leof 2017-12-04 17:10
Really fun! I love it.
Foon → Ludum Dare Explorer → LD40 → OverPowered!
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 180 | 3.66 | 27 | |
| Fun | 38 | 4.00 | 27 | |
| Innovation | 34 | 4.00 | 27 | |
| Theme | 8 | 4.46 | 27 | |
| Graphics | 589 | 2.54 | 26 | |
| Audio | 369 | 2.81 | 24 | |
| Humor | 305 | 2.79 | 24 |
Really fun! I love it.
The OSX build you linked doesn't seem to have a .app in the zip file.
Really hard not to shoot yourself. Fun game
Quite nice game. I can't really say much bad except that the yellow powerups should be more visible and bullets sometimes feel undodgeable for no reason.
Man I laughed so hard at your atari jaguar build. Also fun game ! :)
Great game, and fits the theme perfectly. The only complain I have so far, as others have pointed out, is that the yellow bullets should be a bit more visible.
Otherwise, a really fun game :D
The idea is brilliant, best theme implementation ive seen so far. The game is addicting and hard, the best combination there is :D
Only issue is that the yellow powerups are a bit hard to see.
Overall, awesome game, CO¡ongratz!
I have surpassed Myself! https://imgur.com/fvAva4a thank you for the feedback so far, I would like to see more people sharing their highscores though. Current Highscore is by me with 1370 points.
A really good take on a bullet hell game with this theme. Great job!
This is a quite cool game! I lost my achievements and score after closing the app, though :(
I'm sorry I don't really have too much feedback. It's a good game overall!
Also, +1 humor for your Atari Jaguar build! haha
Super unique. Super fun. Hits the theme perfectly. Awesome all around. I hate those yellow guys though. The strategy I had was to hide in the bottom corners and only shoot left and right with a slight upward angle (hoping that bullets would bounce back and forth between the left and right walls without coming back down to hit me before they disappeared). It worked... kind of. That one stray bullet that bounced the extra times always got me!
I did forget what bullets did what during the game at first (specifically wasnt sure what green did). A few rounds and it became more familiar, but maybe some kind of indication in game showing what effect you received would be useful. Like flash "+1 bounce" above the player's head in yellow when they collect a yellow powerup. Something like that.
Amazing work though! Down to the art on the how to play screen and achievements were a great touch!
Thanks for the feedback @Chipmonkey did you find hiding in a corner and just eating power-ups to be the most effective strategy score-wise? I tried to discourage that by making it so that enemies will shoot at you outside of the borders and by making getting kills to be the only way to score points.
It wasn't really all that effective no :P I thought it would be, but yeah the enemies would pile up outside. I was hoping that I could hit the stragglers still inside the zone but a stray bullet would always get to me before I could make any progress with that. Seems to be balanced well against my (admittedly cheap) strategy ;)
You should have named this game #FirstWorldProblems :joy:
"Stop upgrading me!"
I was always torn between wanting more power and not wanting to get myself killed. Pretty difficult, but very, very fun. Music and sfx were alright. Some graphics work would really boost this game up a lot. Good job though, a very good entry!
Unique take! Very cool reversal of typical gameplay. I liked trying to make the game as hard as I could for myself and seeing how long I could last. Fun.
A really good idea. I like this.
A clever concept executed well.
I'm a contrarian, so I put some time into figuring out how to make the corner camping strategy work, and I wound up getting [1520 points.](https://i.imgur.com/BsgNpUR.png)
There're some tricks to it. Bounce and multi-shot powers are the most dangerous if you're sitting still, and since shot-speed helpers fire so quickly, you can soak up their power ups and largely avoid the others with iframes if you have enough of them around. It's best to play legit for the initial waves, to avoid as many bounce power ups as possible early on. Enough bullets on screen will make the game slow down, causing the physics to get wonky, so I turned the graphics down, but I don't really know if that did anything. The main important technique is to fire at an angle that gives you a bit of room to move, and then periodically peek out of the corner to draw the helpers in, then clear them out without changing the aim direction.
I like the game. The idea is very good, and it adjust the theme perfectly. Great work!
It is a very good design by associate power-up function with enemy bullet type. Make player very easy to understand the consequence hit by enemy bullets.
Other things I want to say are said by all the people above.
Cool idea!
Awesome idea! I also spent considerable time trying to perfect the corner-camp strategy, but it only got me to 990 points. Once the red spreaders got me it was basically game over.
I enjoyed the game a lot. I think some sound and visual effects would go a long way here and would probably be pretty simple to implement in unity (a quick bfxr session and some screenshake maybe). If you could have added a specific sound effect for each powerup that would have helped keep track of what you collected at each time.
The Graphics are very basic but do the trick, the main show belongs to your own shots as they start to fill up the screen.
From a difficulty ramp up it was okay, maybe a slightly faster early phase realized by slightly faster fire rate in the beginning. The enemy succession was pretty spot on with levels of escalation well sorted by threat. The red devils could do the most damage I think, so it was great that they came last.
Some thoughts on communicating game play mechanics. I am usually not a big fan of "how to play" or tutorials, but in this case it may have been warranted, because the game idea goes against the intuition of "avoid enemy shots to not die". If you do write a how to play, I would advise to use as few words as possible and if possible implement a "show, don't tell" approach, especially in game jams where everybody is playing a lot of games and probably prefers to get right into the action.
This video comes to mind, which discusses, among other things, how to show a player what they need to know about the game :) https://www.youtube.com/watch?v=8FpigqfcvlM
Truth be told, I kinda messed that up this LD myself, though.
Fun game! The game got very hectic when I started to get more powerups. I thought it was a really interesting idea to have the enemies shoot powerups. The art was simple, but it worked, and the audio was pretty nice. Overall solid little game!
Yeah this is a true bullet hell near the end... I like it :)
Feels like the idea could have been communicated a little more effectively (even though I understood it just fine!), but this was still fun and kind of ridiculous, hahaha.
Great idea, great game, shitty graphics.
I recognised that procedural music in the first 2 seconds! ahahha I used to use that procedural music thinking it was saving me time in ludum dare, but actually you still need a couple hours to make it sound decent, and you probably have spent some more hours learning about that software that makes the music for you. I really think all this time would be better spent trying to improve your real skills in making simple music with FLstudio or some other program. I think a simple track with a couple chiptune chords and some base is much better than the random notes of the procedural music. Not only that, but if you start making your music you will progress, and you will get a skill for the rest of your life.
ALso, the tutorial had too many words (you wanna keep tutorials with least words as posible, ideally none). Things that will be instantly seen by the player (like "this powerup even bounces once!", the player will see that), you don't need to say those in the tutorial. I understand you didnt have time to make a super-dope tutorial, but anyway it was so fucking colorful I almost died when I opened it! xD Also the size of the different instructions was different: some lines were bigger than others without any reason. It made it look unprofessional.
I really think you could further develop this game and even sell it if you added some better sprites, gamefeel, polished gameplay and a decent tutorial xD
Awesome concept ! I spent some time before finishing all the objectives and ending bugexploiting this xD (i made it very buggy without moving and shoting on the wall with the right angle, resulting in a wall of bullets all around me :)) this is a really great use of the theme and this gives a very unique and interesting gameplay. The core concept of the game is such great and uncommon that you sometimes want willingly to lose just to have more firepower, exactly what could be more dangerous in this game ! what a paradox and unusual gameplay ! The minimalist graphics are enough to enjoy this, but i would have enjoyed some kind og grid or visual things to figure out where i am in space, as the uniform grey background does not give any clue of your speed and position. I also would have liked some outlines and a higher contrast, especially between the yellow and grey tones. Really great work on the core concept anyway :) great job !! Cheers !