2018-08-12 22:26
More oldschool for gods of Oldschool!
Foon → Ludum Dare Explorer → LD42 → Celestial Lacuna
By bennyqbd1
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 568 | 3.00 | 31 | |
| Fun | 388 | 3.19 | 30 | |
| Innovation | 718 | 1.87 | 30 | |
| Theme | 648 | 2.76 | 30 | |
| Graphics | 398 | 3.16 | 30 | |
| Audio | 531 | 2.23 | 28 | |
| Humor | 482 | 1.70 | 22 | |
| Mood | 551 | 2.41 | 25 |
More oldschool for gods of Oldschool!
Nice clean bullet hell.
The entropy system took me a while to understand.
There is nothing super innovative or new, and the use of the theme is quite meh.
Needed a while to get use to that bullet overflow, overall nice oldschool style
Awesome Game Benny
Haha, Great application of the theme. Wouldnt have thought of that. You're *literally* running out of space. Great job :3
I don't think that this game is in any way connected to the theme in gameplay. The audio made my ears bleed also and I was too busy trying to survive the default blender monkey to win this. I also believe that the use of the Monkey isn't allowed?
I don't think that this game is in any way connected to the theme in gameplay. The audio made my ears bleed also and I was too busy trying to survive the default blender monkey to win this. I also believe that the use of the Monkey isn't allowed?
I am so sorry, the site lagged and now I sent 5 comments D:
@alexkarate The theme-gameplay connection is the bullet density. More and more bullets get thrown at you so you quickly start running out of space to avoid getting hit :)
@bennyqbd1 Okay, that makes sense. Thank you for explaining!
I do enjoy some good bullet hell, and this was some quite decent bullet hell for a jam. It wasn't immediately obvious to me that I'd have full range of motion, got me a bit of frustration, but I'm not sure how you'd get around that. I'm unclear what entropy does from my play so far. The sound effects get pretty harsh on the ears without any volume or mute options, though they do have some of the oldschool charm. I only got to the first boss, whose attack pattern seems a little too extreme for my tastes. Loved the wormholes though, they really spiced things up.
Watched part of this on your stream! :)
Unfortunatly it doesn't work on Mac..
Caused by: java.lang.IllegalStateException: GLFW windows may only be created on the main thread and that thread must be the first thread in the process. Please run the JVM with -XstartOnFirstThread. For offscreen rendering, make sure another window toolkit (e.g. AWT or JavaFX) is initialized before GLFW.
And if I pass in -XstartOnFirstThread it starts but I only get a black window :(
Edit: Turns out that this is need to make it run on Mac:
java -jar -XstartOnFirstThread -Djava.awt.headless=true CelestialLacuna.jar
Nice little shooter. It's really neat that you're using a homegrown engine too!
I had to mute the audio, then remembered I can't play games without sound.
I thought it was interesting that the enemies could kill each other.
There should be some sort of visual indicator for the invulnerability frames when the player respawns. It took me a few deaths to realized there were any and I have no clue how long I have to find a safe place among the bullets before they run out.
Ok game, would have liked to see some WASD controls. As well the game doesn't feel like it fits the theme. Only running out of space part is too many enemies shooting. Of which it gets nearly impossible to dodge... which feels generally bad. Good arcade shooters try to create patterns to allow movement. While also making the player think they are in danger.
Bullet collision sometimes doesn't work, and they can destroy each other. But overall graphic is nice.
Graphics are nice and it is really old school ! Be careful because the Z is not on the same place on AZERTY keyboards and I needed to find all the controls by myself !
Great game! Very cool and interesting! :D
Thanks for all the feedback everyone!
@the-sand Great suggestion about invulnerability frames! That would be a really useful addition. For now, the invulnerability time is 3 seconds after death if that helps.
@darkguardsman Thanks for the feedback and suggestions! For the patterns part, I'd like to mention that every single attack in the game *does* have an exploitable pattern to it, though it may not be obvious. I've actually cleared this without getting hit multiple times, and I don't consider myself some godly skilled player at these sorts of games, so it's definitely doable if you figure out the attacks. I do agree however that if I had more time to work on it, I should make the patterns easier to spot.
@timbelion Interesting. When you say it "doesn't work," do you mean the bullet goes over the player sprite but the player doesn't die? Because that's intentional. I realize this isn't completely clear, but the player hitbox isn't the entire sprite, just the small red dot on the ship's cockpit.
@cristihkj @antonin @justinmullin Thanks for playing! And thanks taking the time to leave a comment, I really appreciate it!
Very nice game! it feels very polished, a real bullet hell :). keep it up!
I felt the collision was off a lot (i.e. bullets were moving through the enemy and player.) but I really liked the entropy mechanic. The sound effects sort of hurt my ears though; it would have sounded better if there was some background music, or even just some sort spacey sound effects, to smooth it out.