FoonLudum Dare ExplorerLD40 → Food Fight

Food Fight

By ponchoguy and AllPowerfulDev

View on ldjam.com

CategoryRankScoreCount
Overall8233.1755
Fun6303.2556
Innovation8922.8055
Theme7733.1755
Graphics8373.0154
Audio4643.1452
Humor3453.3954
Mood8082.9752

Comments

sovogirl 2017-12-05 07:36

A little bit too unforgiving. Pause while you shop would be nice.

However, the idea is really cool!

justinooncx 2017-12-05 08:54

Kind of a broken game, but fun nonetheless~ Starting a new game doesn't seem to reset my damage, so killing and surviving becomes easier later on. And I can still run around and shoot even though I'm dead and rack up a higher score! Still, despite the bugs, I found myself having fun while running around, the shop UI open as I span the buy health option.

nillard 2017-12-05 09:22

Score of 110! (default settings). I may have cheated a bit in what I think is an easter egg area. Really liked that the arena wasn't just a flat box. Also the damaged enemy models were cool to see.

My character apparently couldn't take it at the end: http://oi66.tinypic.com/xgktig.jpg

draperdanman 2017-12-05 10:06

I really liked the damage effects on the food after the had taken a few hits! Was it a separate mesh or another system altogether? Curious as to the design decision to adopt tap to fire rather than hold to fire? It gets tiresome on the finger quick! It also allowed you to shoot as fast as you like. Intentional? The environment and food models were good, it is truely terrifying to have the food slower surround you! Congratulations on completing LD!

dboot 2017-12-05 12:28

Hello, when the game start you don't really know how to progress or what to do. I mean you have to shoot the candies coming at you, but there might be a bit too much of them so the game become too messy. The idea was great tho :)

ponchoguy 2017-12-05 15:09

Thanks for the great feedback @sovogirl @justinooncx @nillard @draperdanman @dboot

I tried to stay true with keeping the player on edge in this game by implementing minimal pausing, and having the player shoot manually instead of automatically although maybe the interface could have been less intrusive as to be unforgiving of your surroundings and there could have been pickups such as a rocket launcher or automatic gun to level out the constant tapping!

Thanks for noticing those glaring bugs!! :scream: The scoring really needs ironing out in the Post Jam version and getting kills after dying it well.. wasn't the intention :see_no_evil:

@draperdanman For the damage effects I gave 3 meshes to the enemy cakes and enabled and disabled them depending on the amount of damage they recieved.

Thank you guys! :smile: I'll be sure to play and comment on your games in turn!

moski 2017-12-05 15:56

My good pal Poncho, thanks for the kind words last night. I'm fresh as a lettuce and ready to leave my signature on your comment section.

Judging this game from a first glance is doing it a disservice. The 3D artwork is clearly rushed stuff (and so does the whole interface), and the shooting mechanics are quite primitive, so it's very easy to be turned off without giving the game a chance.

However, once you actually start playing it, the game puts one's body into full blood rush mode. You shoot "enemies" (read, food and snacks) which only come faster and in larger numbers at the player, which will then be fed to them until they're dead (or fat or whatever).

If it were a simple run-of-the-mill shooter, that'd be nothing special. However, the addition of a shop to buy upgrades is... also no special. **But** having the shop pop up at any point _and_ in front of the player _and_ not pausing the game actually makes the game far more threatening and interesting.

Here's how I see a playthrough: I shoot a few enemies, then I open up my window and try to choose upgrades, but I can't take too much time to take decisions because enemies are still moving around, and no place is safe. The shop also obscures the window, so it has that "I don't know if they're close to me or no" feel to it, which half doubles this into a horror game of hilarious proportions.

My point is, the game's concept is my kind of ridiculousness, and I had a genuine good time playing it. Not the most polished or unique game of the bunch, but it's still a mixed bag of all the good feelings. Kudos, and let's hope we get to cooperate again in some more games in the future! :whale:

ponchoguy 2017-12-05 16:23

@moski

Aw mate :yum: It's great hearing your feedback on the game! and it warms my heart that you had genuine fun playing that was totally the intention!

It was a *zany* concept from the beginning, having hordes of food hunt you down and make you eat them - it developed into the hot blooded, although very much noted rushed 3D FPS we see today.

Me and @allpowerfuldev have learnt a great deal making this game, not only through learning Unity, but also fundementally in terms of boiling down the concept to "What will make this game fun" which we kept asking ourselves again and again :sweat_smile:.

I'm sure as punch we'll coop some great new titles in the future so cheers to that :thumbsup::whale:

don-fouts 2017-12-05 17:06

Neat concept and congrats on finishing! The gun was a little wonky sometimes. Interestingly if you hug a wall on your left it points the gun behind you (or at you?). I'm not sure how effective this is but it felt like a neat trick. I don't mind the 3d graphics, they have a sort of style to them, but the UI face is pretty rough. Moving around felt really smooth, nice work on that!

urnext7634 2017-12-05 17:13

Really fun game, but I feel the enemies deal way too much damage.

bobstopka 2017-12-05 18:41

Maybe it's simple graphics, but it cool sounds. And controls isn't very comfortable.

abyster 2017-12-05 22:12

Heyy the controls are pretty smooth i had a lots of fun running way from donuts(btw i got hungry, damn you) but aside from that i think the character dies to fast and the shop part is a bit confusing.

But apart from that good work :3

ponchoguy 2017-12-05 22:33

@don-fouts @URNext7634 @bobstopka @abyster Thanks for the feedback guys it's really appriciated :yum:

We'll be ironing those issues out and adding new features to the Post-Jam patch when it comes around :smile:

I'm so glad you guys had a fun play around with my game :yum: It was a pleasure to make and I'm grateful for the constructive criticism and kind words.

dogsquad 2017-12-05 23:43

I love this game! Maybe add something where you can jump.

marjoriep 2017-12-06 10:48

The game gets stressful fast, having a hold to shoot button would be great! The game is pretty addictive, too, so good job!

bastienre4 2017-12-06 19:06

Its fun but I found it way difficult. The fact that the player can change the amount of enemy is very good and allow to adjust the difficulty ! I set it to 20 and it was easier. Congrats !

radmccool 2017-12-07 09:44

had fun shooting food but now im hungry for sweet things :P i dont think the game was meant to have that effect XD i liked the design of the map and had fun making a glass canon build that just destroyed everything >:D only real negative i can think of is that the gun felt a bit like a pea shooter

robert-newman 2017-12-07 10:53

This game made me hungry! It as definitely hard going in the start but after a few goes you start to get a better feel for it.

the art style is simple but looks good

good job and a nice game

ponchoguy 2017-12-07 11:03

@dogsquad @marjoriep @bastienre4 @radmccool @robert-newman

Thanks for the feedback guys :wink: I'm glad you took the time to share your experience with me :smile:

Haha - Yes, those sweets are very, very delicious! It made me hungry making the game actually :sweat_smile: So maybe intentional?

I was thinking up some tacts in ways to make the game alot less unforgiving at the start such as a wait timer before the Candy Forces 𝐝𝐞𝐜𝐞𝐧𝐝 upon you, or even a wave mode.

Extra guns + Jump pads are planned for the Post-Jam update too - Hopefully that will excite the gameplay a little more!

I'm glad you enjoyed your experiences overall though, it's what making games is truely about in the end :yum:

nivbeth 2017-12-07 12:43

Funny game, made me hungry as well :3 Go and grap something to eat xD Enemies were a little bit too strong in my opinion, but nice gameplay over all! Good job!

grentacular 2017-12-07 13:18

Since you seem to have plans on making this into a "more full" game, I have a few suggestions: * Have the bullets make some kind of noise or particle effect when they hit something. It was hard to tell whether I actually hit a target sometimes. * Your AI likes to run into the walls. Not sure what's up with that. * The music got a little old after a while. A second song (or just a longer first song) would help. * I don't know if keeping the game running while you're in the shop is intentional for difficulty, but you probably shouldn't be able to look around in the start menu. * You should probably have a proper health bar in there if you have HP upgrades (instead of or in addition to the increasingly unhappy face)

Good luck with your post-jam work!

lerpish 2017-12-08 21:38

kinda cool but buggy too so yeah really nice game

goncalo-monteiro 2017-12-11 11:00

Found it hard to 'kill' the candies, I liked the models, it was funny enough for a jam game :P

natwomb 2017-12-14 21:51

Had a blast playing the game! The models you had time to implement during a jam was awesome and that it looked like the food was gradually eaten while it lost health was a nice touch! Maby just a bit too fast overall, like the initial movement speed felt faster quake and loads of enemies spawned instantly.

Anyways, great job, good luck with post-jam dev!

fancyreckless 2017-12-14 22:46

Nice basic FPS gameplay, tune fits game pretty well. I think that character speed and croshair sensitivity might be too high, but maybe that's just me. I liked graphics and how you could see damage on enemies.

ponchoguy 2017-12-15 23:22

@grentacular @lerpish @goncalo-monteiro @natwomb @fancyreckless

Cheers for the feedback and great suggestions from you @grentacular I really appriciate it!

We have alot of implementations and tweaks for the post jam work :relieved:

It's really thanks to you guys that you gave the game a play - You can see alot more than I can I can tell you that much :yum:

basecase 2017-12-16 15:39

I like the "survival mode with cute enemies" thing going on here. Controls feel decent. Love the soundtrack! It's quite difficult, which is fine, but I'd love to get a little more feedback when I damage an enemy. Right now it's hard to tell if I'm connecting with shots or not. Otherwise nice job!

saphires 2017-12-18 00:27

Haha nice idea and really well done for that short timeframe! FPS survival horror with treats and candy/sweets is such a good idea, kudos to you :D

shivur 2017-12-18 01:01

Fun game!

jk5000 2017-12-18 09:07

This is really weird, but it is also kinda fun. Love the surreal music and graphics.

the-dankasaur 2017-12-19 03:40

Pretty neat. There were lots of weird little bugs and whatnot, but it was pretty fun. I would have liked to just be able to hold the mouse button to fire instead of rapidly clicking on it. Either way, pretty good job though.

ajayajayaj 2017-12-19 21:04

Pretty cool game, there were some performance issues I was having though, which made it a little hard to play.

With the lower FPS, it seemed like there were way too many enemies, however the concept is really cool. Great job!

beard-or-die 2017-12-20 19:57

I like your concept and direction. I'll keep my eyes peeled for a post-jam version. I'm always down for a quirky FPS session. :) Performance was an issue for me in this version, but I could see the potential for sure. Keep up the good work.

huvaakoodia 2017-12-21 18:31

Positives first I guess. The 3D models for the sweets are delicious and the audio assets aren't terrible... Eh, that's about it.

The design is as standard as it gets. A horde shooter with on the spot upgrades. It does not help that the movement and shooting abilities don't feel great to use. The default walking speed alone is enough to propel you across the map as if sliding on ice. The enemies simply cannot reach you when moving from one corner to the next.

The shooting is very anemic and requires constant clicking. *I can't stand clicking!* The damage upgrade is a must have yet it renders the weapon too powerful! From one extreme to the other within a few minutes.

The following things are needed: - Less clicking. Holding the button down should keep shooting, even if slower than when clicking. - *Juice!* Particles, camera shake, beefier audio assets, lights, explosions, etc. - Improved basic abilities. Movement should start weighty and slow because you can upgrade it later. Shooting could use some bullet spread (based on movement speed preferably), recoil (same) and reloading (maybe). - Enemy behaviour variation. Currently they all move forward at a constant speed, never stopping. How about shooting, lunging, jumping, flying, etc.

There are a lot of similar shooters to draw inspiration from. Keep at it, experience makes perfect('ish)

Overall: *Bad (2.0)* Fun: *Terribad (1.0)* Innovation: *Bad (2.0)* Theme: *Below average (2.5)* Graphics: *Above average (3.5)* Audio: *Average (3.0)* Humor: *Good (4.0)* Mood: *Below average (2.5)*

bbaf 2017-12-28 11:39

Best game for people on diet !