FoonLudum Dare ExplorerLD41 → Shootanoid

Shootanoid

By drludos

View on ldjam.com

CategoryRankScoreCount
Overall1613.6952
Fun1023.7752
Innovation3073.4451
Theme1523.9650
Graphics3663.1951
Audio3322.8549
Humor4262.4040
Mood3553.0246

Comments

jezpez 2018-04-24 02:01

Nice work! A really cool idea, I love how the balls become your enemy, as well as your path to winning. Pretty hard to manage the shooting in 8 directions. Would have liked to see a score come up, or a timer.

A really great idea and very unique!

I love those fantasy computers like pico-8 and tic-80 maybe next compo I'll learn too.

magicspore 2018-04-24 04:28

Good idea, but direct the ball is very hard

bloodyaugust 2018-04-24 06:39

I liked the direction you were headed in, but I felt like it would've been more fun if your shots had been additive instead of just setting direction and speed. Also, it felt like I spent a lot of time just idling, passively dodging balls while waiting for them to clean up the level. Overall, a good idea that could use some more mechanically interesting ideas. :smile:

EDIT: To see my live thoughts, check out this recording of the livestream [here](https://www.twitch.tv/videos/253875862).

hauo 2018-04-24 19:11

The idea is solid, but it was very difficult to control the balls direction with it. I also don't feel like the very high rate of fire helps, as I just made me create a "wall" of bullets to try and move the balls. Having to use my bullets more carefully would feel more rewarding. All in all, a good combination with potential!

dlowe 2018-04-24 19:26

This is a really neat idea. I'll echo what's been said above: the controls could use some refinement to make it feel like the player has a bit more control over their fate. I was very glad that dying wasn't super-punishing, once I got a few levels in!

Thanks very much for the game!

lukbebalduke 2018-04-25 16:42

Nice game! I enjoyed the idea.

You did a neat job on game feel, level design, and game design. The core mechanic is super simple and easy to learn, it also creates a huge window so you can design different types of levels that are simple and challenge. The sound effects and the visual effects really added a lot to the game, making it very satisfying to play even after some time.

Overall a very solid game! Keep up the good work!

dayn9 2018-04-25 23:16

Difficult to get the hang of but a lot of fun

gonz0 2018-04-25 23:30

Yes!! I love arkanoid and was considering using it for the theme.Glad to see someone pulled it off.nicely done! tricky enough! some chip tunes would be lovely!

ekkoekko 2018-04-26 03:08

Simple pixel art graphics. its fun to play.

Can you rate also my game: https://ldjam.com/events/ludum-dare/41/gender-circle

sengi 2018-04-26 10:50

Hey mate, nice use of shake effect, its this little touches that makes a game more dynamic. You did a pretty good job for just a 15 hours of dev, also mechanics are picked well for this theme. GJ overall, looking forward to your future dev progress!)

useless 2018-04-27 00:57

really fun! reminds me a lot of vlambeer games and not just because of the screenshake! :D

chaseplays 2018-04-27 01:27

I really like this! It does a good job of making the player avoid constantly moving "enemies", which makes the game constantly fun. I also liked the graphics and sound effects, which made the game feel incredibly polished. Despite the fact that I really liked your game, I would have liked to see either less levels, or more mechanics introduced, as the game eventually got a bit repetitive towards the end. Still, though, I really enjoyed my time. Fantastic job!

lmb 2018-04-27 01:30

Nice game, fun to play! Unlike someone else, I actually liked the high rate of fire: it brought a kind of strategic element to the gameplay. Graphics and sound worked well, too! Solid game, thanks for publishing it!

Oh, just one negative point: I actually finished all levels, but I couldn't read the end screen because I was hitting the button and thus I was immediately sent back to the title screen.

Oh, and I guess level 10 is a reference to Space Invaders, right?

drludos 2018-04-27 02:05

Thanks you all for your feedback! :)

@LMB: Yes, level 10 is a reference to Space Invaders :).! I'm sorry you couldn't read the ending screen, so here it is attached:

shootanoid-ending.gif

As you can see, it's nothing fancy (not enough time), but it does display the total number of death you had before finishing the game ;)

mrwillowb 2018-04-27 15:46

I found it hard to control but it was nice

eddyneave 2018-04-27 19:49

Hey, was a little tricky to start off with but got the hang of it. I liked the graphics nice a simple. the sound was a little loud but other than that not bad at all.

lmb 2018-04-27 21:34

@drludos Hehe, thanks! I guess my number of deaths was way higher than zero :wink: And, yes, I enjoyed it :thumbsup:

morrilet 2018-04-28 20:37

That was way harder than I'd anticipated. I think the design was mechanically sound, and the audio combined with the particle effects was great. I think that signposting what each brick does could've been improved, as in level 3 I anticipated that the grey ones couldn't be destroyed but that wasn't the case. Really though I'm having a hard time coming up with meaningful feedback because this was incredibly simple, polished, and to the point. Great work!

marioman68 2018-04-28 23:42

Pretty fun, be great if it was a twin stick shooter, but still great idea on shooting the ball.

f1krazy 2018-04-28 23:53

A very nice fusion! I'm very impressed that you managed to complete this in just one day. Imagine what you could have done with two! As others have said, the mechanics could use a little refinement, but it's a simple, solid game, and very enjoyable to play.

Also, I gotta give TIC-80 a shot sometime.

superpokeunicorn 2018-04-28 23:55

This is a pretty neat idea. I like how the balls are both necessary for success but also potentially harmful; that's really clever design right there. The levels provided a good variety of situations to test your skills which require new strategies for optimal play. The audio is a bit lacking with one sound effect and no music, although the block hit sound combined with the screen-shake is very effective. I particularly like the little confetti effect that happens when your character dies. Overall, this is a very solid entry. Nice work!

moski 2018-04-29 00:56

Easily, one of my favorite games of this compo. I'm going to be playing it for a bit longer 'till I actually beat it.

chrome_2018-04-28_19-50-32.png

This game is proof that a game doesn't need to be very sophisticated or fancy to outstand. It sticks to a core mechanic, does it right, and implements it in a very rewarding fashion.

The presentation is extremely simple, but makes sure that nothing is ambiguous or that anything gets lost in a big mess of colors. This allows to easily manage through the bullet hell that later levels become. The lack of music is not exactly a problem either, because the sounds of breaking blocks along with the particles and the screen shaking add a lot of "oomph" to the atmosphere.

The gameplay is king though, with a "simple" mechanic of destroying blocks while avoiding being destroyed by your own machinations. I never felt safe in the game, even when I was spamming fire. It feels so good dodging that many balls.

I loved this game. It's great what people can come up with so little time and little resources, as long as there's a great plan to pull it through. [My team](twitter.com/whalesandgames) would really like to see more games like this one. Kudos! :whale:

lereveur 2018-04-29 01:02

Good idea, challenging, very polished and good realisation within so few time! Very well done!

hpmnk 2018-04-29 01:35

The concept is amazing, would definitely be great with a Gamepad and an analogic aiming ! As a solo jam it's a really good result, and i'm pretty sure this idea can fit a real release. Very well done, i considered you being solo in my notation

ehtd 2018-04-29 03:16

Nice and simple. A bit weird to control, but mix of genres works well

minibobbo 2018-04-29 05:19

This was wonderful. Simple, but that is one of the things that makes it great. I would have really loved to have some great music to go along with it, but I understand the time constraints :smile: I enjoyed the level 10 space invaders layout.

My only complaint is level 4. After level 3 (which I enjoyed a lot) level 4 seemed slow and not very exciting. I was glad to see that it picked back up after it. This is a small thing and I only bring it up because the rest of the game was so excellent.

Put in a dodge ball mode where it just spawns a gold ball every couple seconds and you can't shoot. Then the game is to see how long you can last!

macdoom 2018-04-29 08:18

Excellent entry! The two genres were ingeniously merged! The graphics matched that vintage arcade feeling of the gameplay. With more polish it could become a modern classic. Congratulations!

lelel 2018-04-29 12:14

Instantly wanted to play it till the end. Really fun game and cool minimalistical graphics. Love this style. Physics where really simple but also really triggering if you first have to get use to the pong style again (rage guaranteed) :D really like the game! Good job.

bytinggames 2018-04-29 12:22

I loved the simplicity, it shows that a game doesn't need much to be awesome :) The game has a good difficulty curve and it feels natural to play these two genres combined. It was really fun to play and kept me through to the end. Nice graphics sound and screenshake effects. A bit unfair though that you can be killed by spawning balls. Great entry!

aeveis 2018-05-03 04:15

I died 15 times but was able to beat it! I liked how the bricks did callbacks to other games with the level design. I think it was a good combination of mechanics, there was some strategy in making sure where you shot the balls. One thing I did figure out was to keep shooting and usually I could keep the balls stuck within the space, so that worked well for any level where the bricks were all on one side. I liked the particle explosions for the bricks and the player. Nice job!

ava-skoog 2018-05-14 13:31

Great game! The difficulty really got ramped up after the first two levels. It was interesting finding a balance between activating few balls which makes it take longer to clear the level but easier to avoid the balls, or activating many of them, which clears the level fast, but makes it harder to stay alive!

At some point, however, I did find it to be not completely, but fairly, safe to just sit in a corner and shoot diagonally at anything approaching, which helped me do a lot better, so maybe that's something to look at if you decide to make a fuller version of this game!

Not a lot of audio to speak of, but of course you opted out of that category. Still, a little volume balancing would've been good, because the bleep on startup was at a level that seemed good, so I kept my speaker at that level, but when I died for the first time I jumped into the air because it was so loud. Just glad I wasn't wearing headphones. :p It didn't bother me (I actually kind of liked it!) but some of the impact sounds were a bit like biting and chewing a popsicle which some people might not be able to listen to at all (kind of like nails on a chalkboard), so may be worth considering!

Gameplay and levels were great. You managed to figure out a bunch of different concepts and ways of using the mechanic, allowing the player to feel a little clever after figuring out the best strategy to go about each new challenge. And challenging it was!

Marvelous job!