FoonLudum Dare ExplorerLD42 → Running Space

Running Space

By geeitsomelaldy

View on ldjam.com

CategoryRankScoreCount
Overall3123.4524
Fun3753.2125
Innovation6422.5425
Theme2533.7825
Graphics3733.2125
Audio3442.9024
Humor4581.9120
Mood5022.6124

Comments

akaneiro 2018-08-12 16:48

Cool!

hello1423 2018-08-12 18:45

Fun, why no mouse control though?

geeitsomelaldy 2018-08-12 19:43

@hello1423 because it's a throw-back to 8-directional games like SmashTV.

gulfick 2018-08-12 22:01

It will be nice to shoot by another key for example Space or mouse0

geeitsomelaldy 2018-08-14 10:39

@Gulfick I was planning to add a rebinding menu to it, but I spent most of Sunday in bedridden with the flu (I got better), It's a bit late for the jam, but I added it to my game jam starter kit for future jams. https://bitbucket.org/Canazza/gamejamstarterkit/src/master/

thijs-tak 2018-08-14 10:45

I liked the game. Got pretty hectic in later waves. That or I'm just out of practice.

aterlamia 2018-08-14 10:50

Cool little game, i liked the art style and sound

hinkarn 2018-08-14 10:52

Fun, but it was a bit frustrating to aim while also moving. Would be nice to be able to stand still while aiming. Got to level 3 before dying

hatscat 2018-08-14 10:55

great! i like the controls, but I wish bullets were more visible. good job!

ukirain 2018-08-14 10:57

I'm waiting this game for mobile

dunin 2018-08-14 11:14

A bit repetitive, but I like the mood!

speedysloth99 2018-08-14 12:06

Great game! The gameplay was good (Apart from the controls), the art looked nice, and the sound sounded decent. The only thing I could think to suggest is to use The Binding of Isaac's control scheme, using WASD to move, and arrow keys to move.

rustycrow 2018-08-14 15:29

Gameplay was cool, But i felt a little cheated. I cant take cover behind the wallks on level 3, but the Bots can(i cant shoot trough the walls but they can). I also was missing mouse controls, the bots had very smooth movement which made it hard fro me to shot them with WASD.

The audio and graphics was very good for 48 hours :clap: and the power ups was a nice addition(flamethrower :frog: :clap:). the theme was also nicely implemented although the hitboxes could be a little weird and lead to death when turning around overall a cool little game @geeitsomelaldy

pinoza 2018-08-14 23:28

You used the 48 hours perfectly, great game, everything works nice and feels really professional. I only would say you that would be more comfortable if the controls of the gun will not be the same that the movement, for example arrows to fire. Good job!

celdur 2018-08-15 15:54

Overall pretty well made, though the hitboxes on the enemies are a bit small in my opinion. Also, the shotgun bullets spawn a bit too far ahead of the gun, causing you to shoot beyond the enemy if you get too close.

elodeon 2018-08-15 16:18

I liked the graphics and audio! It would have been nice to have some sort of health bar or life count on screen.

2018-08-15 17:25

Cool game! I included it in my compilation video series of the Ludum Dare 42 compilation video series, if you’d like to take a look. :) https://youtu.be/YTqGyFG4tXA

geeitsomelaldy 2018-08-15 18:13

@elodeon There was. Top left was your health, and next to it was your lives count.

boltkey 2018-08-15 22:14

Ok, I rage quit after dying just before the end of level 6 for like 10th time. I found it unfair that the robots could shoot through walls but I could not. Also, the extra weapons didn't feel too much more powerful than just my basic pistol. The controls were very hard, but that's because I am not used to that control mechanic.

Great work with the graphics for a compo game, they look really nice.

superendeg 2018-08-16 08:23

Nice little game with cool graphics. My problem is that challenge is kinda cheap. With unlimited lives the only punishment is that you waste a little bit of time waiting to respawn. I think some ballancing needed in level design, player should risk going to disappearing tiles because some goodies might help defeat level faster.

geeitsomelaldy 2018-08-16 11:35

@boltkey yeah, the difficulty curve gets really steep on level 6 and 7. Like I said earlier I got really sick on the Sunday and had very little time to fix that. Level 7 was the testbed level where I threw everything in and I went from there, backwards for earlier levels, removing enemies and obstacles. One bug I did notice that does increase difficulty is that flamethrower enemies retain their speed and direction when they respawn in later waves, meaning they appear earlier than intended.

@superendeg You had unlimited lives? You're supposed to only have 3 per level (at which point you go back to wave 1 of the level you're on) so that might have been a bug.

superendeg 2018-08-16 12:14

@geeitsomelaldy, I see. Need to check it once more.

m-1 2018-08-17 09:24

I died in Level 3, wave 3. Noob.

It would be nice if the levels were more diverse and you had to fight your way to some place instead of just "protecting your ground". It would better fit the story. A bit of screenshake when hit would be also nice. :)

superendeg 2018-08-17 10:40

@geeitsomelaldy, no bugs was here, I think I just scrolled page a little bit and hidden status UI. Ops.