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I'm Over Encumbered!
I'm Over Encumbered!
By masamunedragon
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 645 | 2.58 | 25 | |
| Fun | 629 | 2.52 | 25 | |
| Innovation | 620 | 2.39 | 25 | |
| Theme | 511 | 3.00 | 25 | |
| Graphics | 633 | 2.19 | 25 | |
| Audio | 394 | 2.73 | 25 | |
| Humor | 401 | 2.42 | 23 | |
| Mood | 606 | 2.21 | 23 | |
Comments
tay
2017-12-04 06:05
I quite enjoyed the fighting mechanic, but the game felt a bit confusing. My inventory got full so I went to my black box and then it just disappear(?). Also I think there's maybe too many enemies spawning a bit too quick. But overall I like it, the time you had that's pretty nice to play around!
Humorous audio! Would be great if there's some explanation on the game controls.
The bank will move to a random location every time you either cash in or destroy it. Having the bank be stationary made the gameplay much less dynamic. I was working on a feature that would tell you the bank's location when time ran out :sweat_smile:
Thanks for the feedback!
I had a few frame rate issues but was still able to kill some baddies and load stuff into my chest. Sometimes enemies did 2 damage to me and sometimes they did 4, not sure what the difference was. I liked the sword swing.
I couldn't really figure out what to do with all the loot. Also found the controls very cumbersome (especially with a trackpad instead of a real mouse). Nice effort though, there are definitely some interesting things going on here.
tuism
2017-12-04 16:28
The problem with this is that the core combat isn't fun. Dodging and attacking is really bland, so that's really hard to give the core idea of the game any test. The mouse aiming doesn't really work very well.
The inventory system seems superfluous? Couldn't you just drop your loot without having the entire system? Are there even things other than gold that could go in there? I might have missed something?
Thank you all for the feedback! :grin:
@candlesan The "melee" enemies deal 4 damage and the ranged enemies are *supposed* to deal just 1 damage. I can see how you coud get confused as theres no indication of this in game or in my description. Not sure where the 2 damage comes from as I'm not able to reproduce it. Might be a framerate issue though.
@colossal-gnome I wasn't thinking about trackpad users, sorry! One of the voice actors ended up having this issue too :sweat_smile: Kiting the horde is important to survival but hard to do without having twin-stick style controls. :thinking: Maybe adding 8/4 keys to attack in certain directions might help?
@tuism > The problem with this is that the core combat isn’t fun. Dodging and attacking is really bland, so that’s really hard to give the core idea of the game any test.
I agree. I focused more on the loot system since that was what tied the game to the theme. I've got plenty of ideas to improve the combat if I decide to iterate on the game later! > The mouse aiming doesn’t really work very well.
Originally I based attacking on the gameboy Zelda games. Link swings his sword in a 90 degree arc from his right side to directly in front of him. When I added mouse aiming to make kiting easier, I moved on to something else without changing this arc. The off center angle is probably what makes the aiming feel awkward. > Are there even things other than gold that could go in there? I might have missed something?
Nah, *you* didn't miss anything. *I* missed a few dev hours to beauty sleep! :sweat_smile: I wanted to include different kinds of loot with varying space in inventory, vacuum speed, and point values(including negative points for trash). Health potions used by dumping them (as you can with loot) almost got in the game too! > The inventory system seems superfluous? Couldn’t you just drop your loot without having the entire system?
:thinking: Sorry, not sure what you mean by this?
Ah you know - I probably took 2 damage from 2 guys who each hit me for 1 damage each. I remember fighting 2 guys that were very close together - maybe they both attacked me at the same time.
abilean
2017-12-05 02:40
Keeping track of which way the character is facing is rather difficult. It's a fun concept.
mrthee
2017-12-05 02:41
The sword arc is a bit (very) tiny, and the character feels pretty chunky and slow even with an empty inventory, but this is a neat, derpy little game. It took me a while to figure out that the 3rd circle on his back was a backpack and not like a bacterium/microbe :P
I think speeding up the attack animation alone would have improved the combat, as is the animation restarts when you hit space which i think might be why it seems so short to some.
pohka
2017-12-05 05:15
needs more action
Interesting concept,but a little hard to control the player.
tuism
2017-12-05 06:25
With that last point - I meant if the entire loot system was just a number, 1, 5, 10, whatever, the game would work exactly the same as now, I think? One button to drop loot. Would have been simpler to execute fit the player and for you to code.
But you said you had other intentions for the system so that's okay.
bradur
2017-12-05 08:00
I think the player shouldn't stop when swinging the sword, I think that would make combat a little less jarring. The idea itself was interesting, and the soundtrack was pleasant, although a little short.
the-bm
2017-12-05 17:08
nice game. only problem: hard to tell in which direction the player is facing.
mess110
2017-12-05 17:29
Sort of wish I could attack and move in the same time. Otherwise nice game.
kalkatos
2017-12-06 02:37
It's too hard to control the character, move with WASD, aim with mouse, attack with spacebar... You could make it so that we aim AND attack with mouse and move with WASD. Or, move and attack with mouse (like in Diablo). Or simple just move with directionals and attack the direction the character is already facing (I can think of SNES' Zelda as an example). Otherwise, you are on the track for making a good RPG.
almost
2017-12-07 07:58
I liked swinging the sword and dodging, though I would have preferred if the middle of the swing was in the direction of my mouse instead of the end of the swing. Since I aim with the mouse I think left-click to attack would make sense (and deposit could also be left-click but conditional on having the inventory open)
I understand why you wanted the bank to move, but it's a pretty confusing mechanic. I thought at first that I had lost my money. It's also easy to lose track of where the bank is, but some sort of indicator would help for that.
Since there is no sound when you take damage and enemy shots disappear after a short distance even when they miss, I found it hard to tell whether or not I was getting hit.
It would be nice to have some indication that an enemy is about to attack (since you don't have custom models, you could have them jump or change vertical scale slightly right before they attack. It would also be cool if some of the enemies used a sword like me.
sammyb
2017-12-08 00:54
The only thing I wish was that there was some sort of roguelike level up system at the end of the game to spend loot on, but that would be a stretch for such a short dev time.
Not sure if it was intentional or not, but the gold cubes have collision when your bag is full, and makes the game world more dangerous as even if you kill enemies the remnants still make it hard to move around - which really goes well with the theme!