yamiog 2018-08-15 22:28
It was pretty fun and the graphics and sound effect were very good.
Foon → Ludum Dare Explorer → LD42 → Demonic Digestion
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 121 | 3.90 | 68 | |
| Fun | 138 | 3.76 | 67 | |
| Innovation | 529 | 3.24 | 66 | |
| Theme | 651 | 3.43 | 67 | |
| Graphics | 67 | 4.38 | 69 | |
| Audio | 57 | 4.02 | 68 | |
| Humor | 542 | 2.68 | 55 | |
| Mood | 87 | 3.88 | 66 |
It was pretty fun and the graphics and sound effect were very good.
This game is phenomenal! Best art I've seen in an LD42 game so far. Music is very thematic and fits the game perfectly. Sound effects are super satisfying and well made. Buying upgrades and being able to change your appearance were awesome additions. Very fun game, excellent job! :)
Very nice asteroids interpretation. The art and the mood are great! And most importantly it's fun to play :)
Thank you @megalink @wowa @yamiog , we're glad you had fun!!
Very nice game, it isn't that one which theme is repeatable as all but kind of unique with pretty design, good chinese audio. I liked that game a lot and I'll work for some time to improve my dragon skills. Good luck!
I believe the music and visual style are from Japan. The art looks really pretty and I like it. One thing I noticed was that the direction of little skeleton spawning is kind of random, and sometimes it appeared on the direction I had been going to.
A very atmospheric game, nice music and good visuals! :) Very good job! :) Especially the huge skeleton is a very cool piece of art ;)
nice risk reward system, in the beginning i was eating them to quick but when i did it at a more acceptable pace it became quite a nice experience. Especially with the art style and music being both great : )
- a few problems i did have however was that in my first playthrough of like 30s of something a big thing (skeleton boss i guess) was about to appear when i died but during my 2nd much longer playthrough (6-7min) it never showed? - Secondly those skulls sometime appear right in front of where i'm going instantly hitting them or spawn right next to the wall hitting the wall and then almost instantly hitting me. - Also what does the little parasol do? and what's the use of katana? i believe the onigiri heals? giving you the blue flame and then hit yellow hit red?
Hey ! I really liked your interpretation of this goold ol Asteroids game :p whole art and design is really good and gives us a really good sense of what each item does (sword / umbrella / riceball I don't know the real name :D), and this BIG ASS skeleton is amazing ! Good job for making it, and I really felt like I was fighting with some huge skeleton like in Dark Souls ! Good job guys :)
Great game! Music and ambience are great and ain't those little black things like the yokai from Chihiro?
Awesome job and great presentation!
I loved the style of this game. It took a simple mechanic and elevated it with a touch of class. Solid entry. I was happy with this score on my first try. Screen Shot 2018-08-16 at 12.13.54.png
@skyc @ryunigia ouch, the skull spawning in front of you sounds like a bug, we'll work on fixing it as soon as we can! Thanks for the feedback <3
@ryunigia yes we chose not to make a detailed tutorial in order to give the player a sense of discover. I'm afraid that because of the little time the result maybe wasn't very clear. - The onigiri gives you life, wich is represented by the color of the trail. - The parasol serves as a shield - the katana hits the big skeleton if you go near it, but disappears if you get hit.
The skeleton didn't spawn because there weren't enough skulls on the screen (we found a bug, the skulls sometimes exit the screen instead of bouncing). It should appear if you eat them faster. We're sorry, will be working on it asap! Thank you again for the feedback :)
@jsd yes, they are! They are a traditional yokai :D Glad you liked it!
@demn thanks a lot, that's a great compliment :')
Nice game, very pleasing visually and the music is relaxing (though a bit repetitive).
Not a very original game but I played it for a while because I wanted to unlock every upgrade, well done! (I didn't understand how the shuriken worked unfortunately)
I saw the giant skeleton at the end of my first run and never again after that, is this a bug? Good job guys! :)
A good game. But I think you shouldn't have uploaded fixes. The goal of a jam is to end it in 3 days. We could all fix a lot of things with one or two days after the dead line.
Your game is gorgeous, that's for sure. The music is nice too. Overall I think there's a nice atmosphere in your game. It's not a revolutionary idea but it's undeniable that it's well executed and a really neat jam entry. Like a lot of other games, I don't understand that your game menu cannot be navigated with the keyboard when the whole game controls with it.
On another note, I'm a little concerned with this changelog of yours. Sure, we'd all like to integrate all the feedback we have in the comments in our games but that's really not how the jam is supposed to work. If those were just game breaking bug fixes it'd be OK but here it seems like you're refining and polishing the game after the deadline, which feels… wrong.
Maaaaan, that was great - so soothing and relaxing, brilliant! Art and music is also 10/10.
That strange moment when the screen is so full of skulls that you want the boss to show up and save your ass :smile: Beautiful graphics and sounds, the controls were just good and the inertia just enough. Special mention for the color of the skulls that made them visible enough to not have to pay attention to them when they're flying around at high speed and still know where they are and where they're going.
The bad: the boss was way too easy, he barely showed up every time and he became even easier once I got the shuriken. Also, I know this is hard to balance because it depends on player skill but I don't consider myself particularly skilled and I got 66k points on my second try which allowed me to buy the whole shop in one go. Maybe increase the price of the items?
Overall a very good game with matching art and sounds! Congrats!
@my-sweet-whomp @djeycreations I absolutely agree with what you say but the thing is that the rules are pretty vague and they say that "Certain Bug Fixes are allowed. You can’t add new features". Now I'm not gonna dive in what is considered a new feature and what not because it's not explained, but it says that bugfixes are allowed. So what we did was... bug fixing! Also, I've seen on Twitter (which I think it's not the best way to let every participant know) that the sumbission hour became the "sumbission day".
Don't get me wrong, we didn't try to exploit the competition, we love gamedev and we enjoy Ludum Dare and cheating would be disrespectful to other devs: we'd never do that on purpose. We did what we did because we think it's allowed, also because we saw in the previous LD a lot of blog posts of people announcing patches and guessed it was alright to do that.
We'll try to push for improving the rules page to be more verbose and understandable for the next LD. I hope we made our point, thanks for the feedback and feel free to reply :smiley:
@kokonaught yes, the giant skeleton is bugged unfortunately.
@eclahn thanks for the comment, you got the feeling right :D we're aware that it's easy to get a lot of points, we wanted it to be like that because the game hasn't got a save system. I agree with the boss being too easy, we didn't have enough time to test it and balance the game.
@dodoita What I would suggest you is to publish both versions : the first released and the one with bug fixes. It would let us see what the differences between the versions are. :smile:
Anyway, there is nothing to win in this competition, except self-satisfaction. Obviously, you are here because you like game dev. I didn't mean to judge you in any way.
@djeycreations Don't worry, we value criticism and we appreciate you sharing your opinion politely :slight_smile: We'll try to be clearer next time!
I really enjoyed the art style. The gameplay itself is simple, but enjoyable. It took me a while to notice that the colour of the trail left by the head represents the health. Good job!
Really liked the artstyle!
Really loved this game! I had tons of fun playing it. Just few things that I would kind of like to be there, perhaps some kind of effect when stuffs spawns in onto the screen. they just kind of appear out of nowhere right now. Also, skulls can sometimes spawn on top of the player character which makes you get hit immediately. That's not that fun. Still, solid entry, thank you for making the game!
One of the strongest entry I played! The game is very polished, both in game design and graphics. The spawn of new skulls associated with the eating, not being punishing since the skulls go in another direction, gives more anticipation and as a result the game isn't frustrating. It's one of the rare games where I clicked Play again! The menu with customisation and shop is really nice too. I can see you did a great job at designing the rules. I really liked it!
@shozou Thank you for playing it! I couldn't watch the stream live because I went cooking :sweat_smile: but I enjoyed watching you playing other games. I agree with your critics, we actually planned to do those things but we didn't make it in time; the skeleton is bugged unfortunately, that's another bug due to the final rush. Thank you a lot for the feedback!
@kiirohanabi Thank you a lot, I'm very pleased you liked it!
Fun game, the theme is implemented well. I dig the japanese style, both the visuals and music/sfx are great. Good job.
Though the gameplay itself was a little barebones, I think you nailed it with the presentation! Everything came together so well, the music and the visuals were great, and the player control was top-notch. However, and this might have just been my version, but I have no idea how to summon the skeleton. I've been playing for half an hour and it's only shown up once.
Simple but very polished mechanic, nice job on that one! The art style is awesome and the music really ties it all together. Had a lot of fun playing even more so when the big skeleton showed up. Almost managed to kill him twice :) Great work!
Wow, the graphics are very beautiful
The art is really nice, but after a while I found the music a little repetitive. Gameplay is pretty fun and using your enemies against a larger enemy is an interesting idea. Though I'm not sure it fits the theme very well, just being a bullet hell in of itself doesn't seem like enough to me.
I also ran into the big skeleton not spawning after the first game, if you're wondering.
Are those black floating things a reference to My Neighbor Totoro?
Stunning, guys, excellent job!
I really liked the Asian aesthetic both visually and with the soundtrack which was definitely a highlight. The core gameplay was simple to understand and pretty fun. I feel like the only complaint I would have is the character movement feeling a bit floaty, but honestly that was probably a design decision so it's not really a bad thing. Perhaps just make it so the head rotates a bit smoother to match the direction of movement as at the moment it looks rather rigid. Other than that, good work!
@shell-pirate thank you! We wanted the movement to be that way to make it hard to break for the player to force him/her to plan his/her actions carefully. As for the head rotation, we just didn't make it in time :(
@raccoon-js Our artist is on vacation so she can't reply, I'm not sure if they are since I think they also belong to japanese mithology, which heavily influenced the style. We did watch the movie months ago though :smiley:
Lovely game ! beautiful and well polished. It was a pleasure playing it and you did great! :) well done.
God if it isn't one of the most gorgeous looking games I've seen so far. The visual style really speaks to me, complemented by the music and fluid gameplay. The roguelite progression system was really nice, as my first runs ended even before I met the giant skeleton. Oh, and good job with the skins, by the way!
I really dig this! Got some great Okami vibes. Usimg the smoke trail from the player was a great way to represent health without UI, I particularly appreciated that. The art was fantastic, I loved the little 2 frame animations that everything had.
Some of the best mood and style I have seen so far. The gameplay is basic, but has gets you rather hooked on a nice flow after a while! Happy that you did not make the skulls way to fast so you have some time to react and move around them. Really love the small details that all make everything feel more alive, everything for the particle effects to the simple animations. Great job!
I liked the art, but there are several points where i am confused or annoyed, especially about the gameplay. I think this is really too slow and slippery, to control our character. We also have no clue about what is the real food and what would be a tool or not (weapon or shield), and what are the origami for ? Also, the music is really too repetitive and I played until the boss arrived and the music didn't change, which is kinda sad. I like the effort on the shop, but i do think the focus should have been on the rest of the game first. Still, a great game of you you made ! Be careful : this is NOT fair to fix your game AFTER the end of the gamejam.
@noumenie the "slippery" feel of the controls was a design choice that we're quite satisfied with.
On the other hand, we wanted the player to discover on its own the meaning of the items, but you're right in saying we didn't guide the player very well. And it's true we spent too much time on the menu. We'll try to do better next time!
As for the music, it should change since before the boss enters the screen... I'm afraid you ran into a bug maybe?
About the changelog, the rules say that bugfixing is allowed after the deadline. We also saw some games calibrating the parameters afterwards, and so did we, since what the rules explicitly say is only "do not add new *features*". We hope to be able to publish a game after more playtesting next time, still, it isn't against the rules.
Good job! The art is fantastic, and the idea is quite well done! It fits the theme really well, and it is pretty fun. The music is quite well done, but there is one issue with it, and that is looping. Basically, you need to make the songs start and end on the exact same sound, whether that's a note, a drum beat, or silence, because otherwise you get this tearing as the song abruptly changes from he end to the beginning. That's why most radio songs have a few seconds of silence after their songs: to prevent tearing. It becomes even more of an issue for a video game because the one song could have to loop for hours on end! Other than that though, quite a good job! The bugs that I noticed have already been brought up by others and I'm sure you're already working to fix them.
Cheers! - The Koala Squad
Amazing graphics and atmosphere, simple gameplay but fun. Great work!
What a great game! The art style is cohesive and excellent and the audio design meshes with it perfectly. The music is just the right mix between relaxing and concentrating. The tutorial gameplay is pretty clear right away just based on the colors and textures for the various things to be collected / avoided. One tiny quibble is the back arrow on the game screen. I got a good ways in my first playthrough (~18k points) and thought clicking it might take me to a shop or something, only to lose my progress. Kudos though, it's a really solid entry and could be a good standalone game if expanded on!
Very nice game I like the graphics But there is a problem that the skeleton only comes once I get out of the game and start again to fight against the skeleton Too bad that the skeleton is cool
Linux build doesn't work for me:
$ ls -la total 42372 drwxrwxrwx 1 mark mark 0 Aug 21 12:43 . drwxrwxrwx 1 mark mark 8192 Aug 21 12:43 .. -rwxrwxrwx 1 mark mark 9608084 Aug 15 23:29 demonic_digestion_linux32.pck -rwxrwxrwx 1 mark mark 33767609 Aug 15 23:29 demonic_digestion_linux32.x86 $ ./demonic_digestion_linux32.x86 ./demonic_digestion_linux32.x86: error while loading shared libraries: libXcursor.so.1: cannot open shared object file: No such file or directory
installed libxcursor1 and libxcursor-dev, still no luck:
libxcursor-dev is already the newest version (1:1.1.14-1ubuntu0.16.04.2). libxcursor1 is already the newest version (1:1.1.14-1ubuntu0.16.04.2).
looks like there's a couple libraries I'm "missing" even though I have them installed:
$ ldd demonic_digestion_linux32.x86 | grep not libXcursor.so.1 => not found libXinerama.so.1 => not found libXrandr.so.2 => not found libXi.so.6 => not found libasound.so.2 => not found libpulse.so.0 => not found
Any ideas? :slight_frown:
Edit: I was able to download the and run the source code (godot ftw!) but trying to run an exported version gives me the same error. This is the first time I've had library issues with a linux godot game, very mysterious.
@markopolodev thank you for sharing this. I've got no clue at the moment, I'll try to look into that when I have the time, on Arch Linux it works fine for me.
@dodoita I would have assumed that it was library name differences between arch and ubuntu causing it, but that didn't explain why I couldn't export it myself. I was messing around a bit and found out it works fine if I export a 64 bit version. Do you know if there are libraries specific to the 32 bit godot linux template or something? I'm even more confused now. :laughing:
@markopolodev It looks like it's a problem with the 32 bit version of that library, not with Godot itself. I found an issue which maybe fits your case. https://github.com/godotengine/godot/issues/3129
Have you uploaded the version with the bug fix? Last I played the skeleton also only showed on the first playthrough. Nice art btw :smiley:
@vekstr Not yet, we might deploy that in the following days :wink:
Graphics and audio-wise, this feels a lot like Okami, and that's *awesome*. Five stars in both categories. Gameplay-wise, this is pretty solid. I'm notoriously bad at bullet hells (or anything even remotely resembling them), so I wasn't able to get super far (highest score was...thirty, I think?), but what I saw felt decent enough.
Took me a bit to get used to the movement, and the screenwrap definitely threw me off at times, but I got the hang of it eventually. Definitely felt appropriately floaty, given the theme! Speaking of themes - I'm not entirely sure how this relates to the Ludum Dare theme? Running out of space without skulls flying through, maybe?
I have only one nitpick with the gameplay itself, and that is that I'm...not really clear on what katanas are for, aside from looking rad as hell.
Overall, though? Really awesome entry!
@cliffracerx thank you for the feedback! Katanas hurt the big skeleton and (should) protect you from skulls. Regarding the theme, being a bullet hell it's easy to get the correlation with space. But it did not translate well into the game because there are not enough skulls in the screen, making it not as crowded (and difficult) as we wanted it to be at the beginning. This is due to a bug that affect skulls, which sometimes bounce off the screen. Fortunately, the game looked still playable and submitted it just in time. At this point I'll probably fix these issues and post a different version of the game. :smiley:
Amazing aesthetic, absolutely loved the graphics and audio. The gameplay was fun as well, I liked how the more you eat the more skulls there are. The huge skele was like _wow boss battle_ but ended sooner than I expected! I think all the small skulls helped, though if I get more control over the fight (more swords/other power ups maybe) it'll be even more fun. Super great overall :D
Stunning artwork and moods, exceptionally well done. The game felt very smooth and I played it for a good while, had fun exploring it.
Minor issues I noticed: - it's unclear why some skulls are so extremely fast and when they leave the screen. A visual indication would be nice - there seems to be a bug, where you take damage despite having a damage negating item equipped - the pickups near the edge of the screen are problematic, since you always have to be careful not to bounce the spawned skull right into you the next frame - I feel you should make the original build of the game available, it's a bit unfair to judge a post LD version, no matter how minor the changes
*Good job, you made a very well crafted game.* :clap:
Nothing to say, I really like it ! Very funny game, the customize is funny too when our character has all the items in game ! The graphics and animations are cool ! The idea of a boss that appears sometimes is great to well-balanced the game. The music and sound design is great ! The mood is good ! Very good job !
That was a lot of fun! Definitely one of the most fun I've played yet, to the point I actually played it a few more times after the first time I died. I haven't seen too many Godot made games since I started devving, either, so I think that is really cool. Great job guys!! :)
I liked the Graphics, and the Gameplay was fun, Nice Game. :thumbsup:
Loved the aesthetic of this game! The gameplay felt pretty solid too! Thanks for sharing your game with my stream awhile back. Your game was played around 5:56 into this vod: https://www.twitch.tv/videos/300724241