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Overrun

By asellio

View on ldjam.com

CategoryRankScoreCount
Overall11092.6049
Fun11032.4249
Innovation11272.1649
Theme9682.8350
Humor8702.2348

Comments

unlikelynomad 2017-12-04 20:37

Google Drive didn't want to zip the game too quickly for download so I wasn't able to play it. I don't want to go through and download each file separately. You should update the build link with a zip.

asellio 2017-12-04 20:53

Ok thanks. Thought I did make it a zip

asellio 2017-12-04 21:53

i fixed the link srry about that

siege 2017-12-06 00:37

I appreciate the work that went in! It would have been cool if the attacks were faster, and if the controls weren't all on one hand

piscythe 2017-12-06 00:38

It was certainly interesting going through so many different environments and soundtracks. The combat was pretty basic, but the nature of this game made combat counterproductive anyway. Also, what the point of having a sprint key if there's no reason to not just hold it down constantly? While the ideas behind the theme implementation were interesting, the core mechanic seemed to be trial-and-error running around the map while trying to keep yourself from being cornered by a wall of mobs. I doubt I would have stayed engaged as long as I did without the story.

bobgar 2017-12-06 00:56

Cool game! There is definitely an impressive amount of content here, I was expecting one or two levels and it just kept going. I'd second the sprint key -- it seems silly if you have unlimited sprint, it pretty much just means you have to hold down shift the whole time.

asellio 2017-12-06 01:23

ya i see your guys point about the whole sprint thing. for some reason i didnt think about adding a stamina. and siege the reason the attack wasnt faster was if i made it faster the animation would start to weird out. didnt have enough time to figure out how to make it work. thanks for all the great feed back

doomshmuck 2017-12-06 02:50

I agree with what people are saying here too. Graphics and music were both well done, and the core mechanic of moving from level to level avoiding things worked pretty well. Especially on the forest maze level though, the enemies tended to group up and form an impenetrable wall (leading to my imminent death). I also noticed a graphical bug where if I died, exited to the main menu, then started a new game, the main character sprite didn't load.

versatile-box 2017-12-06 02:57

Needs lotsa work. Peculiar art, but nice submission

asellio 2017-12-06 03:00

ya thats one thing i needed to work on cause the ai is very simple so they dont rlly navigate the map they just move towards the player. ill probably work on it more and try to figure out how to get 2d navigation in unity cause ya the bunching up is pretty bad. i tried making it not as bad by reducing the amount of spawners

kataware 2017-12-06 03:12

Considering the time alloted, it wasn't a bad game. I liked the graphics and music (like a lot of people here) and it played through pretty smoothly. As the person above me said, AI is very simple, but it also is veeerry hard, so I won't complain about that.

It was interesting to have such a nice looking character, but then pixelated trees xd

asellio 2017-12-06 03:37

lol ya the graphics i got from 2 different people the environment was free and the player art was paid for

cpttritium 2017-12-06 03:38

Not bad considering the time given. Timing on the attack seemed to be my biggest issue with the game.

sorlok 2017-12-06 04:06

Interesting concept! I felt like the attack was fairly useless, since you couldn't run and swing behind you at the same time ---maybe that was the point? It definitely made it clear why one shouldn't stay out after dark, even if one has an awesome sword.

asellio 2017-12-06 04:14

@sorlok ya the point was to try to encourage the player to find the exit to the next level quickly.

beanslasher 2017-12-06 06:40

I really like the concept, you nailed it with simplicity, enough to make it fun but not too simple! I love it great job!

thijs-tak 2017-12-06 11:12

The attack was hard to use as you had to stop and turn around for it to actually hit the opponents. Asside from that the game was quick and fun.

seizethedia 2017-12-06 18:13

On my first two runs I went head on berserker mode and tried to attack everything! Died a bunch until I discovered the sprint key. It would be great to see it limited to some sort of energy/stamina bar to add to the challenge. I have a similar chase mechanic in my game but I really like the focus you gave to the chase rather than the combat. Fun!

jack-maxwell 2017-12-06 22:21

Really fun game, but the text font is boring and is sometimes cut off. Other than that I really enjoyed it. GOOD WORK!

ciaranw 2017-12-07 00:19

Great visuals, the slimes were cute. Found it kind of hard to find the exit, although i think the broken path was supposed to lead you (?) attacking felt unintuitive - enemies were never in front of you but you could only attack forwards. I like the way there was a bit of a story too

asellio 2017-12-07 00:30

@ciaranw ya i tried to increase the radius of the trigger collider attached to the sword but from all the people saying the attacking wasnt great it clearly didnt work as intended lol

goat-toaster-games 2017-12-07 00:49

This was fun!

cliff-lee-cl 2017-12-07 06:14

Good job in making those levels!

I have some suggestions for you:

- Spend your time on polish your game instead of making many levels in the game jam. - There are some levels' boundaries don't have colliders (forest maze?) - Control is not easy to play with, and I think the sprint key is not necessary. (because I always press it)

kerneltt 2017-12-07 19:09

it was fun but navigating is kinda hard

kerneltt 2017-12-07 19:10

the second time y played it the player didn't load so i was just a floating sword