FoonLudum Dare ExplorerLD40 → Defender Against the SuperBosses

Defender Against the SuperBosses

By charlez245 and Cole Wasserman

View on ldjam.com

CategoryRankScoreCount
Overall10702.7621
Fun8782.9221
Innovation11072.2821
Theme11352.0721
Graphics10581.8621
Audio6952.0721
Humor8872.1719
Mood10432.3820

Comments

machocodes 2017-12-05 16:38

Gay

shimmen 2017-12-05 21:21

Although very primitive I do like the art style. It gives it a bit of that *really* old-school look, especially together with the music.

There were some problems with squares just hanging around doing nothing and that you couldn't kill, and some shapes popping out of walls and attacking you. I also think the boss phased out of existence after I shot it some?

charlez245 2017-12-05 22:45

@shimmen Thanks for the feedback! Actually, I'm really shocked that you didn't find the music to be all that bad. It really means a lot. :) I'm aware of the blocks sometimes not dying, but the boss phasing out of existence? I'll go take a look. Thank you again!

cubictimeline 2017-12-05 23:52

Really unpolished but a fun sort of classic Gauntlet style of experience. Actually found my self playing it more than once to try and beat it so it is fun.

charlez245 2017-12-06 00:05

@cubictimeline Yea, I can definitely see how you would say it's unpolished. (Possibly due to my poor time management skills xD). Glad you enjoyed it nonetheless. :)

virtual-turtle-studio 2017-12-06 05:18

Hey there! Congrats on finishing this game man! I liked it because it was so simpel and because it reminded me of a old game I once made! The shooting feels solid, the little dying animations just help to bring the minimalist graphics to life in my opinion. A few suggestions: I think in the beginning (before whole rooms are filled with cubes), the cubes should fire rush enemies more quickly, because the almost-empty rooms are a bit too easy now. I also think you could work a bit more on the navigation and following system, because right now sometimes enemies just lose interest after a few meters, so I could just easily shoot them down. I must say, it was super tense and got really hard in the end, which is a good thing. I didn't defeat the super boss (I don't think ayone's suppose to, seeing as he's one hell of a badass). I really liked the screenshake he created as well. Terrifying. Good job!

blueman 2017-12-07 04:27

Well done on completing a working game for LD40! I don't see how it fits the theme, but I don't blame you much for that, as this winter's theme wasn't very good in [my opinion](https://ldjam.com/events/ludum-dare/40/bloc/bad-theme-imo-but-thats-okay). The A.I and collision felt a bit crude, but it was still pretty fun to fight them, all be it a little easy. It was a bit unclear where to go, but after wandering around for a couple minutes I found and defeated the boss. It was a nice experience, and I hope you continue to develop games! :grin:

hugimugi7 2017-12-07 13:48

Gameplay felt clunky and unfinished, graphics needs lots of improvements and audio is just horrible.

I'm sorry didn't like it, it felt unfinished prototype of top-down shooter. :unamused:

brendan-milos 2017-12-07 14:07

Overall good foundation, but could be fleshed out a bit more. I'm not sure how it relates to the theme (when enemies die they spawn more?). Although the visuals were simple, I didn't mind them. The music felt a little bit distracting however.

charlez245 2017-12-07 14:29

@hugmugi7, Thank you for your feedback, I will work towards incorporating your constructive criticism into future projects. :) @brendan-milos, I suppose I should've made the theme clearer. It was incorporated so that the enemies could reproduce, making the game follow the "The more you have, the worse it is" theme. In addition, the rooms get harder to clear as you progress, further showing the theme from my perspective. Still, thank you for the feedback, I now know that I need to put a much larger emphasis on my theme in future jams.

ariake81 2017-12-08 16:09

The basis of a good game here- although quite simple - good fun. Part of ld is to learn to manage your time so well done and goodluck for the next

virtual-turtle-studio 2017-12-09 09:59

@hugmugi7 Please don't leave comments like these, they don't help anyone. You must realise that we all made a game, and that we all went through the same. Now imagine that you've spent your weekend building a game and someone comes around saying 'its bad lulz', you wouldn't feel good, now would you? Aside from your comment being a bit harsh, there is just no constructive critisism at ALL. What this guy would have loved more is for you to say WHY it feels clunky and unfinished to you. And one last thing: graphics don't matter in Ludum Dare, programmer art is encouraged and it's all about building a cool thing. And this guy did, so you better congratulate him at the very least. /rant out/

testlab 2017-12-09 16:37

Just wanted to let you know that your Linux build seems to be missing the data folder. Also, it would be great if you could also rename the game folder to include your game's title.

charlez245 2017-12-09 16:47

@testlab, Thanks for the info, I'll go and fix it now.

charlez245 2017-12-09 16:51

@testlab, Should be working now!

testlab 2017-12-09 17:10

Thanks it's now working!

I was surprised as it's pretty fun! I think i would have preferred if you would have added some sound effects instead of the music. Also shooting by holding the mouse button down would be more comfortable. Congrats on finishing a game!

sayomgwtf 2017-12-10 01:35

Reading the previous comments, I can tell you've tackled some of the things people have pointed out because the gameplay did not feel clunky at all to me. In fact, I can appreciate it was smooth and I had no problems with the enemies other than them getting all over my face when they clump up, haha (you were not kidding with the whole "superboss" thing)

I liked the idea, I wished you guys had more time and maybe even used some placer / random artwork to give it a tad more personality. It was really fun tho!

charlez245 2017-12-10 02:20

@sayomgwtf, Thank you for the feedback, but we actually didn't push any updates to the game because we decided that doing so would be unfair since it would give us more time than originally allocated. We actually never thought about using some placer art and I agree that we could've used it to make the game a bit better.

tulipekoni 2017-12-10 10:11

Nice entry! I was surprised how well that type of basic AI actually worked. one nitpick: I really feel that those missiles were a bit too hard to dodge. Really liked your little shooter :3 Good job!

illabom 2017-12-12 03:30

I have a lot of thoughts and advice my friend, so buckle up. Overall I think the concept, although simple, is very solid. I like the music a lot, it fits the genre and overall feel of the game. I played for about 10 minutes and did not once see a super boss. I was able to kill the standard enemies fast enough to the point where there were very few enemies left. Also on the WebGL version, it does not like receiving rapid input...given, this is not your fault but just an observation. I was able to get stuck in a wall collider a few times but getting out wasn't that hard. Additionally, the player doesn't rotate around the origin of the circle like it should, it rotates around the origin of the whole object. In unity you can change where the origin is you don't get the weird wobble effect when turning. Lastly, the level seem a little small, and could differently use some more color or other events such as moving walls or objects. Just more diversity.

Very well done however, congrats and good luck!

generictoast 2017-12-12 12:47

Cool little game. Feels like a classic top down shooter. The movement and shooting felt easy to control but i sometimes got stuck inside walls. The help button at the main menu doesn't show anything too :P (I played the webGL version of the game)

charlez245 2017-12-12 23:23

@generictoast @illabom, Thank you both for your feedback. Regarding your feedback on the WebGL version, we were afraid of there being issues caused by it, like the one you described. However, the "Help" menu not working is an odd issue which we are aware about, but didn't have the time to fix and decided not to patch out after submission in order to stay by the rules of jam. (If you're DYING to access it, there's a picture of it here or you can reload the game and click onto the menu before playing since the issue is only caused when returning to the main menu.) @illabom, Yea, I see where you're coming from. We would've loved to make the level more interesting, but due to time constraints (mostly procrastination though) we didn't have the time to implement features like these. In addition, we actually did manage to make somewhat functioning upgrades (which were to be used in the dead ends on the level), but we had somehow caused a large issue in doing so, ultimately deciding to revert and go with a slightly older build.

Anyways, thank you both for your feedback, it will really help us in future projects. :D