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Gut Reaction
Gut Reaction
By blacksheepza and add-an-a
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 589 | 3.39 | 25 | |
| Fun | 453 | 3.36 | 24 | |
| Innovation | 682 | 3.09 | 24 | |
| Theme | 472 | 3.63 | 24 | |
| Graphics | 340 | 3.81 | 24 | |
| Humor | 287 | 3.20 | 24 | |
| Mood | 784 | 2.90 | 24 | |
Comments
diablo
2018-08-14 16:35
Cute fun game. The art is really good, and the mechanics are solid. I liked how you have to dispose of your dead enemies before they become permanent hazards in the space, it gives a sense of urgency and works really well with the theme. It'd be cool to see the "exit" add more to mechanics such as maybe getting blocked if an enemy is stuck, but that's just me being anal.
Thanks for playing Diablo!
+10 for the butt joke
luxry
2018-08-16 06:49
Really fun game. I love the idea of throwing out the waste.
tuism
2018-08-16 08:53
Great bunch of ideas here: - Good graphics and presentation - The music didn't feel like it fit very well but that's okay. The popping sound of shooting was also a bit out of place. - There feels like there's too many things to wrangle at once - the ammo crates don't supply enough ammo at a time to make you ever feel like you've got much agency, the need to pick up enemies after you defeat them and walk over there to press E again, and health constantly getting chowed while you're worrying about ammo, etc... The systems feel unfocused. Perhaps give players more ammo per pickup so they have longer time to do stuff that need doing. Perhaps do away with ammo system altogether, or make ammo a byproduct of getting rid of waste. Make more intertwined systems rather than independent systems. - It took a while to realise the E to pickup waste thing. It would be very easy to put that on the screen during play. Don't assume people read the manual outside the game (I often don't and I'm sure many people don't, I prefer it that way because a game can be a self-contained unit the better it is anyway) - Why do we even need a E button for pickup? If the player is close enough to something pick upable, pick it up, if they're close to the hole while holding something, drop it. It seems like a better solution. Pressing that button is not an interesting challenge/decision. - Not being able to see enemy health doesn't fit with limited ammo. - Not sure where the dinosaur player character fits in with everything
Thanks for the thoughtful feedback @tuism! You have definitely given me some things to think about and some good pointers. Going forward I am going to try to put more effort in tying systems together. As I practice and jam more I hope to get to the point that I can put more effort into design rather than having a mad dash to get the thing working by the deadline!
squidcor
2018-08-17 09:29
Nice job! I like colours (and especially the player sprite) a lot!
I found it really hard to keep up with clearing out the enemy corpses to the point where it didn't really feel worth doing. Perhaps there should be some kind of reward for that? (eg. health replenishment, score multiplier etc.)
However, I think my main piece of feedback would be that for a score attack game, it's nice to be able to see your current score on screen. Especially when the score is so granular. You want to create that tension of being on a good run and being close to your highscore.
dimlight
2018-08-17 12:43
The graphics are good, as well as the innovation, and I can survive for 4 days at most… It'll be better if there's a way to clean up the area, and it seems to have a little bit problem with the desicion point of the venom on the floor.
How do I start this game? I am stuck in the opening screen.
@raccoon-js you should see "Start" at the bottom of the title screen.
What resolution are you playing at? Win or MAC?
I really liked the game and it's art style, i managed to get 4 days at most. Character moves faster diagonally. and collision seemed a bit off sometimes.
glock00
2018-08-24 16:21
Great presentation and fun game! I agree with tuism that pressing E to pick things up slows down the game because you have to stop moving. +1 for the food variety and +1 for the burps. Nice job!
Great art style and sound. Good job. I like the mechanics as well. Keep it up!
Please do check my game maybe you’ll like it and leave some feedback.
I really love the title screen art actually. The pixel art is good, but the title screen is wonderfully derpy!
I also missed the "E" to pick up at first.
It controls well though, the shooting is satisfying and pushing enemies back feels good (before knowing about "E" I was shooting enemies towards the hole).
Though the player damaging bounding boxes are a bit unclear (particularly for the acid). Given the camera angle I feel like they should damage you when your feet are near them (rather than damaging your head when it overlaps the acid).
I would have liked a way to deal with the loss of health, or a way to improve my ability to receive ammo. I felt I was a little bit at the whim of the world, with my only ability to avoid getting hit while having to pick up every single ammo drop before it disappeared and no way to solve some of the problems I was facing (like low health or low ammo or the clogging up of acid piles). I'd like to see you take this further and play with that possibility space.
When I did get a bit further in the game (I got to Day 3) I had a nice moment where I was being ganged up on by a horde of sickly food.
Have you seen that Adventure Time episode with the zombie candy? That's what it reminded me of, with that wonderful tension of food trying to eat YOU. https://www.youtube.com/watch?v=T9OOLl2rdCY
I'm not a fan of enemies that hurt you just by overlapping you (unless they're covered in spines or something). But for the purposes of a jam I think it's fine. If you do take it further I'd suggest trying to add in enemy attacks (like maybe just for the sickly food, who can then vomit just in front of them, making temporary vomit piles that damage you, while the other enemies just slow you).
bbapps
2018-08-30 20:54
A very well put together game. It took. me a little bit to get a hand on the controls but once I did it was really fun. The game is really we balanced between the amount of ammo and the amount of enemies and the art is adorable.
solrun
2018-08-30 21:59
The art and the animations are very nice for this. Well done. There are a lot of different foods and they are all high quality pixel art. So that is impressive. It is a little weird to go from the style of the menu screen to the pixel art of the main game. The UI was very clear and helpful once you played a bit. The first few times you play, you're a bit too overwhelmed to notice the UI. After that, you notice the dots on the clock telling you when the meals are and the notices when a meal is coming up which is fairly handy.
The game is fun, but it's really hard. I found I was running out of ammo way too quickly. A lot of enemies spawn at once and there's not a lot of downtime between the waves of enemies. And enemies seemed to be deteriorating so fast that I had no chance at all to deal with them. I couldn't keep up with killing enemies, grabbing ammo, and taking dead enemies to the hole. The game is still fun. The shooting is fun and killing enemies, then needing to dispose of their bodies is a neat mechanic. I just found that I could only play a few days at a time. I would play about 2-3 days, then lose and then just start again at day 1.
Great game! Very cool and interesting! :D