FoonLudum Dare ExplorerLD42 → Asteroid

Asteroid

By cheetah

View on ldjam.com

CategoryRankScoreCount
Overall7203.2634
Fun9302.8734
Innovation6243.1434
Theme5093.5934
Graphics10372.6835
Humor7452.2830
Mood7762.9133

Comments

enver-arco 2018-08-14 15:54

Well done in putting this game together for the game jam. Some kind of adjacent bonus were tiles/buildings interacted/got bonuses with eachother based on what they are beside would be nice

lisa 2018-08-14 19:47

really interesting concept and great take on the theme! the only suggestion I have is to maybe grey out the items you cant place. great job!

goda 2018-08-14 21:32

Cool concept overall. At first it seems like there's quite a bit of information to take in as there's a lot of small text everywhere but you quickly get the hang of the game mechanics and rules! I think more disastrous events towards the end (i.e., during the last couple of days) that deduct more of the resources would make the game more challenging. But great job!

cheetah 2018-08-15 00:33

@enver-arco, @lisa, @goda and all other reviewers, thank you for your feedback, i really appreciate it.

@enver-arco, really good suggestion, adjacency bonus definitely will reward careful camp planning.

@lisa, as you correctly noted, UI needs heavy improvement.

@goda, I'm not satisfied how text looks too, in many ways due to wrong font choice, i think. Balance also needs polishing, I made most of events in a rush, and I just didn't have time to test it properly.

awix 2018-08-15 06:31

Good Gaming Idea, Music needs to be improved Graphics good

2018-08-15 15:43

A promising idea. It draws a minimalist style. Slightly lacks sound effects.

greenboxgames 2018-08-15 16:49

Well put together fun resource management game. But its missing sound effects and graphics for buildings.

naked-kiwi 2018-08-15 16:56

It was a bit complex for me. I gived it a try tho.

antti-haavikko 2018-08-15 17:42

First of all before I even start playing the game, I'm not a native english speaker but I think the intro text had some issues: - `You have a few resource` => `You have few resources` - `But the land is literally falls down` => `But the land is literally falling down` - `Use alpha keys` => `Use number keys` Alpha keys are letters, numeric/number keys are exactly that, alphanumeric are both...

The FTL like events were cool but it would have been nice to be able to select the options also with mouse since the whole gameplay besides them is mouse based. Loads of typos in these too. And there should have been random possible outcomes and more of them overall. It was kinda boring to get same one four times in a row and you already knew the correct answer.

The font was also quite hard to read. The look was otherwise pretty clean. I'm not sure about the color choices though. Blue and green, specifically seemed very close to being pure colors which don't look that great at least in my opinion. A great tool for getting nice looking color combinations is https://coolors.co/app which I actually used myself this jam.

The gameplay is quite confusing and demanding at first. It throws a bit too much at the player right from the get go. And so much text everywhere. I think using icons for the resources etc would have made it less of a read fest and everything would have been faster to figure out with a quick glance.

See how much easier stuff like would be to make sense of in a quick look (obviously adding tooltips etc would be necessary too). And that "can be placed on" text was extra filler too that was already more clear from the color.

---

:walking: 5 :meat_on_bone: 65 :wind_blowing_face: 10 :gem: 50 :fuelpump: 20 :radioactive: 55

---

30 :gem: 10 :fuelpump: **Biodome** Produces :meat_on_bone: and :wind_blowing_face:

---

Also you should dim or somehow make sure it's easier to see that you can't afford a building, it was way unnecessarily tedious to looks at the prices from the wall of text and then check my resources from the other side of the screen. I'd also highlight the newest message on that log thing somehow when it appears for a while to make it easier to notice. Something like bold text, differently colored background and even a sound effect. There were also needlessly lot of entries on that log.

It was also quite annoying to have to click the building again if I wanted to build several of them in a row. And it was very easy to missclick while placing buildings. I wouldn't have made the building follow the cursor, just made the button for it seem activated (more so than that blue border) and focused the tile I'm going to build on with like a white outline or something.

And once gotten the hang of, it was way too easy. On my final (and successful) run, I had pretty much already beat it few days in and then just had to wait around for ages doing nothing (except for those infrequent prompts which I had abundance of resources for) for the inevitable victory. I actually tabbed out of the game and started writing this post while waiting. asteroid.png

And as expected... asteroidwon.png

Anyways, good job!

cheetah 2018-08-15 19:09

@antti-haavikko, Thank you so much for such a comprehensive review.

At first i'm sorry for all the issues with texts, i'm not an english speaker at all, and i don't have anybody near me who can readily help me with texts. I wrote most of events in a rush by last 3-4 hours, so I did the best I could, but texts are still very clunky.

I had to replace icons with text because of i'm not an artist at all. I have spent couple of hours just to figure out how to draw this isometric landscape, and gave up. I also agree with all the issues with UI, there was a lot of things I had to sacrifice just to finish on time. All the UI and graphics was done in first iteration, and i just had no time to return and tweak it. Also i tried to change font in the middle of last day to make text more readable, but with the new font i was forced to change positions for the most of elements, and i left everything as it was.

The same problem is with the balance. Randomized events outcome initially was the core idea of the events, but again, i had no time to implement it.

Anyways, in many aspects this game was first for me. This is my first experiment with SDL2 + Emscripten, first more or less finished game, first Ludum Dare submission. Developing it was really inspiring, as receiving reviews is. I think that after a while i will make post LD version of this game, and surely return in december with the new, more polished, ludum dare game.

antti-haavikko 2018-08-15 20:00

Haha yeah, I had some extra time to write for some reason... :wink:

That is exactly what I thought happened with the texts. Your english was great overall but there were those errors that seemed like typos or brain farts made in a rush. Maybe next time (if you do a text heavy game) write your texts a bit earlier and reserve some time to go through them later on with fresh eyes.

Yup, totally understand the time management issues. I'm sure you'll get better with that and other aspects as well with more experience. LD and other jams in general are mostly about the learning experience anyway.

Welcome to the LD community and see you on December!

arron-fowler 2018-08-16 12:16

I enjoyed this entry. I found it quite calming considering the situation we were in. I am happy enough to get rescued! Good job

Screen Shot 2018-08-16 at 13.13.56.png

zicboy 2018-08-17 05:31

Love the artstyle!

shapkofil 2018-08-17 11:54

cool game but the questions become repetetive at arround day 3. Otherwise the game was great ^^.

wisstopher 2018-09-02 16:55

I would like to see this get expanded. It was a great entry to the gamejam, I would just love to see what else you can do with it. Awesome work! :smile:

firehawk 2018-09-03 12:13

Such a great idea. I love a little story, that you've been added(in the desc.). Sometimes it was really motivating me). So, I think, you did a pretty good job. Keep going!

hellsquirrel 2018-09-04 13:41

Good!

merpader 2018-09-04 20:04

Was interesting concept and I like the resource gathering strategy type game that it was going for!