FoonLudum Dare ExplorerLD41 → 土星の台頭 - Saturn Rising

土星の台頭 - Saturn Rising

By p-r

View on ldjam.com

CategoryRankScoreCount
Overall6342.7848
Fun6532.4548
Innovation3213.4148
Theme4813.2948
Graphics5662.6848
Humor5241.9841
Mood5952.4445

Comments

sophie 2018-04-23 20:15

I can tell that some effort went into this! The result is confusing to play, though. Why does one character fall to the bottom of the screen? Why doesn't shooting the red enemies seem to do anything? What's up with the city in the bottom right of the map, and how do I cross the bridge north of it?

All in all a surprisingly weird experience

jf1989 2018-04-23 20:24

After a few goes of refreshing - I see roughly what's going on. However, the mechanic of having a small amount of energy which runs out quickly and completely ends the game is simply frustrating.

fashionbatman 2018-04-24 00:27

Interesting game. It was really hard to grasp what was going on in the beginning, but once I did I was able to make progress. Good job

belowparallel-ian 2018-04-24 00:41

The concept is very interesting, but I find it to just be too much going on all at once. Nice work though.

jezpez 2018-04-24 01:37

Interesting concept with kind of working mechanics but the controls make it hard to enjoy. Love the zelda 1 style graphics. Good difficulty as well. A suggestion: have each level introduce a new controllable character, so the player's not overwhelmed with learning right at the start, it's a lot to take in for the first level.

natethegreat 2018-04-24 01:48

The concept was very interesting. I definitely could have used a tutorial level or even a wall of text to explain how things worked at the beginning. I thought the game kept freezing so I would refresh but then I realized I was running out of energy. If it is impossible to keep going after running out of energy perhaps the game could restart automatically at that point or some sort of game over screen could show up? This was a good idea but I found it very hard to get started!

jimbly 2018-04-24 17:53

Quite a combination of genres, that was neat! I managed to beat it (I think - there is no end screen after all are dead?) on my second try, with lots of energy mines to spare. Having different control schemes for the different avatars worked surprisingly well. A little sound or visuals when you were taking damage somewhere (sometimes off screen!) to know what was going on would help a lot, I think.

p-r 2018-04-24 18:24

Thanks for the feedback, much appreciated :)

@Jimbly no ending screen, sorry :(, the best I can give you is this:

'._==_==_=_.' .-\: /-. | (|:. |) | '-|:. |-' \::. / '::. .' ) ( _.' '._ `"""""""` U R WIN

timbs 2018-04-24 20:36

Nice game one you figure out the mechanics, like it, and it really is a platform rpg rpg shooter and I would also say puzzle game. Well done!

willowblade 2018-04-25 00:46

I think you've got some interesting things going on! Having the goat mecha stomp around on another gravity plane, for example ;). Nice job doing this in Phaser! Did you like the development experience? The wall-placing character's walls would be better if they could be removed, and I also didn't find how I could properly use the mine character :(. You've already gotten a lot of suggestions in the comments above though which I won't repeat :). Cool!!!

lmb 2018-04-25 01:12

I found it a bit confusing to play, but the idea is actually very nice. I mean, the way the world is interpreted both as a sideway and a top-down view is quite cool. I also like the idea of controlling different characters with different skills (reminded me of The Lost Vikings, in this sense :-) )

Perhaps my mains suggestions would be improve on the feedback to the user. There is a lot happening in your game, but it is not clear to the player. For example: it is not evident when the player characters are being hit by the enemies. Some sound and visual feedback would help here. An even simpler example: the energy bar on top: simply adding an "Energy" label, or some kind of icon (a battery icon? or a lighting icon maybe?) would make it instantly recognizable as an energy bar.

If you find a way to make the game easier to understand from the beginning (maybe an initial tutorial level?) and with a good deal of polishing (which takes time, I know!), you could end up with a very enjoyable experience!

slashee-the-cow 2018-04-25 01:15

I a bit confused at the start, but once I figured out how things were going I was... slightly less confused. I did eventually get a grasp on it though (though some extra instructions somewhere would *really* help, and it's definitely an interesting genre mashup. I (think) I found a bug where when I created a bunch of walls (which you can do in seemingly the same spot), that slowed it down (to the point where I had tor refresh the page to start again.

baby-dino-herd 2018-04-25 03:10

Really excellent mashup! Lots of stuff going on here. I'm impressed you were able to fit in four uniquely useful characters into the game. I was surprised how quickly I was able to pick up the game after just having read the description/tutorial text.

I agree with @LMB that additional feedback would help, particularly in terms of destroying enemies. Often I would destroy one just to see another respawn.

p-r 2018-04-25 08:34

@willowblade it's my favourite library so far, simple and to the point.

@LMB great game, spent hours on that one

@Slashee the Cow check out the description below the game :) about the wall bug, I'll look that up

mintarcade 2018-04-25 11:04

Interesting game. This it proper implementation of a theme. Once I learn controls - it's fun game

fazz 2018-04-25 16:21

Really interesting interpretation of the theme. It quite follow the perspective, it appear top down but one of your troop falls across the screen - it would've been handy if that guy could've jumped on the blocks built by the block builder, to help move around. A great concept, you should develop it further.

swarrly 2018-04-25 19:45

The controls were a little wonky and I didn't really know what was going on at first. Otherwise it was a good entry.

t8kk 2018-04-26 13:35

Oh ambitious and cool concept! Fusion of topdown and strategic / tactical game was really nice idea. I wish there were some sounds in the game would have given a lot more atmosphere but I know 48 hours is too short time for too many things heh. Really nice work p-r I really enjoyed the idea you got here.

p-r 2018-04-26 23:56

@fazz about the block thing, I also thougth that on development process, but then it occured to me that I should make Shiojiri(mecha) ignore the wall colision instead, in order to force the player to use Kumo (block builder) directly. It's more challenging this way (and maybe more interesting?). That's what I was aiming for.

zirrrus 2018-04-28 08:53

This is super weird but also intriguing. Pretty cool!

microwerx 2018-04-28 15:12

That was interesting. I liked how there was four mechanics and you had to switch between them. I liked how Shiojiri could jump on the buildings and trees and stuff. Fun!

lost-dutchman-software 2018-04-29 18:03

すごい。。。ゲームは面白いですよ!

I love how the big robot is playing a platformer and you can jump on the support characters to move further into the level. I really like how each character has its own specialty. If you sink some more time into this I think it can become a cult classic!

vfqd 2018-04-30 12:31

This was a very ambitious game and with some more polish could be interesting.

voxel 2018-05-07 23:20

I really dig the aesthetic here. This is the most unusual entry I've played, but it wasn't confusingly weird. I don't understand the other commenters not realising you were combining genres with Shiojiri's jumping etc. Solid effort

euske 2018-05-10 14:13

Very ambitious entry. I couldn't beat it after about 15 min. of playing but it feels like a hodgepodge of several different genres (platformer, shoot-em-up, micromanagement, puzzle). Good job.

Also I was slightly disappointed by the fact that the game has nothing to do with Mr. Saturn.