FoonLudum Dare ExplorerLD40 → ImpScape

ImpScape

By arvydas-zemaitis, andreadbx, greedylamo, rutablue and Godless

View on ldjam.com

CategoryRankScoreCount
Overall3133.6940
Fun6303.2540
Innovation4843.2539
Theme4273.5940
Graphics2554.0340
Audio1803.6840
Humor2.3811
Mood3533.5539

Comments

mess110 2017-12-04 15:11

Cool game. Love the feel of it. Got really scared in the first fight :)

zinkler 2017-12-04 15:18

Too bad I don't have someone to try the multiplayer mode with. Do they have like separate fields of view for each player? A great style, to be sure.

tristanf 2017-12-04 16:04

Liking the artStyle, menu's and graphics. Cool reward system. Can imagine the multiplayer makes the game way more fun.

kezhaar 2017-12-04 16:29

Nice overall feeling, good work!

goldenhart 2017-12-04 17:35

good work.

ale 2017-12-04 17:48

Wow that's impressive work for 48 hours! I'll definitely have to try out the multiplayer later.

elzach 2017-12-04 19:20

Hey, I played the game for a bit. It seems quite fun and I'm a fan of shrinking the players viewcone, however I seemed to not be able to make the attack work and got slaughtered by demons after opening my first door.

The visual effects are pretty damn cool though!

unlikelynomad 2017-12-04 19:56

Absolutely spectacular graphics effects, everything looked and felt satisfying. Machine gun was def OP.

irwatts 2017-12-05 01:53

This felt so complete and consistent. Graphics and music were great. The chest opening progress bar was awesome. I had a little trouble activating the ready button, and some slow down when attacking, but otherwise quite polished. Well done!

fugu 2017-12-05 13:35

I love the graphics/ambiance

tobiasnl 2017-12-05 13:52

Really dig the music. Liked the view cone, but the game was a bit unclear.

wolfo 2017-12-05 14:32

Loved it, awesome visuals, graphics, sounds and design. I wish the gameplay was a little more intuitive on how to attack the enemies. A way to drop the carrying treasure (or self-lose health) and restore your view-range would be a nice thing too. Overall, fantastic experience, theme was carried through as well. Awesome job.

As a fellow developer I got something to ask, how did you achieve that Teleglitch-like graphic effect of walls blocking your view? I'm working on an isometric-view rogue-like and I gave up on achieving that effect but now I see it done in 3 days. cool effect.png

ilseroth 2017-12-05 16:12

I didn't really "get it" at first, I was wondering why all I had was a punch then I realized the whole point was to die and restart and get different weapons and all that.

It's a neat concept, a good take on the theme, but I do feel like the weapon balance is completely broken (I can fire about as fast as I can click with a shotgun, which just kills all of the things), and some enemy variety would have been nice. But I personally know how challenging it is to make a multiplayer game in during a LD, so all props to ya.

carpin 2017-12-05 16:22

Nice aesthetics! Having a different kind of weapon each time I play makes gameplay feel slightly changed, good work. The theme was really adjusted with the topic of this Ludum Dare so congratulations, loved the shopping system.

cenullum 2017-12-05 16:33

dude it is too much good design . I am jealous of you -.-

arvydas-zemaitis 2017-12-06 06:14

@wolfo hey there, thanks for the feedback and im glad you enjoyed it. It is a combination of 2 shaders, which to be honest needs far more work on them, for example some decals or even shadows had issues being shown, so the game does not actually have shadows (maybe its a plus) basically -

The whole world has a shader on it's materials that writes into the stencil buffer, then another shader which reads the buffer and displays it, so you can have a flat plane or whatever mesh with the "reader" stencil and it would be as if a"portal" showing any and all objects that WRITE into the buffer. Now the outline itself, you just make a script that shoots out raycasts and you check what you hit VS what you down for a given range, and from that information just create a mesh at runtime, give that mesh the "reader" shader and here you go - a field of view in 3d.

If you notice when having a small field of view, it almost seems that it starts from the top/head of the bots, it is because the mesh generates at y 3.5 or something like that, so it shows the walls at least. Hope this helped.

interpol 2017-12-06 10:26

Very nice and good-looking game. Sadly I can't find anybody online, but I've tried it solo and it is a solid game. Very good that you have minimum FOV and player won't be blind if he is so greedy.

I really like the artstyle, it reminds me of STRAFE in some way.

taldius 2017-12-06 10:44

This game is really well made, the art and music are awesome and the gameplay feels good. Maybe the concept can be a little frustating some time.

Anyway, very good job!

fskr 2017-12-06 14:55

hey, really good game! interesting how you implemented the theme into the fov mechanic. music was amazing! really nice entry. definitely one of the best i've played so far!

louis-lechauve 2017-12-06 21:54

good game! the walls blocking the view is perfect, amazing graphics and musics. the screen filter effect hurts my eyes but it's not a probleme ^^

igorsgames 2017-12-14 13:29

Itch says "You don't have access to this page"

andreadbx 2017-12-14 13:32

@igorsgames yeah, sorry for that, just realized the download key on itch.io was claimable, first time that i use that service, thanks for pointing out, should work now :D