vilix64 2018-04-23 05:31
It would be better, if the game ran a bit faster, or more continuously, but great job anyway! :slight_smile:
Foon → Ludum Dare Explorer → LD41 → Dash and Slash
By bookworm31
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 517 | 3.11 | 23 | |
| Fun | 441 | 3.11 | 23 | |
| Innovation | 468 | 3.11 | 23 | |
| Theme | 347 | 3.59 | 23 | |
| Graphics | 645 | 2.35 | 23 | |
| Audio | 452 | 2.47 | 22 | |
| Humor | 413 | 2.44 | 20 | |
| Mood | 491 | 2.73 | 23 |
It would be better, if the game ran a bit faster, or more continuously, but great job anyway! :slight_smile:
I think exactly like @vilix64, a faster tempo would be better for the gameplay. Nice entry! The concept is pretty funny :)
@vilix64 @Memel06 Thanks for the feedback! Part of the reason things move at the speed they do is because of the length of the animations/sound effects and trying to get them to line up reasonably. With a bit more time, I probably would have redone those and tried to speed it up a bit more.
This is pretty cool! It was cool to really think out my turns to make sure that I didn't die. One thing that confused me at first was how running into walls killed you. I think that if you had it so only the top block was green it would be much more readable for the player! Good job!
@Gavin-Camlin Thanks! I had it planned out to use a different texture (and had just about everything implemented for it), I just completely forgot to make and use it. Whoops! If I keep working on the game, I'll be sure to make that change.
Fun game, sir! Would prefer a faster pace but I like it. :D Good job!
@meskaline Thanks! That seems to be a common trend here (and on my last entry too for that matter..); I'll have to see about a change of pace next time!
I definitely agree with the others on increasing the pace. Also, a helpful addition would be to modify the ground tiles by adding a line or something to clearly show the grid boundaries. That would make it easier to judge the distance between you and an incoming slime.
Anyways, good work! I can definitely see this formula being used to create some clever and really difficult gameplay scenarios
@Ale Thanks! I had in a system for grid-lines (it's actually in there and simply commented out right now) but I wasn't liking the way it looked. I do agree though that they probably would have helped though, so if I continue working on this, I'll definitely see about trying to make a better image for them.
I made it to level 2, died, and then didn't want to go through level 1 again... Simple concept but pretty well executed. It took me a while to get the hang of what the ".." did vs what the right arrow did, and how to use them to get in the right place to be able to kill a slime.
Very nice! The gameplay is easy to pick up (and very fun!). I enjoyed the strategy of moving through the levels, and I wonder if it would have worked out well to have a "move backwards" card as well. It definitely could have been useful, and I think it may have added to planning / fighting enemies well.
Overall, the game really *dashed* passed my expectations ;)
Nice concept, I died in the first level the first time (fell in a hole) right after it clicked that I should be planning my move. Fun game, great job.
@Jimbly So each level is actually randomly generated and different every time (except for the very first level, 0). I have a number of different 8 tile sections that get randomly selected from. What changes from level to level is the number of sections used. Thanks for the feedback! @Artur-Hawkwing Thanks for the feedback! Glad you enjoyed it; I did consider a backwards card. I was somewhat on the fence about it (I wasn't sure whether I liked the way it fit; the idea was you move forward each turn, with a specific option to stop) and it simplified some logic to not implement it. @vidsneeze Thanks! Fun fact, the one tile wide gaps can be crossed using a dash and don't even need a jump.
More a puzzle/platformer as you figure out the best order in which to play your cards to get through the level. Nothing wrong with that! Simple graphics and sounds but nothing wrong with that either. Pretty good!
Nice concept. The graphics and sound effects are simple and make it easy to understand what the game is and how to play. The only thing I find a bit frustrating is losing to rng. Maybe increase the hand size by 1 card to give some more options? Nice work!
Very fun game. The card mechanics felt a bit odd as implemented since there was this strong feeling that you really wanted your hand to consist of one of everything all the time. Usually I ended up just using whatever I had duplicates of in order to cycle to having a full set of tools available at all times, but that meant I sometimes dashed into an enemy spawn, which changed up how I had to react to the random level generation. The random level generation mixed with that added a lot of replayability. There was some stagnation in that the situations tended to play out identically if I just walked up to the sections, but occasionally, whether it was part of the setup, or just from dashing, enemies would end up in slightly different locations, so I had to be careful not to do something silly =P.
The graphics were pretty simple, it was nice that there were some animations though. The red slime did look a bit odd in the air sometimes, but it was all functional. The grass tiles blended well, which oddly, because the game was so strategic, was a bit of a problem until I learned how to read the tiles. It would have been nice for the terrain to continue off the edges of the level. It also would have been cool to detect cases where blocks were stacked directly on top of each other, and have solid dirt instead of grass underneath them. The slash and jump cards weren't immediately obvious from their graphic, but it was easy to understand what they did once you used them.
The graphical style felt consistent, and the mood was decent, if somewhat generic in places. Vaguely reminded me of Adventure Island on the NES. Doors were a bit out of place though. Could also have really used some light music to help lock in the mood. The sound effects were functional; they were representative of the actions, and well-balanced in terms of volume.
What I really liked about the implementation of the theme is that the game really plays a lot like an action platformer / runner, with the 'wait' card being a discretized version of slowing down. This really clicked for me when I saw that using the jump card in midair has no effect. Even though the UI and mechanics have the feel of a strategy/puzzle game, the underlying mechanics are bound to action conventions.
One bug I noticed fairly early on is that the game over screen doesn't properly display what level you reached, always listing it as level 1. After a few games, I also noticed some odd things involving hitting slimes in unexpected ways. The green slimes disappear without a sound when you land on them. If that's the behavior you want, it feels like it needs a squish sound effect to go with it. Because of this, I messed around with the red slimes too. If you 'land on' red slimes, you just pass through each other. What I thought it was even more odd is that jumping up into a red slime doesn't kill you, instead, it 'blocks' you and just treats it as moving forward. I was kind of surprised that you don't need to actually touch the door to exit the level, which again makes me think that a door isn't really the right choice here, even if it is sort of the generic level end object =P.
In any case, it's a very good game, since it's a lot of fun, and a nice example of combining two genres, with some really interesting interaction with, and integration of, the component elements.
I agree with the previous feedback.
The game is kinda fun and has some strategy!