FoonLudum Dare ExplorerLD41 → Number One Take Out

Number One Take Out

By kappa-b

View on ldjam.com

CategoryRankScoreCount
Overall1873.6324
Fun633.8624
Innovation6352.6324
Theme5833.0224
Graphics84.5723
Mood2193.3121

Comments

quixatocs 2018-04-23 17:54

Hey, chuck up a download link :)

kappa-b 2018-04-28 03:50

Hey @quixatocs Sorry, I had to take down the links down, the game terrain generation was crashing. I needed to find the time to go in and make sure it was not doing that before submitting it again. It turns out when the game attempted to place the houses it created an Infinite loop. I just fixed it, hopefully everything should work. The game is still incomplete but at least it doesn't crash and you can play it. Thanks

dob 2018-04-28 05:57

Couldn't play on Windows - it complained of a missing DLL, and then when I added the missing piece (Unity player) it just crashed with an error code.

emptybutton 2018-04-28 06:14

Same as @dob, can't play on windows.

tsedate 2018-04-28 06:22

Very pretty game! I really liked the art -- I wish there was sound, and I think it would be nice if the player's bullets were bigger and packed a bigger punch -- I did like the upgrade system! Good game overall!

taygos 2018-04-28 06:22

WOW SO BEAUTIFUL!!! Seriously amazing art style!! This was what I originally wanted to try but could not figure out the watercolors. Would love to hear how you did it! Love the game idea and theme. Everyone should play this game! Hidden gem of Ludum Dare 41!

kappa-b 2018-04-28 07:12

@dob @EmptyButton Thanks for letting me know, I think it should be fixed. apparently Unity decided you need to include dll with the game. Ive uploaded the new version. Have fun, love to hear what you guys think!

kappa-b 2018-04-28 07:29

@tsedate Me too, I just didn't have time to make any music or even add sound effects. The scope and Time management were the biggest challenge I faced this LD. in fact the only reason the enemies are circles is cause I ran into the same issue. Unfortunately sometimes you need to pick your battles. I hope you still enjoyed the game even in its unfinished state.

@TayGoS Aww you are so sweet. Im super happy you really enjoyed the art. So all the art was hand drawn in a tablet and I exported each sprite. I gave it soft colors and kept the translucency. The biggest struggle with the art style I had was making it feel more or less organic and not too structured, Since the maps are Procedurally generated I had to figure out how to make the art feel more hand made. I would love to experiment more with this style in the future i think it has potential. This is what is so great about LD you discover and experiment. Thanks for playing my game

blushine 2018-04-28 08:26

Windows version worked for me!

Very intense, very fun game. I got to the final boss and was so close to beating it, but died just before I won. The early levels were all pretty easy, and felt more like Geometry Wars or some other twin-stick shooter instead of a bullet hell. But the boss level was really tough, and totally filled the screen with bullets!

I was very impressed by the number of enemies and the variety of upgrades. It wasn't just numerical boosts or "+1 damage", the upgrades actually added extra effects to the dash, and added more bullet spread to the player's weapon! Very cool.

The art style was wonderful. The soft watercolor aesthetic just looked gorgeous and worked perfectly with the game. Especially in the final level, when there's just huge swarms of dots attacking you, and you leave tons of blotches of color on the ground after you kill them all.

The delivery mechanic was an interesting way to force the player to move around the level. It might have been more interesting if it was slightly more complex. It's kind of weird that you automatically get the next order as soon as you drop one off. You could make it so that the player has to return to a restaurant to pick up more food before they deliver to each house. Or you could make the player collect ingredients to cook each take-out order. I think this would make the "delivery game" aspect more interesting.

The procedural generation didn't seem to have a huge effect on the gameplay. Maybe I just got unlucky, but all of my levels felt pretty similar. I wonder if the game would have been better if you just used handmade levels? Still, it's pretty impressive that you made a procedural level generator for the Compo!

It also would have been nice to have some sounds and music. With most bullet hell games, the music is such an iconic part of the game. So it feels a bit sad to have a bullet hell game with no music. Even if you didn't have the time/skill to create music, I still wish there were some simple sound effects for shooting, taking damage, regenerating shields, and hitting enemies. I think this would have also improved the gameplay by clearly signaling those events. Without sounds effects, it's sometimes hard to notice when you take damage.

Overall, it's one of the most beautiful and most intense games that I've played so far in this Ludum Dare. Great job!

emptybutton 2018-04-28 14:36

Great work on this one. The watercolor art is great, but it was really hard for me to keep track of my cursor. It would also have been nice to have some invincibility frames or something, since one time I got cornered by a stack of enemies and died instantly, which made the later levels harder since I had less money for upgrades. Overall though I thought it was well done.

dob 2018-04-28 18:44

Lots of fun. My favorite part is the watercolor. It didn't feel like the enemies were exactly fair - sometimes the spawning vs. the map geometry meant that you had zero chance to avoid damage. Sounds would have been cool. the upgrade system was neat - I just wish I had more money to spend. Very nice job.

elfcirynn 2018-04-28 19:06

I really hope you keep working on this, would love to play it again with some audio. My one suggestion would be add button feedback (make the buttons more obvious) and maybe reorganize the health and stat info so it's not so out of the way on a larger screen. Visually this has been one of the most stunning and aesthetically pleasing games I've played for LD41!

maxklimenok 2018-04-29 19:55

My score after the "splitting" boss - 3966. Runs fine on windows.

Thing which I liked: + Visuals - your project encourages to try watercolors in my next project. Love your environments art style. + Shop / upgrades - wish to have a chance to play/spend more. + Dynamics - IMO perfect balance between bullet hell tension and calm periods. With certain skills and persistence it is not a problem to stay alive for long, although it is enough challenging. + Fonts - I wanna know the names. + Arrow - showing the way to go. It helps a lot in navigation!

+/- Procedural map - cant say that it adds much to the gameplay, but hey, it was a 48h compo. Cool!

What should be done: - I miss the audio very much. - Enemies should have normal sprites, as well as bullets - I would suggest replacing them with arrows/crossbow bolts. - Randomly spawned bonuses/buffs/debuffs on the map... mobs' loot... to spend for upgrades.

Anyway, you have my respect for being compo. Congrats for delivering such a wonderful product.

legavroche 2018-04-29 19:56

Coming from someone who does not play Shoot-em-up games, I am very conflicted. I can see this as a shoot-em-up that I definitely play and enjoy playing especially the art style and the semi-silly premise. I liked how the main menu gave subtle hints on the game mechanics. I liked the rate of upgrades and the natural-feeling of creating memorable game experiences. But some of the upgrades, like the bullet upgrade made the game much more difficult with the spread. There were a few times that I felt that I was stuck/couldn't avoid anything because there was too much going on. Also, is the high score hard-coded? I tried getting up there but had no opportunity to add my high score (and it appears #5 is blank?)

kobrar 2018-04-29 20:00

I think the game's shortcomings are on a very basic level and that's polish. I couldn't figure out how to get any money at all and as a result I've found the game increasingly difficult and not very enjoyable. Things like communicating game mechanics must always come first or people just won't know how to play. I love the artstyle though and the upgrade system would keep me playing for a little while if only I knew how.

norrimo 2018-04-29 20:43

Well it's a really hard game. The common problem of making a game is that at first you self play the game again and again and that makes you really good at this game. But I think if the game is sometime a bit difficult for your self than the game is much more difficult for new players and than something sould be changed. Anyway, your art style is really unique with his bubble death splashes. I love this. :D

kappa-b 2018-04-30 00:58

@Kobrar So sorry to hear about the money, I'll definitely will work on a better communication for next LD. To get money is actually quite simple, just walk towards and touch the building the red arrow is pointing to. I hope that clears up the confusion, I would love to hear how your experience is now that you can make money. Let me know if you play it again!

@legavroche Yes I agree the 2nd and 4th on bullet upgrade does split the bullets and makes it harder to hit things right in front. As for the HighScore, it is unfortunately only for those that win the game, forgive my sleep deprived brain for that wrong judgment. I do regret not letting anyone submit a score win or lose. I will make sure to open it up for the next time.

@NORRIMO Yeh I agree that the game is a bit hard, from the few people ive seen play this it seems if they are not already familiar with the dodging and weaving of bullet hell games this games can be struggle, therefore preventing them from getting much money. I tried to balance it but had very little time. I made sure that I could beat it 100% with roughly 2100 money far lower then my 4000 money I get in a good run. It seems like i need to ask for help play testing things in the future. Thanks for the feed back.

@MaxKlimenok Thanks for the post, It really feels good to see people take the time to write a well thought out comment. About the buffs, I originally did plan on having destructible crates and buffs available but after play testing it, each round lasted way longer then what I was comfortable with for Ld game. I might look into it more in the future but there would be have to be a complete rework of the balancing

kobrar 2018-04-30 01:14

@Kappa.B Oh, there was a red arrow all along! 😆 Yeah, with the upgrades it has a really nice progression. It's definitely a competent shootemup. Some small obstacles can surprise you and get you killed, and some non obstacles are the color of the obstacles, but other than that, it seems ok.

torak-whiteleopard 2018-04-30 17:29

Wow, what an amazing looking game - this is seriously beautiful. I loved the aesthetic, and the colour splashes as you defeat enemies are just brilliant. The game itself is also really fun, I liked the progression system and the final boss was a blast to fight against, dodging an insane amount of bullets and holding on for my life. The global leaderboard was another nice touch. As others have said, would have liked to see some audio, but that's a minor concern. My only real problem with the game is that due to the procedural nature of the game, some of the enemies seemed to get 'stuck' in one section of the level. This meant that I would have a really easy time for a while collecting money, but then get ambushed as if the gates of hell had opened with a seemingly infinite number of enemies out of nowhere. Despite this though, I loved playing the game and would like to see an even bigger version of it.

rebecca-kremer 2018-05-01 03:02

Very fun game once you get the hang of the rougelike elements! :D I wish there could have been sound to make it more obvious when you'd been hit by something or when you'd hit something but it became clear in the end. Also the pale on pale colors are sometimes hard on the eyes X_X. Otherwise a very cool concept with unique graphics. Very solid entry!

arch 2018-05-01 04:04

Great art and gameplay. It was definitely fun! I would ask for a more visible cursor so its easier to track where I am shooting.

aaron-nemoyten 2018-05-01 06:22

Amazing art. Good gameplay. No sound :(

I don't think I have any other feedback that someone else hasn't said already.

csanyk 2018-05-10 02:13

- Make this a twin-stick shooter instead of a keyboard and mouse game, and I'm in. - Art is fantastic, well the backgrounds at least. The enemy colored dots are a bit of a placeholder, aren't they? - I couldn't actually find any takeout food to deliver? Where was I supposed to go? - Sad about no audio. The trailer video had good soundtrack, but the game should have something. - I liked the interstitial menus for buying power ups, as though ordering chinese take-out food. Clever!

Keep developing this.

oneseedfruit 2018-05-15 14:28

The visuals are so cool. I really like how the game looks!