jgundersen 2018-04-24 18:19
Super fun game, lots of content
Foon → Ludum Dare Explorer → LD41 → Idleshot
By boaheck-artgent, le-american and foxtrotluna
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 709 | 3.34 | 24 | |
| Fun | 335 | 3.56 | 24 | |
| Innovation | 1006 | 2.81 | 24 | |
| Theme | 916 | 3.09 | 24 | |
| Graphics | 458 | 3.65 | 24 | |
| Audio | 247 | 3.61 | 23 | |
| Humor | 764 | 2.57 | 22 | |
| Mood | 657 | 3.20 | 24 |
Super fun game, lots of content
nice game ^^
That was fun. Nice work!
It's great! I just did a little exploration, nevertheless it seems to have lot of possibilities. Congratulations!
I've never played any Idle games, but I thought the idea was really good. After playing, I changed my mind and I do not think the two genres cited are so incompatible. Just one more point, I think the death penalty was unfair. I only played the Jam version, I'll play the complete soon.
Congratulations for the game!
I really liked the use of the theme, the graphics, the sound, and the design of the game. I played the original version and didn't finish, but I'm sure you've addressed the obvious glitches in the post-jam version. Nice work! The protagonist reminds me of Magic Man from Adventure Time, ha.
Edit: I forgot to mention that I thought flipping the usual use of ammo (counting up instead of down) was particularly clever :)
Lots of content and tremendously fun! However, those genres are really incompatible, because I think I need a new index finger tendon now... Maybe you could add some more autamation features from the clicker clicker genre, like auto firing without clicking in another direction or indestructible turrets (because now it also is some kind of tower defense where you defend your towers instead of vice versa :D). But a great job overall, keep it up and have a fish 🐟 <3
@beebo-studios generally buying the upgrades for the bullets lets you auto shoot and also buying bullet speed and to decrease the distance between the bullets firing- after a while you can just auto shoot a lot of bullets really fast in all directions that arent blocked by walls-- its not very balanced in the original though but its very satisfying in the updated ver of the game :D
that was a super fun game! found myself getting distracted with trying to progress in the game, though I will say my finger is a bit tired after all that clicking haha
That was fun, I like the combination of genres, pretty clever. I think there is a problem with the costs for the turrets, the amount of jellys you get per wave is ridiculous in comparison to the prices, specially if you can lose them quite easily. I loved opening doors, having new places to explore. Very good!
Was a bit too hard for me, but looks good and has a lot of content in it. I can see with a bit of effort there is a lot to work towards and unlock. I only tried the LD version not the Post LD version, I guess the changes in balance makes it a bit more playable.
Good work all round though
The game has nice and clean visuals so good job on that front. I think the design needs to be revisited and altered a little to make the game more enjoyable and the audio could also be improved and expanded. There is some generally solid production quality considering the time you had to make the game, though. Well done.
Fun game! It took me a little while to see the +1 for the shots and realize you gained by shooting but then I was all onboard. First waves I also felt a bit like you could cheat the game by just clicking and not triggering the aliens. Until I hit the level that they didn't wait at all for me. But still, perhaps they should be on a timer on the first levels to not let the player exploit that they are waiting? I really liked the graphics and the audio. Some minor things with the graphics though. It would have been nice with a larger in-game cursor so as to make it easier to keep track of where I was aiming. And the UI for selecting different options was a little buggy. There was some option behind the others. I tried upgrading the speed of the shots and with autoshot and this was good, but I also didn't see what else would help me gain more speed with the generation of shots after a while and reaching to the 500 to open a door seemed a bit too far off. So perhaps, I would suggest tweaking the power-ups and the stats. Maybe making more of them visible at the same time, maybe hiding some that you are too far away from anyhow. I'm not exactly sure which way to go. In any case, really nice game!
That was fun, but from wave 5 comes to went difficult so the problem probably is the costs of the turrets. That need a little balancing of the jelly dropped and the prices. Good game!
If you want you can try my game on this link: [Scarry](https://ldjam.com/events/ludum-dare/41/scarry)
Super fun game with awesome sound design! i loved all the bright colors and simple looking terrain. Exploring felt really good and the menu system worked well. Great work!
Wow there is a lot of content in this one, you did a really good job. Awesome entry with great aesthetics. I especially loved the color and the characters art. I had a blast playing it, this is one of my fovourite entry so far
Great work! It was a pretty fun and challenging game, graphics were awesome too, loved that montains! A few comments, I hope they help!
-I didn't knew I was getting hit by enemy bullets, there was no feedback. -UI for purchases was pretty uncomfortable to use, and I always had to scroll up to the early upgrades! -Having the camera follow the player with a linear interpolation makes aiming pretty hard in this kind of games! I'd recommend checking how Nuclear Throne, Enter the Gungeon, Luftrausers or other shooter games do this. They have pretty clever camera tricks once you realize!
A really solid entry, with lots of content for a game jam. Congratulations team!
Wow, glad I gave the post-jam version a shot after trying the original. There's a huuuuge difference in how much fun can be had. Even with the post-jam balance update though, it still feels kinda broken: You can easily hide out during early waves and get enough of a lead on shells that you're basically unstoppable, but jelly drops at such a low rate that it still takes ages to make progress.
Some other issues: - the store UI was very cumbersome - unless I'm missing something, the turrets seem like a bad investment since you need jelly to progress - there wasn't really any need to decrease bullet spread; when you're shooting dozens of bullets per second it's actually kinda beneficial to have them spread so you don't have to aim as precisely
I love the art direction in this though. Really enjoyed the super bright and saturated look!