gaze-team 2018-04-24 09:05
Cool idea and great game overall! I had a bit of a trouble finding out where to go or what to do at start though, I'd suggest a more directive tutorial. But good job anyway!!
Foon → Ludum Dare Explorer → LD41 → The Colour Room
By cliffordsix
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 3.05 | 12 | ||
| Fun | 2.95 | 12 | ||
| Innovation | 3.45 | 12 | ||
| Theme | 3.30 | 12 | ||
| Graphics | 2.29 | 12 | ||
| Audio | 2.27 | 11 | ||
| Humor | 1.50 | 10 | ||
| Mood | 2.37 | 10 |
Cool idea and great game overall! I had a bit of a trouble finding out where to go or what to do at start though, I'd suggest a more directive tutorial. But good job anyway!!
Cool game. A point counter on how much enemies was killed would be nice. Love the idea of the walls disappearing according to the room color
Thanks, Never really thought about that when I put it together. Should've had other people test it :D.
Having such sluggish movement in a shooter like this is interesting, since it puts a heavier focus on shooting and aiming. The buttons are hard to hit when they're in a corner, because they are only triggered by some velocity threshold, and you lose all your speed when you hit the wall near it. Having walls that disappear when they match the background color is fun, having enemies that don't disappear when they match the background is a little less fun. I tried shooting randomly while searching for a switch to change the color, which was cool and worked a little, but there wasn't enough visual feedback to indicate the technique was working. The scrolling was too close to the edge of the screen, and it was very easy to run into enemies that were right in front of me. And due to the sluggish movement, I couldn't change directions to avoid them, either.
An interesting idea, though! Just needs more visual feedback for killing enemies, some smarter scrolling tech, and some better button interactions. Cheers!
Well done CliffordSix! Especially since this seems to be your first ludum dare entry, Congratulations! :) This is a really interesting and innovative concept and I enjoyed playing it. I liked these intense moments, when I was getting damage from enemies I couldn't see while searching for a button that would save me. I think the game could have profited from a simple tutorial screen and a score counter. Also the graphics and sounds are kept very simple. Of course I understand that you have to limit your scope, when creating a game in such a short time. Good job! If you want you can also check out our game (https://ldjam.com/events/ludum-dare/41/cartds). It is a mixture between a tower defense and a card game and we would love getting some feedback on it ;)
Shooting felt good. Toggling both walls and targets was great.
It might have been better to make the buttons round just like targets. Or at least a bit more elaborate outline to distinguish them from being short wall protrusions (they have the exact same thickness).
The vehicle is a bit too sluggish for my taste. Camera requires moving rather close to the edge and scrolls quite jerky (at some point it stopped moving right/up - I think toggling full screen did that). All that discouraged me from moving around so I mostly just took my stand.
The visibility would've been easier to understand early on if it also revealed walls (even if they don't block movement).
And shooting doesn't work after a restart :(
@cambryx Thanks for the feedback. I've done LD before but back in 2011 so quite some time ago. Lost the account. Definitely seems like a tutorial screen would've been useful. Hindsight eh :D
@yinyin Thanks for the feedback, I toyed with changing the buttons but it never crossed my mind to change the shape. Camera is pretty rough around the edges you're right. And If I'm honest I never tested the game fullscreen.
I thought I'd fixed the shooting before uploading but I might not have made that build.
@snapman-gt Thanks for the feedback. Shooters a new area for me so I didn't think all to much about the movement. Faster might well be better in this case.
Thanks so much for all the feedback so far everyone. I think I might work a little more on this taking the feedback on board and try to improve it.
Great job on the submission! Having to juggle mobility with fighting off enemies is a really great idea! Having a shortcut through a path is great, but are there enemies that are sneaking up on you? I really like that you have to question that as you play. I'd like to see a bit snappier movement, so less acceleration time when you're trying to get out of the way of a big herd of enemies. I love the colourful visuals, keep at it!