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Clutteralism
Clutteralism
By pulu, Neopick and vdust
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 443 | 3.52 | 21 | |
| Fun | 406 | 3.42 | 21 | |
| Innovation | 88 | 3.86 | 21 | |
| Theme | 294 | 3.84 | 21 | |
| Audio | 357 | 3.31 | 21 | |
| Humor | 580 | 2.61 | 20 | |
| Mood | 733 | 2.97 | 20 | |
Comments
2018-08-16 14:39
I really liked the idea and I really enjoyed playing it with somebody else. I also liked how they were nice and short games so it didnt take forever and get too boring. The only minor thing that annoyed me a bit was whenever a game finished and you went again the controls would reset. Meaning several times I forgot and accidently played not knowing why my controls. Overall though it was a very fun game!
A really fun game and the best take on the theme I've seen so far :smiley:!
I played with a friend of mine and I found the NumPad controls really hard to use. I wanted to use 5,1,2,3 as if they were arrow keys, but perhaps it would have been good to use w,a,s,d instead?
It was also very hard to see what was going on as everything was so fast, which I know is probably deliberate, but it felt *so fast* that I didn't even have any time to think, especially when trying to look at new cards and what they do. Maybe if different items had different sound effects when they moved into an inventory it might be easier to tell what kinds of cards you need to play without looking? (Maybe? :confounded:)
Either way tough, with a bit of fine tuning this could be an outrageously fun game to play, and it is very impressive for your first Ludum Dare! I would love to see you make a post-jam version!
lcstark
2018-08-16 14:53
This looks great! Is there a way to control the second player that doesn't require a gamepad? Anyway, it seems like this could be a fun little game to play. I hope you'll keep working on it. :)
pulu
2018-08-16 15:03
Thanks all for the nice comments. Most of the clunky stuff you point out is there because of the time constraints.
@kookiebeatz The controls are resetting because I chose to simply reload the Unity scene to start a new game. I planned to do things a bit more cleanly but never got to implementing it.
@derpyjish A real control customization screen was planned but scrapped due to the short time, I thought about using WASD for one control and the arrows for the other but I wasn't sure how it would play with different keyboard layouts, we are frow France and these keys are ZQSD on our keyboards. Different sound effects for cards were also planned but also scrapped for time reasons.
@lcstark You can switch the right player to use the awkward numpad controls. Sorry if you are using a laptop with no such keys :(
lcstark
2018-08-16 15:13
@Pulu No problem, fortunately I have the numpad. Just took me a while to find out how to change the controls. :) Awesome game!
@pulu I apologize about the keyboard feedback, my bad, that didn't even occur to me.
pulu
2018-08-16 15:36
@derpyjish No need to apologize! It is a valid point and it just occured to me that I could have worked around the problem by assigning multiple keys to one action.
neopick
2018-08-16 15:37
@derpyfish No need to apologize, that was still constructive criticism, and you couldn't know if we were aware of it or not.
Thank you all for the nice comments :)
papaver
2018-08-28 22:44
That was fun! Very innovative. There was a lot happening, a bit overwhelming. Interesting that playing a card also gives the opponent more advanced cards. We played many times, and often the cars were hard to get rid off without houses. Perhaps some cards with new combinations? Or cards that just destroy resources, without giving stuff to the other player.
Well done! :smiley:
pulu
2018-08-29 16:39
@papaver Thanks. Our interpretation of the theme was the inevitability of turning the world into a landfill by churning out more and more stuff at an accelerated rate (think "infinite growth in a finite environment") so destroying resources without producing anyting was out of the question.
But you're totally right about the balance, the cards need work. The original idea in my mind involved one-off "booster" cards that you would play over running cards to speed them up or whatever, and it also involved deck building which was replaced by the "playing a card gives more advanced cards to the opponent" mechanic. Just writing this message makes my mind race with all kind of possible expansions on the base mechanics so if I were to push the game to post-jam it would be a very different game in mechanics and brobably in theme too.