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Intelligent Fireball Cleanup Detail
Intelligent Fireball Cleanup Detail
By smilewood
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 493 | 3.08 | 20 | |
| Fun | 381 | 3.18 | 21 | |
| Innovation | 630 | 2.34 | 21 | |
| Theme | 612 | 2.68 | 21 | |
| Graphics | 436 | 3.05 | 21 | |
| Humor | 521 | 1.92 | 21 | |
| Mood | 615 | 2.15 | 21 | |
Comments
mrthee
2017-12-05 01:52
Could've used either a radar or indicator oh where the enemies were on screen. sometimes i'd get hit from behind and didn't see them coming. Good use of particles, and good job on map layout + getting that pathfinding to chase me up those ramps!
Love the game, but it needs sound for sure. Also, doesn't really get a whole lot worse until you have extreme armor levels, so maybe adjust the armor level speed decrease next time.
BFXR is your friend if you don't know how to make sound effects; they really help with spacial awareness in 3d. Still, I had fun playing it though. It was kinda difficult to figure out how far your water gun was going, but the effect looked cool. Also, I wish I could jump
@mrthee, @notpresident35, @william-bundy I agree, it really benefits when the fireballs have sound. Initially I had a placeholder sound that i found somewhere, but I ran out of time to figure out how to make one myself.
@notpresident35 My goal with the speed was to make you just a bit slower then the fireballs when you had 50 armor. I wanted to be able to outrun them if you were at low health, and to let them swarm you if you were at high health.
@william-bundy I had a lot of trouble with making it clear what the range of the water gun was. the best i got was the sphere in front of you disappears if it is inside of the target, and is right at the extent of your range.
FPS games really need to have mouse sensitivity adjusters, coming from CSGO with low sensitivity, my screen moves around blazing fast (pun intended)
@batmanasb I will definitely keep that in mind for next time. I had a variable that controls that, I could have just linked it to a slider in the setting. Thanks!
Nice pathfinding, and the map is well done. I liked it ;)
fdr
2017-12-06 03:00
I could see sinking a lot of time into a game like this. Simple mechanics can lead to addictive gameplay. Throw in some polish and you are good to go! My only question is...why is the fire mechanic tied to right click??
A fun and well done entry, good job!
jezzamon
2017-12-13 05:02
If you make a unity game, consider adding mac/linux/web builds! I couldn't play it sadly :'(
It's a pretty good game, it could benefit from some sound effects, and some music. But overall, it was pretty fun, I enjoyed the wave survival mechanics in it. I hope that you're able to make it to the leaderboard!
That was really fun! I particularly enjoyed the fireball graphic, it was absolutely stunning! (If you keep working on the game I'd love to see how the other graphics turn out) How far away you could hit the fireballs from seemed a bit ambiguous, and the fire on the right click was a bit awkward (was left click being used for something I missed?). A bit more feedback on how the containment was progressing would have been nice as it seemed to jump up at a random pace. Some sort of score also would have been cool, maybe how many fireballs extinguished? The movement penalty seemed a bit low, as I didn't really notice it until I had about 70 - 80 armor, so at lower levels it didn't seem to have much effect. Overall, really awesome game! I already sunk a bunch of time playing now, and with a bit more polish I could definitely see myself sinking a bunch more!
aurel
2017-12-28 18:23
Nice job with the pathfinding and the navmesh jumping - pretty cool. It would've been nice to know if there was a goal of some sort (like, destroy X number of balls).
My biggest gripe is that you didn't lock the cursor. It kept going off my other monitor.
(At some point have a script that just sets `Cursor.lockState` to `CursorMode.Locked` or something like that.)