FoonLudum Dare ExplorerLD41 → BattleLove

BattleLove

By trenton-pottruff

View on ldjam.com

CategoryRankScoreCount
Overall6632.6321
Fun6422.5221
Innovation6542.5521
Theme4913.2621
Graphics6482.3421
Audio4402.5221
Humor3822.5018
Mood6292.1218

Comments

matthew-roelle 2018-04-23 02:32

Very cool! I love the mini-game/dating-sim mashup.

pandademic42 2018-04-23 03:02

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.

trenton-pottruff 2018-04-23 03:08

@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.

pandademic42 2018-04-23 03:11

Ooooh. That makes a lot more sense. I thought it was futile. XD

ehtd 2018-04-23 03:28

nice game, made me kill my spacebar though

pahlsoftware 2018-04-23 05:50

I never was very good at undertale...

anubhav-kashyap 2018-04-24 05:34

Nice game. I really liked the music.

loveapplegames 2018-05-05 17:52

Interesting concept! I think it's a bit limited in terms of gameplay though.

blubberquark 2018-05-06 17:57

The bullet hell starts right away when you click, that was so unfair!

luckyfeathers 2018-05-07 17:42

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! :)