rexpeppers 2018-08-14 04:40
Can't play windows games. :-/
Foon → Ludum Dare Explorer → LD42 → Running from ⭐⭐Space⭐⭐
By sobakaduka, py_g and MikeBull
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 345 | 3.61 | 110 | |
| Fun | 181 | 3.69 | 112 | |
| Innovation | 395 | 3.37 | 111 | |
| Theme | 1035 | 2.83 | 111 | |
| Graphics | 329 | 3.83 | 111 | |
| Mood | 358 | 3.38 | 108 |
Can't play windows games. :-/
@rexpeppers Me neither. Rip mac users. ya know, really if people would compile their game for multiple platforms, they would have more ratings.
Never really felt in danger from the enemies so I didn't use the main weapon at all. Would be better with just a grappling hook, no enemies, and being able to slingshot around the asteroids(more momentum based). Otherwise, not bad :D
@bevel @rexpeppers Sorry, i completely understand. But in order to make mac build i need to have an Apple computer, which i don't :C
Enjoyed swinging around through space and loved shooting the aliens!(Gave me a Doom-like game feel). Overall, the game was very fun and the music was amazing also.
Great Art Assets! Loved the grappling hook mechanic as well. As others have said I didn't really feel like the enemies were much of a threat, I ended the game being absolutely blasted by a bunch of them but still made it through the portal.
Still a lot of fun regardless!
@bevel @rexpeppers ha-ha, it took me half of the day to understand that webGL works on mac too. If you are still interested i've added WebGL support!
@nikyaer @starven Ugh! Monsters tuning was put to last moment, and as you can understand we completely missed it :с Thanks for your feedback!
Wow ! Definitely one of the best game I've played so far for this ludum ! I loved the style, the gameplay and the music ! Hot damn ! That reminded me "A Story about my uncle" and "Doom". That was really cool guys ! Good job ! I really have no doneside to note ! A big thumb up !
@sobakaduka A WebGL would be nice, thanks for responding to us!
Good work
A decent first person shooter and it was probably too easy because I was able to shoot the monsters from a very far distance, making my journey much easier. I think the grappling mechanic could use some work, because at times it felt like it was giving me too much speed to land on anything. Great game, though!
I made it to the end just grappling, never even landed until I landed on the last pad. Was fun!
Wow, great idea. I really like it.
The controls are really solid and movement feels smooth. Perhaps add a score to keep track of how many enemies you have killed, other than that, well done!
I really liked the game! Especially the grappling hook mechanic, reminded me a bit of Attack on Titan (game). The animations of the guns were awesome, as were the enemies and their animations.
I did notice that I could just skip reloading and regenerating altogether by just going for the portal. It might be nice to have some sort of blockade or different monsters that block progress (blackholes?).
Good job to the three of you :D
Very nice mechanics (I also made a sort of a grappling game, check it out :))
Perhaps there should have been some mention of the grapple in the intro text, cause it took me a while to understand the purpose of that right-hand weapon. I just ended up zooming to the end and not bothering to kill any of the enemies, which is cool that there are multiple ways to play the game.
Really fun mechanics, you can however finish the game without shooting anyone. It still felt good making my way up!
Holy shit dudes that was awesome! I felt like shooting didnt help much when you are zapping with 10000 miles an hour but totally fine with that! the core mechanic was pure joy!
Grappling hook is awesome! But the enemies look not very important. You can through them without having any attantion. Quick suggestion (if you need :D ) is to make barriers in the middle of the level, so you can go further until you clear this district. But still - grappling is too good mechanic, liked to play it a lot.
This is amazing! I really wish this became a real game! Here is some feedback if you want to further develop this game: 1. Add ammo packs or a larger ammo capacity. 2. More levels!!! 3. A timer. I really think if you were to really develop this and polish it it could be very successful
Hey! That was a really nice and fun game. The graphics looked very professional and polished (Except for SkyBox, you could see some of the seams). For the mechanics, the grappling hook made it feel pretty relaxing, and the monsters weren't much of a threat. On the other hand, it was really awkward every once in a while taking some time to get to a platform, and then to just reload or wait for your health to regenerate. I think if some healthpacks / ammopacks were placed in the space it would make game game even more fun and fluid. Overall, it was a pretty enjoyable experience. Good Job! :D
Graphics are good, nonetheless I found it quite hard to actually land anywhere to reload so I just had to run all the way to the end.
Also, while raycasting is useful and all that, I wouldn't really use a line renderer for the gun shoot. Add a muzzle effect instead with particles, it'll probably look much better.
Good job.
Space spider-man vs Aliens. Cool ! Interresting mechanic, but I didn't find i'm "running out of space".
@jsd Well, you are wrong about raycasting. I was using actual bullets. if you shoot asteroids you can see them ricochet
@sobakaduka really? I might have to check again, but I just saw a huge line render coming out of the gun. Anyway, good job
Well, visuals are really cool and polished, I enjoyed them a lot. Gameplay is fun, but I found it really tricky to to stop on islands top side. One or two times I was already on the island and then my guy just kind of slide from it. Молодцы, очень достойно! Привет из россии.
@jima Спасибо большое :3
Wow, great idea.Gameplay is fun.
Has a nice doom vibe. I liked the grappling mechanic. I wish there was a way to boost yourself around in case you fall as a way to recover rather than completely starting over though.
Nice game! Like the mood and the mechanisms, good job.
Grapple mechanic was nice :thumbsup:
Dude, nice work! Digging that sweet music! Your 3d assets are also pretty good! Overall nicely done :)
"Violence, Speed, Momentum!" :P. All my favourite things in an FPS. I just absolutely love good control mechanics in a first person game and your game pretty much nailed that. In the beginning I was kinda wishing there were some sort of thruster mechanic to help me avoid asteroids. However, as I played I became more efficient at dodging them with the current mechanics, so there's a nice skill ceiling, which I always appreciate. In my opinion, I think the game will be a lot more fun if it focused more I gathering speed and flying through the asteroid belt. That's not to say I think you should get rid of the shooting mechanics, but I think killing monsters should be secondary to your main goal, and doesn't interrupt that goal but instead facilitates it. Like giving a speed or movement boost for kills. Maybe a weapon that shoots rockets will propel you in the opposite direction (not sure if that's how space works, but hey you had gunshot sounds and monsters so realism isn't too important :P). Oh god, imagine a rail gun for nice one shot kills so you can focus on movement, and look cool while doing it.
The 3D assets looked really good for the amount of time given, and the music fit your game really well in terms of speed and action. There were even multiple music tracks which really helped in not making things repetitive.
Definitely needs a restart button (unless I've missed something), and your game has a bad case of "mouse leaving the screen" on a 2+ monitor setup. Although, this was easily solved by temporarily changing my display to one screen (the hardships we face). Ummmm...yeah, pretty awesomely fantastic game. Please work on it more and sue ID for stealing your idea ;) ;).
Short.gif
(need...moar...SPEED)
@diablo Hey, great thank for your comment! We are very pleased with your feedback :3
Well we did have an air truster, bud decided to get rid of it later in the development. You actually do have possibility to affect your movement: Rifle gives you back-force which if you should down you will stop falling. It was way stronger, but again we decided to decrease it later on. And about shooting mechanic you are totally right! We will redo it (and also monsters) in next few days, when we will prepare post ludum dare version ! Again thanks for feedback, we appreciate it a lot! :)
I like this. I'm not a big FPS fan, but I really enjoy the way to gives a strange kind of spacial personal freedom (you can look around at anything, and move around where you want), that just does not feel the same in any other perspective. Even better then, that you explore a way to move very differently with the grappling hook, that frees you even more and creates a really nice sense of momentum. I think that's the main strength of the entire game, and all other aspects should support this. The level design mostly support this, with quite a nice progression of asteroids to grab, also really like that you can grapple the aliens themselves! Making you able to pick unexpected paths on the fly. However, I don't believe the shooting/battling part of the game adds anything to what's fun about it, at-least not in its current form.
First of, the core of the gun-mechanic goes completely against gaining moving and gaining momentum, and to be honest it just always felt like a bad idea to shoot! While shooting you need to stop focusing on where your going, therefore increasing the risk of losing you momentum. If you lose momentum you increase the chance of getting shot by the aliens, and on top of this the only way to gain more ammunition is to COMPLETELY stop your momentum, preventing you from progressing (against your target goal) and become a very easy target.
And I just now realise after reading Diablo's comment that I'm basically saying the same thing as him, but I guess it's worth repeating. I really like his momentum-gain-by-shooting idea. Another idea would be to focus a lot more on the level-design and make the challenge focus more on GOOD movement and momentum control (maybe only having aliens as only a selective hazard). Make the level feel more alive by having you fly through a active/moving asteroid field, locations that open/closes and you need to time yourself to get thought (or take a longer way around it, I think you should always keep the SPACE aspect) etc. In short: Let me be able to see a hazard further in-front of me that needs to be "solved/overcome" with movement, not guns.
Another small detail I thought about was a bit on the presentation. Don't get me wrong, the game looks great! Some really nice 3D-assets, but I would have liked to see more details in several ways. For example: The shooting feel very bad at the moment... The laser shoot is tiny with a honestly irritating sound effect (Edit: Now that I look at it again, maybe it's actually not a laser gun, ops. Still don't like it however). Make it a bit thicker, add some particles to the beam/shoot and a nice IMPACT! etc. Make it FEEL like a epic laser gun rather then a pea-shooter (the same can be said about the grappling gun). I also found it rather irritating not to know when I was in RANGE of anything to grapple, maybe add a indicator (like the nice visual ammo counter on the gun) that tells you how much closer you need to get to hit the target, or at-least a on/off light that tells you when you can hit something.
Do think about redesign the sounds... Its just not that great, and sadly removes mood rather then setting it.
Overall a great entry. Had fun playing it. Managed to win on my second try :)
Nice ! :D :thumbsup:
Nice entry ! I particularly enjoyed the grappling hook mechanic (and, as others, I feel that it would have been sufficient to obtain an awesome game).
Pros : - The grappling hook : easy to use, hard not to f*** up. Lovely ! - The graphics : asteroïds at their best, all in my browser - The background music is always a welcome addition - Minimal UI, maximum readability
Cons : - The gun had potential, but is overshadowed by the hook - If would be nice to see in advance if we are close enough to hook (colored reticle, for exemple)
All in all, great job !
@hauo Thanks for that detailed feedback! I now working on preparing post ludum dare patch - this will come wvry handy!
@jlv Thanks for your feedback! Appreciate it a lot!
Good entry! But I never use the gun... because recharging grounded (why not rechargin like the hook?) The game is doable with only the hook. It's not a default because using the gun is too painfull for now. But I was expecting a shooting game and no :D
Loved the grappling mechanic. This game would be lots of fun, if not nausea inducing, in VR! I agree the shooting mechanics seemed to be optional. Like others have suggested it might play better either without shooting at all or with more polished gameplay. I found the enemys only dangerous if i tried to actually stop and reload.
I played both the web version and it seemed to run super smoothly in my browser. (as long as you go full screen)
Something about the sound effects are hillarious. I like whizzing around in space using the grappling hook. It has a "mirror's edge in space" feel to it, which is implemented well + thats what makes it fun.
Another positive is that I was able to look at the title and the screnshots and was able to imediately know what the jist of the game. I did not read anything else and I found the controls intuitive.
I feel the gun has little to no use though.
Grappling towards a space octopus and shooting it to death at the same time is definitely the coolest thing I've done all day lol. Great job ya'll!
Great work!, As many said before, grab an enemy with the hook and then kill that enemy it pretty cool.
For a post ludum dare verison I would turn off gravity, it feels wrong to fall down in space.
But... but how? How the hekk did you make this awesome game in this little time?? The guns look good, there is a bullet counter, like on that Helo gun, and there is an indicator on the hook too. The music was epic, reminded me of Doom, especially the first one (that's why sometimes I pressed the Start button twice so the soundtrack started over). I could hook the demons too, and the bullets bounced of the rock!!! I couldn't belive my eyes. It would be nice to kill one of them with a bounce shooot... Those yellow cracks on the rocks looked nice. And the gameplay was fun too. I like FPS-s and this hook mechanic added to that... It was like that browser Attack on Titan game except the monsters are those who fear me not vica versa.
First I died to them, second I just ruhsed to the portal and won, and the third time I killed them all! The children too. (One of the tried to hide in a rock but I found him too, hehehe) At the end of that run I gained so many skills, I mean I didn't have to struggle to get on a platform, and could survive if ten of them was on me. There were one thing that didn't make me that happy: you can't move your mouse around, there were invisible walls and that made me so many akward situations. And also there were gravity but that's ok after the demons I guess.
Very well done!
@balka Glad you asked! Will prepare post mortem in next few days! :D
@balka Actually I've prepared it now! You can check it here: https://sobakaduka.itch.io/run-from-space/devlog/45470/postmortem-for-run-from-space
@sobakaduka Awesome! Thank you for telling me.
Very nice entry. First I bit struggled with the movement and to coordinate in space, but it didn't take long and I was able to kill some alien-trash from space! :D The hook is very nice feature. Glad to see some FPS around. Great job!
One of the coolest gameplay of this jam! i really liked it, that grabbling jumps are awesome. Graphics are really nice too, this is one of my favorites of this jam, Well Done !
@mowztouch Thanks for such warm words! We are very pleased :3
Awesome Game! I really liked the grappling hook and how it rotated in your hand. Amazing job!
The grappling is so much fun, if a little buggy, but currently there doesn't seem to be much reason to bother with actual fighting. I went the full way without firing a single shot without too much hassle.
The grappling is too fun to fight) Cool idea and executing well done!
nice idea, the grappling hook is fun. Reloadingon the ground was a bit of drag but I'm probably just not good at it. Good job!
Nice game, really liked it, but next time don't add enemy near explanation :D, anyways great job.
You should make a MAC version for a larger audience, i tried your web version but it was a bit laggy on my computer but i'm sure the PC version doesn't lag. It was really fun but too much difficult of a FPS for me. Great effort on the graphism side, it's way above average for a jam to have modeled and textured gun and ennemies. The gameplay could be developped more, maybe in a real game who knows ;).
You do not need a mac to compile to mac with Unity. Just as you don't need Windows to compile to Windows. I use unity, I have a Mac, I compile to windows, no problem. I've seen plenty of other people compile to mac without a problem too.
The movement felt soooo good to use. I beat the game at least 20 times because it was incredibly satisfying. The enemies don't pose that much of a threat, but I liked that because instead it made them function as destructable grapple that I could use to keep momentum going in the direction i grappled
Nice game you got there !
I think everyone already commented what I wanted to tell you haha, the grapple feels great to use, but I mean fuck enemies they're just here to make our character go UH UH UH UH UH,
if you're doing a postjam version I think you should try to either remove enemies, either make them more threatful. Maybe killing enemies reload your grappling, or add range to it, or momentum to the character ?
Something silly like this could reward accuracy and speed, as well as giving us a fucking good feeling or flying all along the level :D !
That's a pretty fun game based on a simple idea, and a literal take on theme. Good job lads :D
The strong point is swinging (attached to the rope) and experience the physics derived from this.
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Evaluation...
1 - Main Mechanics: I think it's moving between platforms killing creatures as you go. I encountered some difficulties landing on some platforms, but this strengthened the fun and challenge.
2 - Secondary Mechanics: Zooming in on enemies, allowing you to shoot more easily was also surprisingly fun. The idea of just shooting when stepping on platforms still causes me strangeness. Hitting creatures from far away, but without precision was something that left me thinking (still without definitive opinion).
3 - Learning Curve: I believe that I learned quickly how I could play (even with limited time on my part). As I learned some details out of the game, I could not judge if the game would adequately teach a player in a definitive version.
4 - Flow: The challenge increases quickly for those who advance, as they find themselves surrounded by creatures. This makes me believe that a slower onset could prevent premature death during the action (there is a lot of action, and that's fine).
5 - Love Points: I believe that the strong point that I bring to the game is actually applied physics in conjunction with the action. The song also fit well (good choice), which I understand is not to be rated.
6 - Presentation of the Narrative: I do not think that the focus was on presenting a very elaborate narrative. The game does not fit this type of analysis very well because of this.
7 - Polishing Art: I liked the creature and most of the effects used, so it was very good. I do not fully understand the smoke that comes out of the gun when it is recharged (it may be a reference to events at or near zero). Within the game the screens beyond the game can be better worked on (I have no suggestions besides, and I know that in Ludum Dare's time it gets complicated).
8 - Monetization Attractions: I believe the game would sell for itself, unless they think of multiplayer, which could sell skins and weapon variations.
9 - Community Generation: I think it would generate a community of players if it was published (with an associated page on Facebook, invite me to enjoy it, hahahahahah). With the possibility of something in the sense of multiplayer would also facilitate the generation of a "community of players and stakeholders."
10 - Cultural Dialogue: Because it is a shooting game, there is a relation with other games of the same nature and the reflex of the type of game with the type of player. Without an applied narrative it is difficult to say more about how culture affects play and how the game affects culture.
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a fantatsic and fun game. i really liked it. but therre were too many enemies. WAAAAAAAYYYYY too many. but thats all. was fun.
I think this game has a lot of potential, although I found it hard to land anywhere, haha
Also: My SO saw me playing this and they said they'd love to play something like this in VR... and I do agree with them :) (not that we have any VR system on PC...)
@gustavo-christino WOW! Thanks for such detailed and high quality feedback! Appreciate it a lot :D
@wendel-scardua Well, i don't have VR system too, so that's the main reason there's no VR version :D
I don't know if it's a bug but I my mouse controls were limited. I couldn't do a full circle or fully look up and down. Played the web build
It was very fun nonetheless. The grappling more than the shooting.Good stuff
Edit - Windows build worked just fine
The idea is really cool, the grapling hook is fun to use. I didnt even use the gun, it was more fun speeding through space to get to the end. I almost got lost in space but managed to grab on some following enemies and propel myself back to the rocks :D
I loved the hook! Great game!
Awesome game! The graphics are stunning and the gameplay is really enjoyable. I really loved to swing between platforms killing monsters. Good job!
loved grappling, but shooting felt unnecessary. So i think it would be better to come up with some more zero-g movement mechanics instead of shooting. I managed to win without killing anyone
Really cool idea! I assumed I would play with speed when I saw it, but I ended up winning with care instead. I would carefully choose my next section of climb, use the floor to keep healthy and clear enemies, and then move on.
I enjoyed how I felt a bit awkward with the hook at first, but later came to make some nice moves with it, that felt really satisfying. I remember a nice deliberate overshoot, the turning and flipping around to hook the floor I wanted, and shooting a demon as I came into the landing, like "This is MY rock, punk!" Very nice.
The only thing was that maybe I should be encouraged not to play so slow, somehow. Because I was able to reload and shoot demons a mile away in the sky, I kept doing it because I "had to" since it was possible. Minor thing, though.
Well done on an innovative game idea!