvdfu 2017-12-12 03:28

Hilarious concept, but it's really difficult to tell if I'm playing the game right! Too little or unclear visuals. I think with the right presentation it could be a really fun concept!