lakso 2018-08-13 01:03
The controlls are really unconfortable.
Foon → Ludum Dare Explorer → LD42 → S.O.B.A.D.
By jamie-reed
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 601 | 2.93 | 46 | |
| Fun | 615 | 2.69 | 46 | |
| Innovation | 674 | 2.37 | 45 | |
| Theme | 705 | 2.29 | 44 | |
| Graphics | 622 | 2.52 | 45 | |
| Audio | 449 | 2.65 | 45 | |
| Humor | 379 | 2.28 | 39 | |
| Mood | 571 | 2.30 | 40 |
The controlls are really unconfortable.
Welcome to Ludum Dare!!! This event is always fun and I hope to see you doing more in the future. Basic controls made sense, felt like LoL. Would love to see the spell casts visualized more but I imagine it was hard to find time for everything. It's hard to do AI and pathing and all that input in the span of a game jam! You were very ambitious!
As someone who plays league of legends all the time this is 100% better and I wanna join the "S.O.B.A.D." pro scene!
More seriously, this was probably a lot of fun to make, it may not be finished but it was probably fun to make!
Really impressive for 48 hours! Obviously more time would allow you to add things like animations and tune the game up, but the shell LoL clone came together pretty well. I was especially impressed by the minion pathing and AI
I missed the theme use. The trees don't really make difference and the scene is very large to cause any trouble. Whatever, I really like the feeling of the game about the MOBA style. Very impressive for 48 hours.
@rvenson Thanks for the feedback. Yeah, the trees filling up space was a desperate last-minute change. Originally the 'golems' were going to turn into impassable rocks when defeated. That didn't work because they would form a wall around the objective and the game became unwinnable and unlosable. So trees! If the game lasted long enough, they would matter.
Very challenging, but then I'm not a LOL or Dota player. I really enjoyed my time with your game, good work. A particle effect for your abilities would have been the icing on the cake, sometimes I wasn't sure if my q had gone off.
For a 48h compo, it is impressive that you added some AIs to the mix! Well done! :v:
Pretty nice for a 48h compo! The gameplay reminds some kinda MOBA. Maybe, there should be a little tutorial on the game screen. Great job!
I had fun after a bit but the game really needs instructions/a tutorial. I didn't know what I was doing for a while.
the game is good you should have added some extra power to the player. some of the time i was feeling that the Q key was not working. anyways overall it is good
Thanks for the feedback all. @erendelous @sundancekid Yeah, it needs instructions. It's too late now, but it would have been simple to put instructions on the pause screen - something for next time. @nexusviper Yeah, I should have polished the abilities more. Q just makes your next attack do 3x normal. An active Q with effects would have been better, and I will probably change it after voting ends.
I like the "Lol" style! Just upgrading the graphics, models and maybe a bit clearer introductions/tutorial. Still works just fine though! And it had original music :) Nice job :D
@raffe I'll be honest. I have no idea what I'm doing when it comes to music. That was the second "song" I've made in LMMS and I'm just trying things until it doesn't hurt my ears.
Wow, if I were league of legends devs, I would be worried about this entry ^^ Seriosly tho; a very good game, I really enjoyed the "plays like lol" a very nice game for 48 hours, a powerful ult would be awesome, good job!
I am really impressed at what you have done in such a short time! I've never played LoL, so the controls were kinda weird, but the overall game was super cool. I definitely couldn't have made it.
There should be some input response so that as player I can feel I just shot/heal/controlled sth. But I understand this will a lot for 48h. Impressive features! Quite a pity that I can't find a connection to the theme.
This is an incredibly ambitious project for a compo game. Congratulations on making a working game in the time you had! I would have liked to see your idea for golem corpses making walls: it would have added a unique gameplay feature and connected the game to the theme much more strongly. However, it's still just impressive what you did with the time you had.
@talon @artbohr Only now do I realize that the ult should have been 'Stonecrusher' an AoE that destroyed golems and cleared all rubble piles from a large area with a long cooldown. With some balance it probably would have made the game winnable. That would have nicely finished the gameplay and allowed the original theme idea to work. Anyway, I have plans to make the game better after voting ends. It was fun to make and I still have a lot to learn.
@jamie-reed That's a really cool idea! I hope you're able to finish your game with it.
Very cool concept! I like the idea of running out of space because it's getting filled up with enemies. However, the controls are a bit clunky, moving and shooting should be separate. Given the fact that this was made made in 48 hours, I'm impressed. Good job!
I really liked the idea and the controls because I got used to them really fast. Maybe for the graphics you should consider another style like or hook up woth someone who can make you some better visuals, Anyways, I enjoyed seeing your work and hope you continue making games and improving them. Keep it up :)
Pretty neat dude! Cool to see this style, i might have to give unity a try now!
This is really impressive! And you have recieved a lot of great feedback above. Ability design is pretty tough to get right, especially with such a limited amount of time. I didnt really understand what my Q ability was doing. Having a secondary action and an effect to go along with buffs are very important. Requires a lot of polish, however overall and exceptional jam game. Looking forward to hopefully seeing this polished up a bit!
very ambitious to build a moba style setting for the game!
Oh nice Jamie, I can see definitely potential on developing further even as small Moba game with a unique twist. I'm impressed with the complexity of the game, next maybe we can see more advanced art and package is even more impressive! Nice small game, definitely worth considering taking further even in small scale!
Other than a fair few issues with the controls (especially clicking on enemies seeming to work on 25% of the time), this is an impressive compo entry! I like the idea of a single player MOBA, get to avoid the toxicity of the LoL scene. :laughing: Another note, I'm not entirely sure how this relates to the theme...
Thanks @bloodyaugust. It was supposed to embrace the theme by leaving an impassable corpse each time a golem died, but I couldn't balance the game so that it was still winnable. At the last moment, I took that feature out, and made the trees spawn so that the forest grew and filled up the arena. It's kind of subtle and doesn't work very well, but it was the best I could think of with time running out.
I'm still working on it. This is the first 3d game I've released and I still have a ton of things to learn.
So far I've fixed the hitboxes, added effects and sounds to the abilities, made the player controls better, tons of balance changes, and made the Power Shot skill an active skill. Still to do: make better models, animate them, texture them, add neutral monsters and polish, polish, polish. If anyone wants to check out the progress, you can here: [http://naxarad.com/](http://naxarad.com/). Or follow me on [Twitter](https://twitter.com/NaxaradStudio) to hear about my progress and when it gets "finished".
The game is very nice, just a bit of trouble with the controls and the enemy clicking is eh. But for the time given you have made a very good game and it has some nice potential. Well done, considering this is your first LD Game you have done well :thumbsup:
Very nice game! Congrats!
Nice game. I know that making a MOBA isn't easy, even an offline one, especially in 48 hours. I would definitely suggest using Blender's smooth shading option for rounded objects like cylinders and spheres. I'll admit that I really couldn't figure out what the special abilities did. It also seemed unfair that my side didn't get the bigger workers to spawn. I managed to make it to the enemy base, but there was a lot of slowdown with the enemy units continually spawning, however, I was playing the web version.