matthew-roelle 2018-04-23 02:32
Very cool! I love the mini-game/dating-sim mashup.
Foon → Ludum Dare Explorer → LD41 → BattleLove
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 663 | 2.63 | 21 | |
| Fun | 642 | 2.52 | 21 | |
| Innovation | 654 | 2.55 | 21 | |
| Theme | 491 | 3.26 | 21 | |
| Graphics | 648 | 2.34 | 21 | |
| Audio | 440 | 2.52 | 21 | |
| Humor | 382 | 2.50 | 18 | |
| Mood | 629 | 2.12 | 18 |
Very cool! I love the mini-game/dating-sim mashup.
Um.... First of all, I guess I don't get the "Single Date". WASD and arrow keys didn't work, but that's good though, because nothing ever hit the middle of the screen? So..... That was kinda boring.
I liked the idea behind the gameplay of the normal mode, but I don't know if it was more than one level, because it was incredibly hard to line it up with the yellow line, and then I didn't have time to move out of the way of the arrows when he tried to kill me (and he succeeded all 5 times I tried). So I kinda gave up.
Good music though.
@pandademic42 Single Date actually takes you right to boss battle which was an unintended consequence of some code changes I made near the end. The yellow line is also the minimum needed, you're supposed to go over it. I probably should have made that clearer.
Ooooh. That makes a lot more sense. I thought it was futile. XD
nice game, made me kill my spacebar though
I never was very good at undertale...
Nice game. I really liked the music.
Interesting concept! I think it's a bit limited in terms of gameplay though.
The bullet hell starts right away when you click, that was so unfair!
Cool game. Music, art and gameplay were all good. If you decide to continue working on the game I'd like to see more types of mini-games like pressing space at a certain time or follow a specific rhythm. The constant space-pushing gets repetitive quite fast. However, for a 48 hour compo it's understandable.
One minor thing though. The movement feels very sloppy, kind of delayed. This is because you use Input.GetAxis to determine player inputs, and by default that will gradually accelerate the player to max speed. If you instead use Input.GetAxisRaw the player will instantly get to max speed. I think that would work a lot better for a game like this where rapid movement is necessary.
Anyway, good job! :)