FoonLudum Dare ExplorerLD41 → Splitscreen Hide N Seek

Splitscreen Hide N Seek

By packnslash

View on ldjam.com

CategoryRankScoreCount
Overall9393.0626
Fun10402.7125
Innovation7753.1325
Theme4653.7526
Graphics10372.4125
Audio7631.5019
Humor7182.6423
Mood10902.3823

Comments

omnipotentindie 2018-04-24 02:31

The link didn't work for me

omnipotentindie 2018-04-24 02:32

Did you remember to publish?

rekeben 2018-04-24 02:42

2nd omni's

formalcloud 2018-04-24 02:56

Link doesn't work!

ludum1118 2018-04-24 02:56

The game could be private, so make it public

packnslash 2018-04-24 02:57

It should be fixed now. Thanks for the heads up!

ripter 2018-04-24 03:01

Haha, this is a great take on the theme. :D

nerobius 2018-04-24 03:03

Cool theme, movement takes a little bit to adjust to.

arun-donti 2018-04-24 03:03

I wouldn't necessarily call this game a combination of two game genres, but it's pretty fun to play. Although I think the jarring movement was intentional, it was kind of hard to figure out movement mechanics + it did give me a slight headache with how jarring it was. Definitely could do with a little more polishing, but I did enjoy playing it!

phaze0 2018-04-24 03:04

This is hilarious, and one of those few combinations that match the theme perfectly. Even more so that the only screen shown on the "eyes closed" counting is the hiders.

devemil 2018-04-24 03:05

Sounds super funny, although I don't have a second player right now to try it... xD

nebbishhacker 2018-04-24 03:08

I don't have anyone handy to play against at the moment, but I have to say, finding myself was a lot harder than I thought it'd be

devemil 2018-04-24 03:17

@nebbishhacker same hahahaha

2018-04-24 03:30

The view-ducking idea for how to obfuscate the hider's location is simple but quite clever. Also, allowing the player to still see a bit of the surrounding colors when the hider is ducking works well as a nuanced hint that can either help or confuse the seeker. Very nice touch. Reminds me a bit of Screencheat, but the mechanical contrast here is much stronger.

Note: I did not get to play test with another person, but the input scheme made it quite easy to play both sides on my own.

Feedback: + Needs a way for the hider to determine which tiles have been mapped vs. unmapped. Maybe greyscale tinting or coverage mini-map upon holding down a key. + Would benefit from progress tracking. Showing an approximation/percentage of how much of the map has been covered by the hider could raise tension. + Step-wise movements are mostly fine, but having no animations when turning can feel a bit disorienting since the entire view changes by a lot. + Turning vs. strafing input keys might feel swapped for some people. I'm torn on this since it felt odd as the hider but intuitive as the seeker somehow.

Overall, great execution, and very true-to-theme.

(I'd like to rate it, but unfortunately it seems to be participants-only.)

noumenus 2018-04-24 04:51

A very interesting idea. I do love seeing how the level is generated. It is hard to get used to the controls at first, I'd prefer turning and strafing to be switched or at least have turning be tweened.

2018-04-24 07:25

One more note:

I could be wrong, but there should probably be a threshold of coverage that is well below 100% as the condition for the hider's victory. Otherwise, a winning strategy for the seeker is to just sit and wait in a small room or at the starting point, guarding that little bit of unmapped space. That would make the most boring & annoying strategy becoming the optimal one, which is probably not what you would want.

juju 2018-04-24 11:23

Very cool concept in an era when couch gaming is nearly gone.

packnslash 2018-04-24 19:19

@omnipotentindie you're a lifesaver

@juju Was a lot of fun playing with my roommates, crammed and "cheating".

@phaze0 To be honest, didnt even think of it as "closed eyes". Feature or Bug? Yes.

@Ripter Thanks! Seemed like an ironic enough combo.

@apirux I appreciate the thought you put into it. I was thinking about a Hider goal other than running around until you're caught. Map coverage is a good one! The movement was haphazard and added fairly late, so I couldn't add animations or smoothing like I'd liked. I went back and forth with the controls before settling on the ones implemented. I liked rotating better than sidestepping, but felt it was disorienting, so I added both.

@arun-donti Yeah, I feel like the theme was more 'play styles' than genres, as that was too limiting.

And Thanks to everyone else for trying the game and rating! Means a lot.

finalspace 2018-04-24 23:32

Interesting idea! It was a bit hard to control at first, but once I understand how it works, it's easy to find the partner using the colors as the reference (which is a very clever design).

beebo-studios 2018-04-25 23:12

I really dig the idea! It feels like a concept that would fit right into Nintendo Land or some similar party game!

2018-04-26 04:27

@PackNSlash Yeah, you got a lot done under the constraints you had. The procedural map generation seems like it involved a lot more detail and consideration than it appears at a glance. The turning animation feedback was more to point out that just having it for turning would be enough to make it work. I figured it was more a matter of time constraints prohibiting further polish rather than an actual oversight.

And I'm glad you included both turning and strafing in the controls. Strafing motion usually feels more efficient and responsive to the player, but turning capabilities are absolutely required for this game to be played properly. I don't think that dilemma could be easily solved, short of a luxurious solution like controls-mapping options.

You sure did some good work with all the constraints and tricky design/implementation details here.

king-kujito 2018-04-27 18:38

Cool idea, not a fan of the controls though.

remi-gourrierec 2018-04-28 11:48

Great game ! I want to really try it with a friend this evening to see if it's as good as I think. I like that I didn't see how you could do a playable game with your two themes until I was really playing it. Controls seems to be a little weird though. Very good work !

chaseplays 2018-04-28 19:46

My brother and I played this together and really liked it! Your merging of hide-and-seek with splitscreen was really clever, and all of the mechanics you introduced fit the game perfectly. My only suggestion is to offer a smoother transition between 90° turns, as it was a bit confusing to have such a limited view of the stage at all times, and was a bit sudden visually. Otherwise, great job! We had a lot of fun with this!

alexander-danilovsky 2018-04-29 21:14

Cool concept! ... I should also hide from your boss at work))))

codekoto 2018-04-29 21:39

Well the idea is nicem but my only complaint is the controls, they are very hard...

frozenfire92 2018-04-30 00:30

Good work for your first game! Keep on experimenting and making games :)

pogo 2018-04-30 19:52

I love the procedural levels. These genres sure are incompatible.

crabman 2018-05-01 17:13

It's a great idea and well executed. My only complaint is that the turning is extremely confusing, I get completely lost as to where I am and what part I'm looking at. But I see that's down to time, so still, well done!

packnslash 2018-05-01 20:22

@King Kujito Yeah, I couldnt get animations working with the tile-based movement, biggest regret.

@Chaseplays I'm glad you had so much fun! My roommates and I had a time playing as well.

@frozenfire92 Thanks! I have so many graveyard projects I can't seem to get moving. This was a nice step

@pogo That's the idea!