FoonLudum Dare ExplorerLD42 → Starship Panic

Starship Panic

By evelyn-hagan

View on ldjam.com

CategoryRankScoreCount
Overall4613.2130
Fun3813.2029
Innovation3573.1930
Theme2483.7830
Graphics5182.8730
Audio2933.0530
Mood2993.0529

Comments

ethan-nachreiner 2018-08-14 04:46

I really like the idea of the game! Unfortunately there are quite a few bugs. I was able to beat all the levels (indefinitely, because it seems like the game just loops) by standing still in the vent area. Also, the shooting feels a bit too unresponsive. But I did like how you introduced couches later in the game! I think it could use a bit of work, but all in all I like the idea! 🙂 (Hope I wasn't too critical.)

dillyo 2018-08-14 05:18

The game was a bit of fun, but feel like the controls we not what they should have been using Q,E and V key to do everything felt weird. I got a few bugs, but I made it to level 4.

cope 2018-08-14 05:20

Interesting concept. However, I do agree with @ethan-nachreiner that the shooting feels too unresponsive.

stellaryyan2 2018-08-14 05:32

It's a little confusing at first. But it's still fun, and music is great.

geckoo1337 2018-09-03 23:25

Cool little game with smooth mechanic. At first I didn't understand anything, but after a while I had fun playing. However I noticed some bugs - not really annoying. In less than 2 days you did a fun entry. I espacially loved the background track - something hypnotical. Bravo ++

ursagames 2018-09-03 23:54

Nice entry! The gameplay loop feels pretty solid. I think the shooting felt a little tedious for the goal of the gameplay, maybe if things had less HP, so maybe 1 shot for crates etc. Then you could have had the debris come in quicker and it'd feel more frantic. Great music track though, really added a lot to the game!

atom0520 2018-09-04 00:01

It's a very fun game and also well fits the theme. The graphics look cute and the audio is also cool. However I notice that the only way to lose the game is to get hit by debris while the debris would never be spawned inside the airlock, which allows me to just stay inside the airlock all the time to complete all the levels. I think maybe you can prevent player from entering the airlock and only allow player to put debris into the airlock from the outside, just as player should do in the guide level. Moreover I don't think it necessary to let player go through the guide level everytime they start the game. You can make another option in the home menu or let player go through the guide only once.

However overall it's a well-put-together game and it's commendable that you could complete it in only 48 hours. Good job!

rjhelms 2018-09-04 03:33

Took a while to get a hang of it, but that's good fun. Liek @atom0520 said, being able to skip the guide level would have been a nice touch.

It seemed like there was something finicky about dropping debris, but I couldn't quite figure out what - just that in some cases, they either wouldn't drop or wouldn't go where I expected them too.

tlcoc 2018-09-04 06:44

Interesting game with quite a challenge if played long enough. Definitely will be better with more level variations where they get harder.

luxetrix 2018-09-04 11:22

Quite fun! but I've found out that i can stay in the vent area and never die.

anubhav-kashyap 2018-09-04 14:51

Rated highly in fun especially :thumbsup:

konsumopfer77 2018-09-04 15:21

i think ure having problems with not having enough votes now, cause you didnt collect enough karma through voting games made by others. Just vote alot of other games next time and you wont have that again ; )

evelyn-hagan 2018-09-04 15:23

@konsumopfer77 Yeah I forgot to vote on games and leave comments until yesterday! I was like OH NO deadline is tomorrow time to kick it into overdrive.

albin 2018-09-04 15:32

Fun game with good music. Gameplay fits really well with the theme too. The only two negative things I could find was the tutorial level being unskippable and that you're safe if you just stay inside the vent area, that said if you only use the vent area when leaving boxes the game was really fun and challenging. Good job!

wildcard 2018-09-04 17:04

Nice, it took a while to get used to the controll scheme and to grasp it all, but I got the hang of it! I like the use sound and art but the controlls could perhaps be tweaked, the qe and wasd layout doesn't work for me very well since I like to move and act at the same time. Perhaps left shift for button presses and junk-gathering. There is a lot of game here, you must have worked hard! Well done! :D

gustavo-christino 2018-09-04 19:44

Evaluation ...

0 - Main Mechanics: Avoid being in the same place where new objects appear (walking in a certain area). I found this mechanic challenging (requires observation and strategy). Unfortunately I did not have much sense of how long I should be running away (I wish this was clearer, maybe I missed something).

1 - Secondary Mechanics: The mechanics of destroying boxes, leaving their remains, have a cool concept. However, given keystroke control, I encountered difficulty. I believe that keys with initials of actions can serve better (if a better positioning is not possible). The mechanics of playing the rest of the boxes outside also have a very interesting concept, unfortunately I have not been able to use this many times. Hahahahahah. It took me a long time to realize that the "v" button (except for deception) would serve to leave one of the objects broken and collected on the floor. These two mechanics, added to other possibilities in the game, were beneficial to the gameplay. The mechanics that make it possible to develop the character is very interesting and fun.

2 - Learning Curve: The tutorial tries to be clear by taking control of the player and forcing him to read (making it possible to skip using the "E" key); I believe that stopping the player from passing without him pressing the button is less of an impediment, from the point of view of not placing a large black frame on the screen. Either way the picture is functional. From the character's point of view, there are few actions, so learning is easy; from the point of view of performing the moves I think it's a little tricky (maybe it's a lack of keyboard-playing experience on my part).

3 - Flow: At each stage the challenge increased, as my skills increased. I believe that in the sense of game flow is balanced.

4 - Love Points: Character development. The logical challenges that arise in the phases, leading the player to strategize in some way.

5 - Presentation of the Narrative: The narrative is simple, there is not much to evaluate in this sense because there are few narrative elements (which I have noticed). I believe that in Ludum Dare time it is of excellent size. :) If I want to continue the project, I would suggest reflecting on whether or not to include a more complex narrative (perhaps taking advantage of this to expand the number of levels, etc.).

6 - Art Polishment: The art was pleasant (sound and visual). In Ludum Dare's time was delivering an art to the height, as I see it. There is room for polishing. I suggest that you put a mute button on the music within each level (or a volume control, which can be even better). In the case of narrative development and project continuity, I suggest that you polish and even develop an older, but improved, version of the main character and his / her items (this may be beneficial).

7 - Monetization Attractiveness: If the phases are smaller and increasingly challenging, with clarity of time; if they include new mechanics and such; I think the game could sell to smartphones in the sense of having advertisements, or even selling by itself (maybe on Steam). For this much polish, character design, narrative design and an enlargement and balancing of game design would be needed.

8 - Community Generation: In the case of the development of the narrative, the characters and the expansion of game design; I think it would be worth creating (for example) a Facebook page that represents the project; thus enabling the creation of a community of players. Please invite me to follow the page if it is to be created. :)

9 - Cultural Dialogue: The game talks about spacecraft, tangentiating science fiction in a humorous way; being able to take advantage of these themes when they attract the public (knowing how to talk about it can attract more players). I believe that for this, it would be necessary to continue the project (according to suggestions, or otherwise valid). In the opposite sense (game including culture), I believe that it should have a community expressive before generating such an impact.