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Wildest West
Wildest West
By shelvid
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 372 | 3.32 | 22 | |
| Fun | 453 | 3.02 | 22 | |
| Innovation | 253 | 3.35 | 22 | |
| Theme | 467 | 3.12 | 22 | |
| Graphics | 82 | 4.02 | 22 | |
| Audio | 289 | 3.07 | 21 | |
| Humor | 336 | 2.65 | 18 | |
| Mood | 214 | 3.34 | 21 | |
Comments
jjjjason
2017-12-04 09:12
This game is essentially a boss battle in a crazy Western JRPG (if something like that was possible). It is very fun in its extreme difficulty. I do think keyboard controls for movement would make it easier, but I almost wonder if that would detract from that chaos.
Also, I'll never get tired of low-poly plus good lighting. Love the visuals.
The only nitpick I have (and this might be a bug) is the teleportation of the AI. I feel like it is a bug, since it seems like they're rolling, but the rolling animation doesn't play (they just jump to the target location).
shelvid
2017-12-04 09:16
@jjjjason This game is my first entry for LD jam. It started out with keyboard controls, game was a little bit too easy. They infact blink rather than dashing. there were some code issues so i just rolled with it and gave first guy a teleporting device :P thanks for the rating!
The game is pretty good I like the simplicity. 10 Lifes for the enemy is probably to much and he teleports to often.
shelvid
2017-12-04 09:36
@nexusbreaker Thank you :) It is meant to be a difficult game but once used to controls it becomes somewhat simple.
thiagofr
2017-12-04 11:36
I love low poly graphics and your game have very good ones!
Ludum Dare is always a great opportunity to learn (I use it for that, at least) and it can be very difficult sometimes, depending on the complexity of your idea. From what I could see, the gameplay is simple, although interesting. I can see some adjustments, tough:
- when the player reaches the mouse cursor, it starts jittering (trying to look to its own position) - I think the bullets would ricochet better if they collided with "smooth" fences, and not with their mesh collider (that's how it's happening, right? for is what it seemed to be) - sometimes, your enemy's shots hit him before they come out of the revolver (I think they could be instantiated a little farther from the barrel of the gun)
Overall, it's a well made game. Congratulations!
jeffchen
2017-12-04 11:42
I think it should be call West Shoul!Very interesting game,great job,i try many times to defeat the first boss.I think the gameplay is very good,but there are some little issues: 1.When you are rolling,you can just shoot in your character facing direction. 2.You can't aim very accurately,may be you just need to replace the cursor image. 3.Collision is a little confusing,some times i thought i won't get hurt,but i did. This is still a very interesting game,and i believe you will keep polishing it.
shelvid
2017-12-04 11:49
@thiagofr Thanks a lot for the suggestions! i was rushing to get some content in the game before deadline so there are some things that need to be fixed. 1) I never really got to get my character to reach cursor so that was not expected :P 2) There are invisible smooth walls, its just that mesh is there for decoration :) I'll definitely try to upgrade map by the time goes, really had fun working on this project! 3) Enemy bullets don't harm enemy himself. Thanks a lot for the comment!
shelvid
2017-12-04 11:52
@jeffchen Thanks a ton! Its about practice :P i playtested it so many times that first boss is like a walk in the park for me :D 1) Agreed, it is kind of annoying and will definitely fix it in future. was rushing to get game published before deadline :) 2) Cursor really needs custom image, i agree. 3) Hitboxes really do need adjusting, i agree. Thanks for all the suggestions, will definitely work on fixing them and yes, i will continue polishing this game as it was huge fun working on this game!
thiagofr
2017-12-04 11:57
@shelvid Oh my eyes deceived me :P Really, great job!
It's a good one but i found some problems. The first, and the most important, sometimes when you shoot against enemy, he teleports and you can't hit him, this frustrates the player. Another issue, the sound when you have been hit looks pretty similar to the sound when you hit the enemy. Pity choosing the humor and mood categories.
Nice job!
shelvid
2017-12-04 12:39
@magicdidac Thanks! To be honest.. teleporting is what made the game what it is :) it would be super simple if enemies just stood in a spot. however, im planning to continue working on this game so ill definitely add characters that don't blink. sound effects do need some spicing up, i just had no time to add more :P
simple, but blisteringly difficult, I got him down to 5 health after a tone of tries, like the visuals, and sounds, dodging feels like it gets you killed as often as it saves
This game is amazing, keep working on it add more bosses and please fix bugs, extremely hard but extremely satisfying to win
2017-12-04 19:39
Pretty fun game, keep it up!
shelvid
2017-12-04 21:27
@scott-r-howell Thanks! i toned down health values a little bit because lots of people said bosses were incredibly hard :P glad you enjoyed it nevertheless!
illabom
2017-12-12 01:50
Nice game you have here. SUPER WELL DONE! super good graphics
Come check out my game if you like! https://ldjam.com/events/ludum-dare/40/virus-detected
sadcolor
2017-12-18 05:26
I think it's fun? Honestly not sure. I think it was fun mechanically but just annoying bosses, maybe. I managed to beat the first boss after a bit, but I didn't have much patience for the second one.
I think the difficulty of the boss is too dependent on the fact that it can teleport. Sometimes the boss teleports very often, sometimes they will walk for a long time. Sometimes, the way they teleport seemingly chases you down, making it difficult to shoot at all or even dodge because the boss is so close. Sometimes, the boss just teleports on top of you and shoots you immediately!! Grr.
It would have been better if the boss actually had a roll animation, or if they would roll out of the way of direct shots to force you to make dangerous ricochet shots. As it stands now, you don't really have an incentive to try to make those shots because the boss might just teleport out of the way! So 90% of the danger is the enemies' shots. I don't think you can have more than 3 shots on the screen at once, so you aren't much of a danger to yourself.
The controls of the game are a little weird. I'm fine with the way that it's entirely controlled by the mouse, but the collision is definitely a little off (especially rolling along fences) and your aim seems to be not quite where your mouse cursor is. Another issue is that if you try to fire right after rolling, you'll instead fire the direction you were facing while you were rolling, which makes the aiming feel more unresponsive than it actually is.
That's the major stuff, here are some minor points.
You can fire a shot and then immediately roll into it and damage yourself, which maybe shouldn't be possible? Like, maybe if the bullets were faster. Though the game might get pretty crazy then.
Maybe it's just me, but it took me a few rounds to notice that my shots bounced off the boss. I just didn't expect it since if any shot hits me, it disappears.
Separate SFX for you being hurt and the boss being hurt would be nice. Sometimes I wouldn't know who got hurt.
The bosses have 1 or 2 more HP than it actually displays at first. Like, the first boss has 10HP, but the first time you hit it, it will still say 10HP. But then the next times the counter will go down like normal. I just thought the collision was just bugged the first few times I noticed it, but it's definitely the case that bosses have more health.
But there's a really cool idea behind this game. Also, if you keep developing this, definitely add a multiplayer feature if you can! That would be siiiiiick.
shelvid
2017-12-19 11:40
@sadcolor That was hell of a read, thanks for the critique! Obviously this was gamejam and not every bug could be immediately fixed :P i really want to fix those stuff. bosses had roll animation but there were some bugs that just made it pain in the ass, was taking away lots of my time so i said "screw it" and made it blink. it feels like you don't fire in direction where your mouse is because of no proper crosshair in my opinion. I noticed that extra health bug, no clue where that comes from as bosses have exactly same HP in code as visually. I am considering adding multiplayer in future so lets see how it goes! thanks alot for pointing all those stuff out.
gassasin
2017-12-26 19:30
Really nice art! Fun little game grat work!:)
ted
2017-12-26 19:45
I think you made a lot of great decisions in getting this done for a compo. This really is an outstanding entry: you nailed a single mechanic that's deceptively deep, with great graphics. The game IS screen-punching hard, though, and personally I think it comes down to the precision of the hitbox for the boss, and the weird camera angle. Getting the mouse cursor over the boss and firing at his chest actually is a miss, making it a frustrating experience. Making the hitbox bigger would have resulted in a more satisfying game, IMO, without sacrificing too much difficulty. All that said? Great work!