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Overcome by Darkness

By ueki-shurei2006

View on ldjam.com

CategoryRankScoreCount
Overall2.5610
Fun2.4310
Innovation2.5010
Theme3.2510
Graphics2.7510
Humor1.6210
Mood2.0010

Comments

ilseroth 2017-12-05 13:49

I can say. without a doubt, that was one of the most awkward controlling characters I've dealt with. It took a good chunk of my time to get used to his wavering waggling methods. Usually control issues are due to people not taking the camera position in mind, but this seems wholly intentional.

Other then that, I mean, there's not much to it really, I like the particle effect explosions.

miaw 2017-12-05 17:38

My playthrough: https://www.youtube.com/watch?v=aT_b0PTvl3s

Controls feel a bit clunky as in when I release the arrow keys, the guy still moves a bit. But that model is pretty good for a first time 3d model! Maybe should've made a camera view where you can see the model better.

ueki-shurei2006 2017-12-06 00:40

@ilseroth Unfortunately, that waggling is not intentional at all. It's probably the effect of using root motion animation, but I couldn't fix the waggling at all in development. At least, not without making my own animation.

@miaw I used to set the camera that way, but it made the field way more unpredictable, because you can't see the projectiles coming at you. But I agree. I could've at least just put the character in the title screen, for example.

nikorasuchan 2017-12-07 06:47

I think most of the issues comes from having to awkwardly wait for your slow animation to play before you can start moving. Having the animation plays faster and maybe allow hurt animation while you are moving are certainly more helpful. Also try having your player attacks at the direction the mouse is pointing to instead of the direction of your player. This sometimes causes confusion because the player keeps attacking at wrong direction. Other than that, this is a pretty good idea for a game, and at least your game works better than most of the people's games I've played.

ueki-shurei2006 2017-12-07 08:05

@nikorasuchan Noted. I played around with the animation a bit after the jam, and I noticed that the walking animation got less awkward when I didn't let the hip joint determine the forward direction. Thanks for the advice.

scowling-pastry 2017-12-08 03:24

Fun game. Music would have been nice though and the controls were a bit difficult. The zig-zag walk bade it a bit disorienting and the detection with the sword was a bit spotty. The animations looked really nice, and the models and particle effects were pretty cool too. Good job!

ueki-shurei2006 2017-12-09 01:00

@scowling_pastry Thanks for the comment! Regarding the sword, after I realized the spotty detection, I had wanted to change the detection system to a separate collider that basically says "hit whatever is in front of the player", but I didn't have the time to put it in. As for the animations, they look good because they're taken from the Mixamo animation/character library. I can't take credit for that. Still, I chose animations that best fit an action (and considering that there are a lot of animations to choose from, I'm glad you liked the result).