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Logicatory
Logicatory
By zgragselus
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 984 | 3.00 | 24 | |
| Fun | 897 | 2.93 | 24 | |
| Innovation | 1171 | 2.29 | 24 | |
| Theme | 1164 | 2.31 | 24 | |
| Graphics | 585 | 3.47 | 24 | |
| Humor | 992 | 1.82 | 19 | |
| Mood | 595 | 3.27 | 24 | |
Comments
I'm getting really strong Half-Life vibes from this: the font and colour of the health, the force field straight from City 17 and the turrets. It's a pretty good game. The puzzles are a little simple but the presentation is really nice. The music is atmospheric and suits the game well and the graphics are pretty good for a 3 day game.
I did miss the second roller door you have to open and thought that the first turret room was the end, but I did eventually find the way to progress. Maybe putting another light in there would have helped distinguish it from when the door is down.
One last complaint: I have a 144Hz monitor, and the movement felt really jerky at this framerate. I'm pretty sure this is because you're using FixedUpdate() in Unity for the player. I'd recommend using the normal Update() for movement and only using FixedUpdate() to move physics objects around.
Good job overall!
The music and the general mood was really interesting. I liked the final mood and movement and death was very fluid. You didn't lose time waiting for things to happen. Although, speaking of death, I'm not sure why I kept dying again and again after I shot what I think were turrets. It's really possible that I didn't understand something really obvious while playing but my biggest recommendation would be feedback in death (and also when you shoot). To know what killed you and how. And as a detail, I fell numerous times through the floor. Great game though sorry if I seemed to negative, I didn't mean that!
Cool game at the first sight, but this is quite short, don't you think ? You wanted to make something beautiful (and you managed to) but the game is quite short and as soon as we understand the game, that is finished. I know it is a Ludum Dare, but you have to make priorities I think. There are also some things odd, like the turrets : the first time I died, I did not understand why, and moreover, I do not understand where those turrets shoot. I think also that the player moves too fast.
But the art is good, the music too, and the level design was thought a little, it can be felt.
Some points are to be thought again, but in overall, that is a cool piece ^^ Keep coding :)
@andres-castillo Thanks for feedback! Strong Half Life feeling is intentional (And don't worry the game isn't going to have 3 episodes). As for 144Hz monitor, I didn't know this can happen - and yes you're right, my movement logic is inside FixedUpdate, thank you for the hint.
@sandbloom Thanks for feedback! I'd second that more feedback is needed (for turret death - I planned having fire effect and sound effects, yet it is Ludum Dare - and at one point time comes to cut features down; for shooting - more particles (different surfaces = different effects), sound effect and recoil were cut from original plan). Falling through floor is speciality of Unity - it happend once or twice to me, but I suspect there is some problem with ray casting, capsule and mesh colliders. I wanted to look into this today during the evening, maybe I'll be able to figure out what is wrong. Don't worry about feeling negative, I appreciate the feedback, especially when it is pointing out what could be done better - this is what Ludum Dare is about - because that is the only way one can learn how to improve.
@Mathiouza Thanks for feedback! It is indeed quite short, original level was about 2 times as big, but it felt way too empty and it was missing a lot of assets (making them took quite large portion of my time). This is my 7th Ludum Dare if I'm not mistaken, and I always wanted to make a first person game (as they tend to have somewhat more simple art), and try to make it look at least good enough (and no I'm still not satisfied with looks of it) - which as I found out took a lot more time on graphics than I expected! There is numerous of things cut from the game (some of it I detailed in answer to @sandbloom - which could have made game a lot better), which would improve the feedback.
djfariel
2018-04-25 03:02
Well, I found the hole in the floor.
djfariel
2018-04-25 03:06
But I didn't find the second one! Good job! I have a second bug to report -- If you shoot a turret, it falls over, but it isn't necessarily dead. The first turret I found did that, and when I approached it, it murdered me before I realized what was going on.
That issue aside, great work. Take what you've made and build a full game!
Cool game, as another commenter said it definitely has a bit of a Half-Life feel to it. It would be nice if there was a bit more feedback when you get shot, I died to a knocked over turret before I realized what was happening. Nice job!
Oh, and I only fell through the floor once :P
The see-saw was fun. Nice, jazzy music as well.
jk5000
2018-04-25 07:31
This is both a pretty and a very fun game to play. Like it already has been said there are some issues with the game, but for none those did really take away the enjoyment from playing the game. Well done.
morrilet
2018-04-27 04:34
The music and graphics were really good, but the bugs made it pretty hard to finish. I fell through the floor twice and then the see-saw bugged out and wouldn't let me climb it even with all the bricks on one end. What I saw (up to the first turret) was really cool, though. Bugs aside, I think this needed some sound effects to help keep the player informed, but beyond that this was a really neat entry. Nice work!
peta
2018-04-28 15:54
Nice game! Great job! The graphics looks interesting!
Would you rate my game?
https://ldjam.com/events/ludum-dare/41/the-game-that-bad-that-it-is-actually-good
mrchippy
2018-04-28 16:09
This looked really nice. With a little sound to sort of tell you what was going on it would be really cool. With a little polish and some sound this would be really great. Some advice for the floor glitch is to make it possible for the player to kill them self. The game not restarting when you died was great and kept it from getting frustrating. The floor bug was really annoying and if there was some way to restart the player when it happened it would be a lot less frustrating.
So, the first thing I thought when I saw your theme was Uncharted, Portal, and pretty much every major first person shooter made. Seriously, this doesn't fit the theme at all. However, you did a good job! I liked the art. I do think it was a little too good though. Did you use assets? If so, PLEASE opt out of graphics. I also like that you used a puzzle game. However, I do think that the use of checkpoints would have been a good idea. Going over one obstacle over and over got frustrating. I also think you could use some better cues that the caution thing is an enemy. I had no idea what was going on the first two times I was shot by those guys. I also think you could use some audio, and the "You win" thing is the lamest move possible to pull for completing a game. I also got a lot of trouble with the falling through the floor while looking up bug and the seesaw glitching into the cement tube bug. Those major bugs should have been fixed before adding more content, especially since they are game stopping issues. Maybe add a collider under the floor that sends you back to the start, and a failsafe restart for the board?
Goof job, and good luck!
@notpresident35 Thanks for the feedback!
I intentionally didn't really want to fit the theme (as it is contradictory to its name).
As for the art, I didn't use any assets, everything is original art from me (made within 72 hours time range for the jam) - I've used Blender and Substance Designer + Substance Painter to create it. And it can clearly be seen that I've spent most time on it (hence the "You win" move, which was actually added in last hour).
I knew about those bugs literally within few hours after release, yet I've decided to keep the game in state in which it was released (even though rules do allow for fixing such bugs). This decision was also based on fact that I've got way too busy with real life work. Actually originally the level was about 3 times as big, but on Monday I've realized that there is no way I could alone make it (with graphics that was good enough, etc.) so I cut quite a lot of features out.
The idea with checkpoints, restarting is nice and it would definitely improve gameplay!
Audio, along with better enemy feedback were few items that were cut out in last moment. Simply because I couldn't manage to do that on time. Next time, I'd really want to team up with somebody, so I could actually invest more time in polishing F.e. graphics and shader effects, etc. (this really depends on just how you split the work) while other team members focus on polishing bugs (actually in one of my previous entries - Run You Fool! - it worked a lot better for me).