FoonLudum Dare ExplorerLD40 → Fuga

Fuga

By surprisinglyshockedcat

View on ldjam.com

CategoryRankScoreCount
Overall8653.1123
Fun9202.8522
Innovation7253.0021
Theme8523.0521
Graphics4443.7022
Humor9212.0315
Mood8352.9317

Comments

tinyworlds 2017-12-05 02:57

Nice game! You should upload some screenshots :) The intro pixelart was just super-gorgeous! You can see the artists spent a lot of time on that. The gameplay itself is fun. Don't think I've ever played something like that. Would be nice to have kind of loot checkpoints or and end to the looted ship. So far there isn't really much incentive to go back. All in all a cool game! Would be interesting to see what you would do with a bit more time :)

leticinios 2017-12-05 03:22

I can't play :( I'm not finding the app archive T_T

witylernn 2017-12-05 04:32

One of the best art pieces this LD

mercerbox 2017-12-05 04:37

Getting a java exception on boot :(. playing on windows 10, looks cool though!

surprisinglyshockedcat 2017-12-05 05:10

@mercerbox Can you tell me what the exception is? If you type "java -jar [path to file]" in the command prompt it should tell you.

narve 2017-12-05 05:14

Holy crap, the art is amazing. I love the shimmering animations on the ship. I think it would be nice if the gameplay were a bit more varied, although I realize that's pretty much the weak point of every Ludum Dare game ever - no time to make a bunch of levels! Also, it can be a bit too easy to back into the corner and just spam fire, once you get the hang of it.

kirk-markarian 2017-12-05 21:58

Interesting game idea - I did enjoy the bounceback of the shooting. Really wish that I could use the arrow keys instead of WASD, and that the sensitivity for the keys was stronger - felt kinda weird having to press the keys so hard to move. Not bad.

erin 2017-12-06 07:46

@narve - I agree on the gameplay. Once you get them lined up in a row, you can spam yellow bullets without any risk. The ship and intro were beautiful, but the switch to just colored squares in the cave was more jarring because of it. The music was really well chosen.

edmond00 2017-12-09 02:19

The intro graphics, the core game and the music seem to come from 3 different game so it make the game mood a little strange ! The game is a little repetitive but stay fun to play for a little moment !

mcjammydodger 2017-12-13 11:48

I enjoy the bullet mechanics in this game, and the idea that the more loot you have, the harder the enemies are to defeat. The visuals were great too, especially the ship at the beginning.

The game play itself was a bit easy however, since one could just spam the bullets and defeat all three enemies easily. I went back to the ship to see what I could buy with the loot, but I didn't understand what the "duration" bar was. I also noticed that the player can repeatedly go back and forth between room 1 and room 2 and rack up a lot of loot, without having to venture deeper into the cave. I don't think this was intentional, but if it was, I'm not keen on it. More varied enemy types and levels would make this game more fun, but obviously you wouldn't have time to do that over one weekend.

Overall this is a good game with interesting mechanics, but I am struggling to see what the point of going back to the ship with the loot is. Good entry!

gelisam 2017-12-13 13:34

A few unrelated comments:

* The ship music is really good, where's it from? * The fast and exciting "ou ou we go" music really doesn't fit with the action of walking in slow-motion towards a cave while the credits appear. * Spacebar didn't have any effect on the bullets for me. * Trading loot for longer-lived bullets didn't seem to make much of a difference in the gameplay, so I didn't have much incentive to keep playing after unlocking two bars of duration. * It's hard to judge the graphics since there is such a huge difference in quality between the ship part and the inside-the-cave part. Clearly, there wasn't enough time to draw the in-cave characters; but what that means is that you should have spent less time polishing the ship. It's better to have average art everywhere than amazing art in one place and placeholders in another place. I think? * One thing I think you did really well was the difficulty tuning. As I became more experienced, I wandered deeper into the cave, causing the difficulty to adjust to my now slightly-higher skills. Until eventually I felt like the game was too easy and I wandered way deeper than I should. On my way back, however, I sometimes ran away from the monsters; towards the right. To my surprise, this gave me more loot, even though I had already pillaged that room a moment ago. This also increased the difficulty, meaning I now had to run away from the monsters more often, which made the difficulty even worse. And since I had wandered far into the cave, I now had quite an ordeal in front of me in order to get out! I didn't make it. Which is great: just as I thought the game was too easy, the game gave me an unexpected challenge!

fancyreckless 2017-12-13 16:45

Well, I think my opinion here is very similar to others: Awesome art and music at first 2 scenes. Then it's very basic square game. Maybe this would be better as an point and click adventure. I saw bullet backfire mechanic in other game in this jam, but it's interesting and quite clever idea nonetheless. There's also a bug that allows you to get loot if you just go back and forth between 2 rooms, but if you die you lose all of it.

raven 2017-12-13 17:58

I quite like the design of the faster the bullet the higher damage it is, and the physics on bouncing is good.

shephard-joseph 2017-12-13 22:52

I really like the ideas. I really do.

The bullets that gain in velocity (and damage) and also bounce (allowing for advanced techniques like using the momentum from a bounced bullet to give yourself a speed boost) is a great idea. Sadly this is undermined by the amount of knockback you apply to the enemies, which is so big you cannot really be threatened by them as they cant get near you. So, the real threat becomes knocking yourself out of the room with your own bullets. As such, the best strategy for winning a fight ends up being to go into a corner and holding down the left mouse button.

A dungeon crawler where the amount you loot and the difficulty is tied to how deep you go into the dungeon, creating a scenario where the player has to do a risk/reward judgement is a great idea too. Again though, as pointed out by some of the other commenters, you quickly realise that loot is increased on passing through a hole on the right. So the easiest way to quickly grind loot is to go three or four rooms in (because the amount of loot you get seems to be the product of the difficulty by the room you are currently leaving), then quickly enter and exit that room. This completely breaks what seems to be the goal of the design.

I dont meen to sound overly critical. I enjoyed my time with it. The boat, the intro before entering the cave and the music are great. As I said, I think the ideas behind the design of the cave are great too. I think you have something which could be really cool if given a bit more time and I would love to play a post ludum dare version of it .