belphegor 2018-08-14 01:26
Pretty cool!
Foon → Ludum Dare Explorer → LD42 → No More Spacers
By xero560
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1118 | 2.82 | 31 | |
| Fun | 1190 | 2.46 | 31 | |
| Innovation | 890 | 2.87 | 31 | |
| Theme | 1224 | 2.31 | 32 | |
| Humor | 871 | 1.90 | 27 | |
| Mood | 766 | 2.92 | 29 |
Pretty cool!
Too fast for me, but beautiful. nb : no installation possible on windows in itch appli.
It looks nice, but I can't really tell what is happening most of the time. UI for my character was pretty hard to see with all the light going on
Please post in HTML5 :) we want to play it! Looks really cool.
@jose-rodriguez Haha Thanks! But Uh... I'm not sure if this will run (well) in HTML5? lol.
Some suggestions:
- I have no idea what I should be doing in this game, there is nothing to indicate exactly what my goal is.
- Need good feedback on when I am taking damage for a game that is all about combat this is VITAL
- You shoe horned the theme, and nothing in your game really meets it, and I am just gonna be honest I DID TRY I REALLY DID, but I just can't say that it fit.
- Enemies health needs to be lower
- Move the health and stamina bar behind the character or add something opaque behind it, can get lost in all the bloom and red behind especially when im swinging my sword like a.... ummm something I am not allowed to say in public.
- You may as well remove dash, since basically it's the kill yourself off the ledge button
- Otherwise you do have a neat mechanic that i think you should trim down onto which was the spheres and being about to hit those away. I think if you trimmed your mechanics down and focused on that, you could make something really good!
Ending note: Srsly man, theme alright have a good one, i know i may sound harsh but in reality, I am just trying to help you. And I am not trying to be overtly toxic, I think it is great that you did ludum dare, now learn from your mistakes.
Neat idea, couldn't kill those guys yet. I'd get close then "ERROR RORR ORRROREROOR" lol your post looks intense as well. Keep working on this, the combat isn't bad.
Maybe decrease the speed of the dash mechanic, even though it's cool to use when dodging all the enemies. When the game gets going it becomes perhaps too hard to survive more than a minute, but somehow I got to 1:12 as my best time. I think reducing the amount of turrets can make life a lot more easier for any player, and maybe there needs to be more cover for the player to use. I really like how it's fast-paced, and the lighting, but the red bots should be more easier to kill.
@bustosman That's pretty good! I think my best time for this build was around 1:46, so it's a bit tough, but I think it's do-able to go for several minutes. Thanks for the feedback!
Looks perfect but on my laptop cubes show that they are too much too handle :D looks like ECS might be your go to solution for just floating cubes in the air. I mean if they are even moving?
Great graphics, for sure. The rest of the game, not so sure. It was very difficult and the theme integration was questionable. Again, I thought the graphics were amazing and the controls were intuitive and easy to use. Good luck on the next Ludum Dare!
This was really unique, the graphics were awesome, I particularly liked the lighting effects on your character. I wasn't able to defeat any of the enemies due to the high amount of damage from them and the beams, but the controls were quite intuitive.
@belphegor @liven @craigduth @cranestyle @g4mr @bustosman @kptemre @haveaniceday @jktransformers Hey everyone, thanks very much for giving my game a shot, and I appreciate the feedback. I understand the criticism, but for now I have made another build that gives the player 5x health. This should let players just mess around with the combat more. I tried to put a lot of work into animation transitions, attack properties, etc, but unfortunately it's hard to explore as I kind of overdid it on the general game difficulty. For example, I made the enemies meatier to let you do longer combos, but it seems that backfired on the "fun" factor lol.
Anyway, if you want to give it another shot, the build is at the top. Thanks!
I like the visual effects and atmosphere! However, I find the combat is missing feedback: I would visualize when the player hits an enemy. Also, I would add more combos.
I'm curious did you use the Job System to move all those cubes around? :D
Maybe this game is too ambitious for such a short time frame. But I'm quite impressed with what's in the game.
The combat seemed like it could be fun, but I think it simply needed more time put into it. Being able to kick enemies up before slashing them felt really good, even at this early stage.
I think there needed to be more visual/audio feedback for taking damage and landing hits. I think that's what really held the game back overall.
@realmar MORE COMBOS?! I like this guy. The cubes are a particle effect, a big one for the background and a smaller, more dense effect for the stage.
@monstr I'm glad you think it feels good even without player feedback like SFX / hit particles. I focused on working on that part and had to cut SFX towards the end due to the nature of jams, unfortunately. Maybe I can pull it off next time now that I have a better idea of what I'm doing?! *Ambition intensifies*
Thanks for playing!
A good game idea, the music should be improved. The graphics are good. But our game is better)))
Hmmmmm I don't know how to feel about this.. The boost really gives me the power to go anywhere, making me feel pretty powerful, but its sometimes too powerful I just fall down the platform. The fighting seems really cool, but the screen is too busy and it distract the fight a lot. You have everything on the screen screaming for attention, that makes me feel a bit lost. Also I notice that the floor is very glossy, maybe you can tone down the glossiness of the material so that it doesnt reflect much light from the light source. The combat mechanic seems very cool and ambitious and skill-based. This would be great in a bigger game that people genuinely care about, I think your work is very potential for a post-jam development. Keep it up!
@nam-nguyen Thanks for the great feedback, really appreciate your comments on the lighting / visuals. Thanks for checking it out!
I like the style but there's so much going on in the scene of this game. Hard to tell when I'm close enough to hit an enemy or when I've hit them (other than seeing health decrease slightly). Maybe some sound effects for landing a hit and likewise when the player gets hit? Not sure if intended, but the sword becomes insanely long and distracts from the gameplay and viewpoint to see enemies and the environment. It's hard to see and avoid lasers (maybe make them a different color or slow them down). Boost seems way too fast to be useful in most combat situations except to get away. I seem to get hung up on enemies once in the air and by the time I land, half the time I'm dead from lasers and enemies.
Pretty hard to get, controls are odds