tezza48 2017-12-04 03:57
QWOP must have been a big inspiration, I wish i could touch type. :)
Foon → Ludum Dare Explorer → LD40 → Takomakase
By zambini
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 552 | 2.94 | 20 | |
| Fun | 581 | 2.72 | 20 | |
| Innovation | 220 | 3.41 | 20 | |
| Theme | 425 | 3.26 | 21 | |
| Graphics | 518 | 2.81 | 21 | |
| Audio | 422 | 2.63 | 20 | |
| Mood | 490 | 2.73 | 19 |
QWOP must have been a big inspiration, I wish i could touch type. :)
I like the gameplay here but it seems this was made for a QWERTY keyboard and I'm on azerty so I have really weird hand placement X)
Oh no @adrien-dittrick ! I had planned for full re-mapping support but ran out of time :(
(if you want to be super sneaky, you can edit dist/js/keys.js and dist/js/zone.js to re-map to AZERTY ;) It's "mostly" data-driven, so if those two align it *should* workâ˘.....)
Cool idea but it was kind of hard to understand what I was expected to do except press the keys as soon as they showed up... Tried another time and I get that you're supposed to do multiple things at once to level up, but then I find it really hard to keep up and level down again fairly quickly. Probably need more practice.
Overall pretty fun game. I felt like the difficulty remained mainly static though, which I think made the theme a bit week (unless I intentionally avoided hitting the button prompts, the sushi rarely made it past the first conveyor). As a result of this, the game also got very stale and not fun very quickly. I got about 50 or so dishes before stopping (not losing a single life). If you had made the sushi move more quickly, or spawn faster, over time, then I think this would have been more fun.
The concept of the game, however, was pretty solid. I liked the octopus idea and the wrapping belts was a neat idea for potentially making things more hectic, but again, things needed to escalate to that point to get that to happen.
I think this definitely has potential, but I would have liked to see the difficulty go up more as time goes on. I can see it's supposed to be one of those games where you last as long as you can and then get a score, but as it is I think most players are able to just sort of last forever. If the difficulty is going up, I think it should do so more quickly. Also, the music is a good start, but I think it should be longer and more varied. You don't have to go crazy, but try having it go through more of a chord progression. Even just having a second half that's one step higher in key would go a long way towards making it less repetitive.
Reminds me of those old learn to type games. Even though I can type, it was pretty challenging. Definitely not used to so many inputs!
Typing chopper! Nice use of the whole keyboard :) After I got a hang of having four tentacles, the game became a bit too easy - so it would have been nice to ramp it up after you have completed x meals. Items that need multiple prepares, or only on certain areas, or have a toggle for having a different utensil somewhere. But a nice start to a parallel processing stress game! :)
I also agree that the game shouldn't fall back whenever you break a combo. Doesn't really allow for a lot of practice the way it is now. Also, there's this problem where no matter how octopus-y your fingers are, the keyboard won't press more than 4 keys at a time.
I like the concept, but it was a little annoying. The difficulty should be separate from the number of tentacles you have, right now there isn't really any reason to try to get used to more than 2 tentacles because the game doesn't get any harder if you keep messing up.
There should be a different way to fail than just pressing the wrong key. I found it really easy to immediately level down as soon as you get extra tentacles because they just appear and there's no pause or anything to indicate that to you. It was also really easy to try to press a key during a time when you can press two keys for one sushi, or right when one goes off the screen, but press it just barely too late and it penalizes you. The conveyer belt shouldn't go off the screen until the actual end (at least in my opinion).
Maybe if you had to track which sushi you already fully prepared, it could work as the gameplay challenge. Like, you would have to prep+cut+plate one, and then let it go off the end. But if you left it underprepared or you tried to press the key for it again when it was complete, you would lose a life. Or if you pressed an incorrect key, one of your tentacles would be unable to do anything for a second instead of just losing the extra ones. Or both.
Stretch effect for the arms looks nice; also maybe a neat workaround to have a 'squishy' character that actually _can_ be animated this way? :slight_smile:
It took me a while to realize that the belts actually form one big belt: I was testing how playable it still was if I just mashed the top row (it works that way, but it's a bit less fun than playing it properly).
'One mistake and you're back to 2 arms' felt a little punishing to me. I mean, sure, you don't even loose health, but gaining arms is the actual fun part of the game. Maybe you could add the arms one-by-one instead of in powers of two? Then you could just remove a single one in case the player messes up.
I don't think anyone mentioned, so perhaps it's just me, but I don't think the music loops? Sound effects would've also helped a lot!
Keep up the good work!
I liked the look and I think the idea of an octopus sushi chef is fun. I didn't really get the combo system, it was kind of confusing how to get a combo. Also I think there are way to many keys for the game, could simplify it to like four buttons and directional.
Wouhah, it's very difficult, to be good at this game, we must be an octopus too lol ^^. I love the idea, good inspiration !
The idea is solid, and I wonder if this could be adapted into an educational tool since it tests touch typing while also being pretty fun. My main complaint is, like so many other people, I hated the fact that once you make one mistake you're back to two tentacles, sort of ruining the whole "the more you have, the worse it is" mentality. I personally didn't like the music either, too repetitive and anxious for a game like this.
I feel like fever keys would be a good thing here, maybe only 2 per row. It also needs a punishment for hitting the wrong key, to prevent button mashing.