FoonLudum Dare ExplorerLD41 → 60 seconds to Mars

60 seconds to Mars

By rocketraccoons

View on ldjam.com

CategoryRankScoreCount
Overall6213.4120
Fun4953.3921
Innovation9742.8620
Theme10912.6821
Graphics8543.0020
Audio2593.5918
Humor2
Mood4743.4119

Comments

2018-04-24 02:01

I hope I will see this on steam in a few months... can really see this going far! love the fluent and intense gameplay in this style.

glorious-kittens 2018-04-25 10:46

Dont really think these genres aren't incompatible, but still a fun game though

riddhee-dutta 2018-04-25 10:49

Fun game bro. Great Job. Feel free to drop a review in our game https://ldjam.com/events/ludum-dare/41/boomball

velocity7 2018-04-25 11:09

The game cool and fast. Many things can be added later on but Good Job

magmafortress 2018-04-26 09:41

Some more feedback in the fights would be great to let me know if I'm choosing abilities "wisely." Hard to tell if my strategy of spamming heavy was good or bad.

zuhairghias 2018-04-27 02:32

Loved the way interactions and combat were seamless. Well done! Couldn't tell what normal attacks were good for though. Beat the game using just heavy attacks.

carvster 2018-04-27 13:01

Solid submission, wasn't sure when to attack/block or use a heavy attack or not spamming heavy seemed to work well enough. With such a short time the negative time pickup was quite devastating! not only did I lose 5 seconds but also the time it took to pickup the pickup too!

gonz0 2018-04-27 22:53

Smooth mechanics, was very enjoyable! Love the music and Artwork! nice short game!

random-storykeeper 2018-05-03 06:45

:thinking:

60 seconds to Mars Instructions over credits.png

Also bringing up the Credits for the first time made the game go into fullscreen? That was pretty weird. :confused:

(Actually, it seems like selecting any option on the menu screen after a game over or for the first time makes the game go into fullscreen mode. :thinking: )

When I actually started to play the game, there was absolutely no audio whatsoever. I guess I had it open in the background for too long and it doesn't loop? Restarting after a game over does bring the music back, however.

But these issues aside, I thought the game was pretty straightforward and relatively easy to pick up and play. Although...I didn't really understand the benefits of blocking, or the difference between a Heavy and a Normal attack aside from them...doing more damage to the enemy. I would expect there to be some repercussions for the player for using a heavier attack, but I wasn't able to figure out what they were.

It also seemed a little strange that you had to wait to pick up weapons and items. It didn't really seem to add anything to the game other than to waste the player's time? It especially doesn't help when the player goes in not knowing what these items are and what they'll add on to the player exactly.

Despite my bickering, I really did like the look of this game. The designs of the aliens you fight are very interesting and varied. I wish the UI also matched up to the graphics, though, instead of just the plain text. The music was also pretty good. There's an intensity in the lower voices that contributes to the idea of there being a time limit, and the melody was mysterious enough that it conveyed that alien-esque, being in outer space feeling.

The time limit is quite the hassle, but maybe that was just me and my first experience playing. Sometimes, the controls didn't really respond, thus I was madly button mashing just to try and beat the clock. I was looking back at the timer each time I cleared a room and you only get what, 6 extra seconds when you clear one? That seems pretty low. Anyways, there's some good ideas in here; all in all pretty good for a game made in 72 hours, eh? :stuck_out_tongue:

peachtreeoath 2018-05-11 00:21

I think one of the strongest things you have here is the pickup time vs loot. One thing you could add to the risk/rewardness of the game is to have stronger loot chests take up more time, that way the player will have to judge how much time they have left and decide whether it's worth it or not. Same with maybe a health pickup, where they're using time as a currency to trade for life. At the moment the game is more straightforward since you kinda run and grab everything you can, but I think with a bit more cooking time and variety and a focus on time as a limited resource you can make a really tense roguelike out of this foundation.

autumnotopia 2018-05-14 04:30

Overall, I felt like this was a pretty well crafted entry! There were some minor balance issues (but honestly what game doesn't have a few?), but I think the core mechanic is good. I beat the game on my first try while picking up every item though, so I'm not sure the 'weighing if an item pickup is worth it or not' aspect really came through.

The graphics were cool! Though a good rule of thumb is that if your game is basically entirely pixel art, that you should use a pixel font (you can find a ton of free nice looking ones on various font websites). I think that minor change would help your UI 'blend in' a lot better.

weekend-panda 2018-05-14 16:03

This was actually really fun! Having the different rooms was a great design choice as it made you want to keep going. Good job overall!