FoonLudum Dare ExplorerLD42 → Rocks Fall, Everyone Dies

Rocks Fall, Everyone Dies

By unnamed1334 and Legender

View on ldjam.com

CategoryRankScoreCount
Overall8483.1522
Fun4563.3620
Innovation10712.6320
Theme10532.8020
Graphics8553.0220
Humor1.8718
Mood8992.7220

Comments

paulo-augusto 2018-08-14 22:37

nice man, very fun

pixelformedstudios 2018-08-14 22:40

Really like pixel art and the gameplay was very enjoyable. Maybe some sounds could have added to the impact of the events (like heavy shooting sounds, etc). Rather that or I have my game sounds turned off. Great game.

hyprgloo 2018-08-14 22:49

Fun game! As the comment above stated, sounds would do wonders for this game. I wasn't able to get very far, my best run had a ton of speed and a flamethrower with some range upgrades (which is actually super over-powered, hahaha). I died by running into an enemy. The gameplay is intense and chaotic, but just forgiving enough that it's incredibly fun. Maybe some directional indicators or a minimap would help with navigation. Overall awesome entry, well done!

brainslugs83 2018-08-16 05:36

It's not really clear what is going on in this game; the gameplay is okay, but it's a perfect candidate for gamepad support, seems like it would be an okay dual stick shooter -- I can't game with a mouse for very long without hurting my wrist so I'll have to pass for now. Good luck. :)

cristihkj 2018-08-22 17:26

Great game! Very cool and interesting! :D

maksime 2018-08-22 18:26

Nice little game, as the others said, some music and/or sound effect would really polish the game.

I had fun while playing and makes you think "Do I go there to get the upgrade or should I fight the boss now ?"

Great work !

thewustache 2018-08-22 18:45

I had a lot of fun with this game! I especially liked how you had to adjust your playstyle to the upgrades you collect, it really keeps things interesting.

However, the balance probably needs to be tweaked a bit, just take a look at the build I ended up getting :D Screen Shot 2018-08-22 at 20.19.08.png

The gamepla felt a bit grindy, but you progress quickly enough to offset this. The effect probably won't last forever, though.

Revealing which items are in which rooms is a great decision! It adds an interesting layer to the character building.

gustavo-christino 2018-09-03 04:13

Evaluation ...

0 - Main Mechanics: It took a while, but I finally realized that my character could use powers (I believe he throws spheres of energy from that orb he seems to have at hand). Before I thought it was just running away and collecting items that added improvements (but when I reached the level of the boss, I realized that I would have to do damage to him (it took time to beat the boss)).

1 - Secondary Mechanics: Each equipment seems to favor the character in some way, so there are several secondary mechanics (in that sense). Another interesting mechanic was having to select from several levels to prepare myself for the fight against the boss (I interpreted this way).

2 - Learning Curve: Inside the game there are not many elements that have made me imagine that I would have to use the mouse, even because when I entered new levels, soon I had to walk away (arrows), so I would hardly think of using the mouse because sort of (for me) competing a little. Then an explanation inside the game could favor the learning of its users (in case of continuity of the project).

3 - Flow: Despite some difficulties, I believe that I was growing in skill while the difficulty of the game increased, so I think it is adequate in relation to the flow of the game (there is always room for polishing).

4 - Love Points: Misc Mechanics for Enemies. Powerups. Phases that are complicating. Fight against boss.

5 - Presentation of the Narrative: The narrative was presented during the course of the phases I played. It was not presented comprehensively to me, but I could see that there was a progression in stages to the scene. I believe that outside the time of Ludum Dare (if the project continues) it would be interesting to invest some time in a narrative presentation, which could benefit the project in my view.

6 - Art Polishment: I liked the art presented (with the exception of collectables); the names of the items indicated the utility, but at the same time there was no doubt whether to pick it or not, except for the potions of life (when I was wounded and such). I would indicate sound art as the next major step to the game; then I would think of graphic art (polishes after Ludum Dare and such).

7 - Monetization Attractiveness: With a more solid narrative, the game would probably sell for itself (maybe Steam, I think). If the project is continued and have an interest in something in the casual sense and smartphones, then a very large variation should happen (hence they could monetize for advertisements, but I think it would practically restart the project, in terms of game design).

8 - Community Generation: With character design and narrative design they could increase the "charisma" of the game, allowing the creation of a page and therefore the development of a community of players (as I see it). If you create a page on Facebook, invite me. ^^

9 - Cultural Dialogue: Without the more developed narrative it is difficult to talk about how the game affects culture, and how culture affects the game.

ohmmus 2018-09-03 05:15

I had a blast playing this game. I'd really like some audio in a game like this, if I were to offer any kind of constructive feedback. Great work!