FoonLudum Dare ExplorerLD42 → MoodFood

MoodFood

By doswosh, Swampinpunk182 and fosterboy123

View on ldjam.com

CategoryRankScoreCount
Overall1583.8339
Fun2203.6439
Innovation3033.4838
Theme1674.0038
Graphics1924.0839
Audio1363.7539
Humor6342.5133
Mood2663.5039

Comments

eoku 2018-08-13 23:26

Wow! That was awesome! What a great use of the theme in a shooter! I would never have thought of that! My only gripe, a nitpick really, is that the player moves a bit too slow. I expected it to be more like doom in the way it felt. Otherwise, I loved it, and I'm super impressed!

firebelley 2018-08-14 01:12

This game is excellent. You should really consider expanding this. I can easily see this being a game to play with a couple of friends; smashing through walls and tearing each other apart.

Graphics are great. Controls feel great. Theme is utilized in an interesting and unique way. And its FUN. Really nice job!

shinysteel 2018-08-14 08:17

Amazing game! Extremely fun + challenging, art is extremely unique and interesting (love the combination of 2D and 3D), music suits the gameplay perfectly, sound effects are on point, and player controls are super responsive / feel very polished. I can't tell if running out of space (the ceiling coming down) is a bad thing as enemy attacks are blocked but the theme didn't say it had to be a bad thing so I don't mind. The only thing missing is a reason why this is all happening / story. Solid entry, well done!

swampinpunk182 2018-08-14 08:24

Thank you for the great feedback! @shinysteel The story is at the top of this page "Announcement from the Governess" :)

bentekiller 2018-08-14 08:45

Nice arena game, but super challenging, had a real hard time at 50 sec and only got a highscore off 1 min and 2 sec. One thing I didn't like was the tilting of the screen when moving sideways. Great fight arena atmoshpere with the sounds, and cheering crowd!

borka223 2018-08-14 08:46

This is great! One of my favourites so far, for sure.

hanin 2018-08-14 08:47

Now look here, I'm not pointy McShooty kinda person. I'm not too fond of the genre myself so this is going to be biased but this is a pretty strong entry.

You got a really strong combination of 3D and 2D, very DOOM-like and I can always love the pixel

A E S T H E T I C .

I had to get used to the controls a little and had to turn up the sensitivity of my mouse in the options, to which I gotta say, is a lovely addition. Now, I'm not disabled, I just need some rims to see things far away but usually when you make games for Game Jams, accessibility isn't exactly in your top priority so I really do appreciate how you put the time and effort into something so small yet with rippling effects. I may needed a bit of it but you bet someone out there appreciates it A LOT even if it's a smol folk.

Now my only gripes with this is that, the neon colours kinda clash and it kinda gave me a bit of a headache. Add DOOM-like controls you got a recipe for motion-sickness right there. I do also have to agree with @shinysteel here in that I couldn't tell very well about the space running out. Though again, again, not a shooty madooty, so maybe it's just me ya know? ¯\_(ツ)_/¯

Overall, as someone who doesn't play FPSs and Shooters person, I can see why this would be really fun and you have a solid entry here! Good job!

swampinpunk182 2018-08-14 08:51

@hanin thanks for the feedback! The blocks coming down restricts your play area (resulting in running out of space) unless you break through them to clear more space for yourself :)

hanin 2018-08-14 09:06

@swampinpunk182 Eyo! I'm surprised you I got a reply this quickly haha And ah, that makes more sense! I do think this game is very challenging though, couldn't even survive for more than 20 secs haha Still very good! :thumbsup_tone5:

biebras 2018-08-14 17:20

NIce game, I really like that you gave pixel art in 3d space. Well done

fosterboy123 2018-08-14 17:46

Thanks for all the feedback <3 love you all.

tetra 2018-08-14 22:45

It was fun. I loved the style. I only disliked the player gun, I felt it wasn't impactful enough. Also, sometimes I didn't know when I was being hit or what was going on in terms of screen glitchy effect. It looks lovely, however, and the mechanics work well. Highly rated and recommended in any case.

gameplay at about 1 minute in: https://www.twitch.tv/videos/297339046

awix 2018-08-15 07:20

A good game idea, the music should be improved. The graphics are good. Try our game too, maybe you'll like it)

hugimugi7 2018-08-15 17:08

Wow! Very Well executed and well polished! :smiley:

Especially liked the sound effects! :sound:

nicso 2018-08-16 12:23

Totally agree with @tetra, the gun is lacking a bit of impact. Emphased by the rate of fire of a shotgun :(

Beside that, that's a pretty solid entry, good job 👍

thegamer1123211 2018-08-16 12:35

Nice game! The art was amazing and i really liked the style of it all! Great use of the theme too!

anudin 2018-08-16 12:49

What's good (or in this case great)

- Exceptional use of the theme. - Everything feels super polished! - Writing - Visual design - Audio

What could be improved

- Maybe reduce the rotation of the camera a bit. - Movement feels too slow. - A dodge mechanic could make some moments less frustrating. - The spawning is a problem since I didn't feel like I got better at the game - maybe the most crucial feeling to a shooter - an enemy spawns behind me and I die.

The polishing on this entry is insane. Really great work. I think there are some things on the gameplay that could be optimized but it clearly has potential!

gleb-shishov 2018-08-16 12:59

Very cool game, I liked the dynamics of gameplay. Sounds just gorgeous. The graphics are excellent.I would love to remake this game in 3D!" - WRITE ME AT MAIL glebshishov@gmail.com

interpol 2018-08-16 13:03

I have to admit there is a lot of work for 72 hours.

I like arena shooters and that game reminds me of old-school doom and duke nukem.

I would like the movement to be more polished, but everything except that is on a very great level.

maroovan 2018-08-16 18:50

OH MY GOD! Absolutely loved this game! I think with the main menu and background music you aimed for the hotline miami style but gameplay and idea keeps this game very original.

- Great take on the theme, very innonavite and fresh. For an LD jam entry this is fantastic. - Graphics are great for a jam, very constistent. But if you wish to continue this project I think you should focus on making this less "lotline" and more polished. This will make your project stand out more. - Audio is just awesome. No complains, good job! - Mood is very cool too. I really can feel fully immersed in this game.

Thank you so much for this ride. Honestly, I envy a little bit, cause yourand mine projects are very simmilar in some ways, but you took the more interesting approach. I hope you'll continue this project cause it is very cool. Congratulations, guys. GG

enric 2018-08-16 20:41

Amazing game I really love it. The only downside is the movement speed but for the rest 10/10

scott-steffes 2018-08-17 01:26

Loved the art and the music. Reminded me a little of Fight Knight. https://twitter.com/sorcerobe I wasn't crazy about how slow the gun is, but maybe that's the point.

koala-squad 2018-08-17 04:17

@swampinpunk182 @fosterboy123 @doswosh We've finished Part 1 of our Play and Rate video for Ludum Dare 42, and we've added it per your response. Check it out! https://youtu.be/vuUp1EYEiuA (The video may be uploading for a little while. If so, check back after a day or so)

triplefox 2018-08-17 08:00

My top is 2:18. The combat is basically good and the audiovisuals fit well, although each element has a few rough parts to it and there is definitely a learning curve to how combat in this game works. The weapons are powerful enough but don't feel satisfying yet(impact sounds, particles, etc.) and on my top run I got a sense of the game running out of things to show me.

The game relies a lot on randomness when it doesn't have to, and this limits it right now. [See my article on chaos for details.](http://ludamix.com/dive/chaos/) You can probably make it so that there isn't a single random thing going on in this game, and still have it be surprising. I am particularly annoyed by the enemy spawns since it will just put them exactly where I stand and I have to find that out by getting hurt.

Edit: And yeah, keep it up! This isn't one you should let go.

doswosh 2018-08-17 12:10

Thanks for the feedback! Will definitely take these things into account going forward!

fosterboy123 2018-08-17 14:28

Thanks for the amazing feedback everyone.

@triplefox personally I'm a huge fan of procedurally generated experiences so I won't let that one go! However, I do agree with you that the implementation of some things (like enemy spawning) leaves people frustrated and it's not an ideal solution by any means.

The trouble was coming up with a spawning system that would work within the constraints of an adapting space, but still add pressure to the player under any circumstance (for example, if the player contains themselves within a really small area, then the monsters need to spawn close to them to enforce a build up of pressure).

fosterboy123 2018-08-17 14:33

I've done a write up here if anyone is interested! https://stephenafoster.com/2018/08/17/moodfood/

triplefox 2018-08-17 19:07

@fosterboy123 There is no requirement for procedural to use randomness! That's covered in the article.

Instead build a free tiles list and sort by player distance to pick a Goldilocks value for enemy spawns. For the actual blocks falling you can combine that free list with a fixed iteration pattern over the tiles plus a rule to target the player when they haven't moved enough distance(hence, anti-camping). That's simple but sufficient and it will read like a smart, distinctive AI that responds to you instead of white noise, which results in the player only being able to execute average-case probabilistic strategy.

fosterboy123 2018-08-17 22:46

@triplefox so would you have dropped the crushers in a random free position that triggered a consistent fixed pattern from an origin point?

I think I get what you're saying and it sounds like it would aid knowledge and prediction based capitalization of the game, i.e. the player can learn patterns. But is that always a good thing? Isn't there an element of surprise to pure random when the mechanic it affects is inconsequential in the method of application of the random value? The tile drop pattern specifically, I don't know that it would make experience more enjoyable if the drop order was a fixed or predictable pattern as opposed to noise based.

I might try and add it to find out! I'll be sure to send you it if I do. Thanks for the feedback, your article was very interesting.

shess 2018-08-18 16:56

Wow, one of the most complex and polished games this time. The setting you managed to create in just a few strokes is unbelievably solid. The visuals are outstanding, too!

Sometimes the RNG gods weren't so kind to me but at this point I'm too invested to let go after one or two blunders. Awesome work!

greenandsubmarine 2018-08-20 22:18

Nice, very polished game! Even though it's not exactly my cup of tea, I quite enjoyed it. It sometimes felt a little too chaotic, but maybe it's just me..?

shakedimus 2018-08-22 23:15

It's really tense with the voice music, all the enemies coming towards you but absolutely in a good way. Loved it and especially loed using the fist, it feels so powerful! :D Really awesome game!