mainghia95 2018-04-24 00:26
Nice work guys. I like your idea. We also make our original. Mind to check it out: https://ldjam.com/events/ludum-dare/41/daxua
Foon → Ludum Dare Explorer → LD41 → Bullet Heck
By towerofnix, lightblub, equa and florrieflippingfailedtojoinagame
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 297 | 3.73 | 30 | |
| Fun | 372 | 3.51 | 30 | |
| Innovation | 122 | 3.96 | 30 | |
| Theme | 203 | 4.07 | 30 | |
| Graphics | 581 | 3.48 | 31 | |
| Audio | 637 | 2.78 | 30 | |
| Humor | 494 | 3.04 | 27 | |
| Mood | 504 | 3.38 | 28 |
Nice work guys. I like your idea. We also make our original. Mind to check it out: https://ldjam.com/events/ludum-dare/41/daxua
Great game! It would be a good quality of life change to make room walls (#) visible once you enter a room.
This was really fun to play and works super well IMO (maybe detracting a bit from the "incompatible" part of the theme?) Other than that, really nice work.
I'd say it's incompatible enough. Would be an interesting mechanic to see in a full-fledged roguelike!
Awesome combination of themes! The controls were a bit hard to learn for me, since I am on a german keyboard (similar layout to english one, but y and z are switched). But after I figured it out I had quite some fun dodging bullets, running from goblins and getting lots of precious treasures!
Clever take on the theme and pretty challenging. Loved the graphics options. Really enjoyed that roguelike feeling of inevitable death when you were down a corridor with a pattern coming that you couldn't escape.
I think this game is a pretty neat idea. Turn-based bullet hell is a very interesting mechanic.
However, I do think that the game suffers from two problems: - It is possible to be completely trapped at the start of a floor, if you check the wrong side of the room first and bullets show up that you can't get around. I think the main fix to this would be to show the walls, as previously mentioned. - There doesn't seem to be a way to get away from the goblins, which to me seems to mean that goblins could easily trap you similarly to the wall problem. Maybe it should be possible to see where goblins are at all times? Or maybe they should be killed by bullets--I managed to get one in the same square as a bullet, but nothing happened. It could be an interesting strategy though.
In any case, even in its current state, it's actually pretty fun--I played through quite a number of rounds, but eventually started running into a lot more goblins (I don't know if this is a bug, but the first ~10 times I played I didn't run into any goblins on level one, while eventually I saw one almost every time).
@TheMonsterFromTheDeep Thanks for the feedback! <3
I'd note that bullets _do_, in fact, kill goblins. They have to walk in front of a bullet and _then_ it needs to go into the same grid cell as the goblin.
Showing walls is a good idea, but I'd imagine it wouldn't count as a bugfix under LD rules :(
@lightblub : Good to know. I thought I might have been mistaken with respect to the bullet & goblin situation.
@TheMonsterFromTheDeep One thought we've had is making goblins not follow you outside of a room; I think that would make them a bit less annoying but still as challenging as we want them to be. ATM it's pretty easy to get chased off by a goblin and then get cut off by bullets! Since there's no simple way to kill goblins (you have to make them get hit by bullets), making them not follow you *everywhere* might be a decent balance.
a healthy amount of goblins 10/10
Excellent graphics :ok_hand: The idea itself is very good, exactly what I'd want from this theme.
I love the aesthetic! It was a lot of fun!
Quite similar to the jam we did but a lot more bullets! Really good theme well done
Based on the title, I was really hoping for this game to have some doggo tie-in...
I couldn't play too well because I couldn't tell what the ASCII stood for. Too many times I was blocked by something apparently invisible. # seemed to act like walls, . seemed to act like open space, but then there were plenty of places where I couldn't walk any further, yet there was no character blocking my way. This felt unfair. Maybe I just don't know how to read Rogue graphics.
This was such a fun game! You really did a grat job mixing those to genres. I loved the ASCII graphics btw. Even though it is turn based the wall of bullets made it feel like a real time game, also it was kinda addictive. Good job! BTW this was the fardest i could get :dog: 2cf60eae469fc4cac90b9006e3f31a0d.png
Surprisingly addictive game. You have to keep yourself from going to fast or you'll die because sometimes you have to think several steps ahead. I would love to see an expanded version of this game with art and items that have effects. Great work.
Big Roguelike/ASCII fan here! It's amazing how these two genres mix so well. Audio was just perfect matching how much sounded that generation of rogues. You should release it on RogueBasin! Super addictive gameplay! Congratulations!
https://ldjam.com/events/ludum-dare/41/super-slime-slasher-ultra/ambysts-daily-recommendation-6
Interesting combination. Love the ASCII aesthetics.
This idea is incredible, and it works really well! I'd love to see what shaders there are to make this game look cool but as is there is a really good concept from two genres! Great work!
@gamepopper Thanks!! You can access the shaders by pressing `g`.
Well done to the team on this game, I thought it was great! It did feel quite addictive, and I had quite a few turns. I struggled to stop myself from going fast when things were clear, and then the danger snuck up on me. I think a few other people have said that it would be good to see more of the surrounding map, and it felt like the fun part was planning your next few moves to avoid the bullets and the monsters.