FoonLudum Dare ExplorerLD41 → Slide or Die

Slide or Die

By zeriver

View on ldjam.com

CategoryRankScoreCount
Overall4813.5426
Fun4253.4526
Innovation494.1626
Theme984.2526
Graphics4633.6525
Mood2233.7224

Comments

oscartrevejo 2018-04-23 23:47

Nice work lads! We also did a very original too, ye mid check it out?

https://ldjam.com/events/ludum-dare/41/hype-time

omnipotentindie 2018-04-24 00:01

Nice job. Liked the idea. Shooting didn't feel great, but very creative

benpeterson 2018-04-24 00:26

Five stars all categories from me! Love the concept, i think my favorite part about this theme has been all the novel gaming challenges that the games have presented me, this is definitely one of the best in that regard: SUPER unique challenge here.

Love the game, so here's some of my thoughts on improving it: Maybe both views could have the other view overlayed or blended in at all times, that might make the jump between them less disorienting. Maybe show the player view direction in the overhead view so you have an idea of where you're going to be looking when you switch. Really weird how the base of the movement vector sticks to the map rather than the view, would be good to have it move with the camera.

Arts great, concepts great, execution is great. Super ambitious project for the time frame yall nailed it

oh shit i didn't realize there was slow motion one sec

benpeterson 2018-04-24 00:33

Ah so if you die in slow mo then it gets stuck in slow mo next game haha

I think slow mo is important for a game this hard and it's a good idea, but I'd like to be able to jump in and out of it instantly, it's kind of annoying to get stuck in it for the duration, might be cooler to have a slow mo juice bar that you fill up by jumping.

great incentive for jumping btw

pkenney 2018-04-24 01:19

There was a lot going on here, and my initial confusion was made worse by sitting 1 foot further from my computer than my wireless keyboard was comfortable with, ha. But surprisingly, I got the hang of it pretty quickly once the pieces locked into place. I lasted 99 seconds once I got to the meat of the game. The way I had to learn the game well enough to hit the start button before death was on the table was a very key design choice!

Other smart design choices were the slo-mo, and the way I couldn't shoot if I didn't participate in the core movement mechanic. These were huge at helping/forcing me to get past the natural friction of facing a really new and unusual mechanic. Well done.

You tackled a lot here and didn't shy away from the difficult parts, impressive!

peachtreeoath 2018-04-24 05:50

Our team talked about doing a topdown fps but we thought it'd be way too hard to implement. I applaud you making one, there's some really cool ideas here. You solved the issue of camping so elegantly by having the player need a minimum velocity to even shoot in the first place. You have to find a good balance of movement but still getting kills so the genres were mashed together pretty well. Honestly I liked it most when I flung myself into the air with a ramp and tried to capitalize on it. That was super fun but really hard to aim since the bullets we're always shooting where I thought it'd go. Very engaging idea and kept me playing for a while.

nehvis 2018-04-24 12:35

Pretty unique gameplay and clever usage of theme. Found the changes of perspective a bit confusing, but it was quite fun!

darby-costello 2018-04-24 14:52

Really like the concept and the graphics are swish! Getting the controls to do what I wanted felt genuinely like it was a matter of skill, rather than to do with the way they are designed. That's the sign of a really competent game - when the player is challenged, but it always feels fair. Great work!

honey 2018-04-24 15:14

This is very unusual! Like what you did both with the theme and with the time!

potti 2018-04-24 15:48

Very unusual concept, an interesting approach to the theme. I really like the movement mechanics.

The visuals are a little confusing, it is not quite easy to see which objects are obstacles at your current velocity when speeding up. The speed-up controls are a little tedious, they might have profited from a short slowdown after entering speed-up.

Quite neat.

unentokku 2018-04-24 15:52

Really cool and unique idea, kind of confusing at first but I don't see how it could be done so it wouldn't be. Not being able to see that far in the topdown view slightly bothered me but that's pretty minor.

lhouyez 2018-04-24 19:20

Such an original concept. However it's very difficult to play .You could test to put the map on the corner of the screen in order to enable the player to moove and see where he goes. GG =).

annie-owl 2018-04-24 19:59

If there was an award for the most convoluted character controls, this game would have been a good candidate 😁 Interesting mix of genres, but i think you should make the FPS part less chaotic. It's hard enough to aim in this chaos, and having a gun, that fires all over the place makes an FPS element quite unpleasant.

lyje 2018-04-24 20:15

While switching between FPS and top-down was a little jarring, once you get into the flow it works nicely and feels pretty good. I'd maybe suggest that when you switch to the top-down view it's oriented to the direction you're facing in FPS mode? Always took me a second to remember which way was which.

slunkey 2018-04-25 01:05

That was quite fun and a great addition to the theme. I liked how "lawnmower man" it looked, like I'm in some kind of cyber world. I was a bit confused on how to regain the slow motion meter but I think I had to reach a certain height? Very original idea, great job!

ryan-koning 2018-04-25 01:43

Really cool art style and implementation. Initially switching between top down and first person is a bit confusing, but you get the hang of it pretty quick, good job.

linus 2018-04-26 22:13

Cool shooter game, there was a lot of stuff going on but after a while I got the hang of it. Then I enjoyed playing it!

The slow-motion ability was a lot of fun. It works well in this game and adds a lot to the overall feel.

There are some things I would like to be changed or explained better. I wish the enemies were another colour so it is easier to see them compared to the background. Maybe green if the background is red.

I was a bit confused when I regained the slow-motion ability, it said I need to "jump" to regain this ability, but I didn't fully understand how that works.

Pretty solid entry though, had fun! :smiley:

lookslikesomething 2018-05-09 17:03

That's an awesome concept! Love the idea!

amastryukov 2018-05-14 12:54

Very interesting combination and concept. The gameplay was simple enough to catch on quickly, and the controls were straightforward for a unique mechanic. The music fit in well and the overall atmosphere was consistent and intriguing. I've had a couple of bugs with the weapon when it would shoot in an entirely different direction, way above where I was aiming, making it difficult to hit enemies and frustrating overall. I also felt that the bullets were too slow, especially since I had to constantly use TAB to increase my speed, which made it difficult to hit enemies and stay alive.