blackatlas 2018-04-23 03:50
Congrats on finishing the jam! The card mechanic was a nice interpretation of the theme, but man oh man I wish you would have included a sensitivity option, I was struggling hard.
Foon → Ludum Dare Explorer → LD41 → The Magical Caster Card Gun
By fanttum
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 155 | 3.70 | 26 | |
| Fun | 176 | 3.58 | 26 | |
| Innovation | 158 | 3.70 | 26 | |
| Theme | 113 | 4.06 | 26 | |
| Graphics | 532 | 2.77 | 26 | |
| Audio | 367 | 2.75 | 26 | |
| Humor | 358 | 2.59 | 24 | |
| Mood | 425 | 2.88 | 24 |
Congrats on finishing the jam! The card mechanic was a nice interpretation of the theme, but man oh man I wish you would have included a sensitivity option, I was struggling hard.
@BlackAtlas too much or not enough? I have the bones for some sensitivity settings but didn't have time to actually implement.
Oof. That last level's rough. After getting near to the end 3 times I had to call it quits. Nicely done. Only wishing there was a bit more substance to the card portion of the game, but the FPS portion carries well.
@Fanttum It was too sensitive for my mouse. Tried looking through the default Unity settings in the initial popup but didn't find it.
Probably too much similar to Lovely Planet, but the card concept fits good
Edit: I saw some people talking about the sensitivity
I think you can add another version "Post Compo" with a sensitivity option, i personally find it too much higher, also i found that when you release any movement key it keeps walking some time and i think that gives insecurity in a platform game
@BlackAtlas yea didn't get them into player perfs or the load up settings but its in the code lol. Just ran out of time. Would have done settings when I did saving but that didn't happen either ¯\_(ツ)_/¯
@ErikU Thanks for giving it a shot! My jam games usually have a pretty big difficulty curve cause I want to make things ramp up quickly in the short time span. Didn't have much time to properly play test most of the levels anyways. But hopefully its a fun hard!
@rodel77 Good eye! I forget what made me think of it, but I wanted easy to code enemies so the inspiration struck!
Cute animations, no bugs so far, a solid game! :slight_smile:
I liked the card mechanics, especially in pvp or in a solo game like dishonored or something
ui for cards and deck building was awesome
almost gave up on the first level until i realized you could shoot the capsules to remove them and you shouldn't touch the capsules cause they can kill you.
bonus points for having a game called "the magic gun" as well lol
Nice work :) really love the idea, has potential
Thanks! @vilix64 I don't think I had any outstanding bugs when I finished so let me know if you find any!
Glad you stuck with it @BenPeterson ;) There is always a solution so hopefully you can learn the mechanics by banging your head around enough haha.
Love the concept of the game, it is really fun to play!
Great game, fun to play!
Awesome! Have completed all levels and want more :)
That was fun. Adding the blue dudes was a great touch - it forces the player to be much more careful about how they play their cards. I do agree that the cards could use some more strategy/variety. Also - the grenades were really hard to hit with because their explosion is so small! Also - too much platforming! The bullet dodging, corner-peeking, SUPERHOT-type stuff felt way more fun to me than the platforming.
I beat the game!Level 5 is pretty hard,i dead many times.It's very fun to play!But i still found some problems,front sight is too big,it made me hard to aim at enemies,and you shouldn't use R as restart key,you know,in other FPS games,R usually be used as "reload"
Thanks for the feedback @Aaron Nemoyten Those were all things I had to think about a lot. I wanted the grenades to be a bit more of a precision tool, but I think my level design made that almost impossible. I'm still pretty new to full 3D experiences and I think you hit the nail on the head. I was a bit to undeceive on how I wanted levels to go, and while I wanted a verity of types (some more platformer others more corner peaking) I deff didn't have time to make enough or give them the proper love they deserve.
@JeffChen Thanks for finishing! The sight isn't perfect, and I didn't want it to be too easy to aim haha. Was planning on either not having it at all, or having an option to turn off but didn't have time for the latter and thought it might be too unfair to remove outright. The restart was another thing I thought long and hard about. I think of it as reloading the level, but maybe I should have had 'R' be shuffle and something else be reload.
@Fanttum Yes,i think that will work.And jumping between platforms is always fun,haha
Awesome game! I really liked the concept a lot and actually had a lot of fun playing it. Although the platforming at the end of Level 5 is really difficult to get just right, especially with the high sensitivity. Just a minor gripe though, overall I think it was really well executed.
Congratulation for finishing the game.
Nice easy style.
5th level is not so easy.
Some music is missing for me.
The jumping is a bit weird in how it works but otherwise a very fun game. The cards kind of seem pointless since you can just fire as needed.
Finished as well, got fairly into it so good job you made fun game. Agree with some others that the card part did not meant much in the end, just CDs.
Fun game, I liked how the card mechanics sort of replace the ammo management mechanics in a normal FPS.
Nice idea! I liked how finishing each level rewards you with cards to fill your deck. It's interesting to test each weapon carefully so you don't use explosives at the wrong time, and deciding which one to take to each level makes the experience better. Good work!