erendelous 2018-12-02 20:18
The game is really interesting to play, we have to think about strategy or some kinda:)But I do not understand: is there a "game over" thing?
Foon → Ludum Dare Explorer → LD43 → Spaceships Must Explode
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 235 | 3.45 | 43 | |
| Fun | 238 | 3.29 | 43 | |
| Innovation | 16 | 4.07 | 43 | |
| Theme | 216 | 3.57 | 43 | |
| Graphics | 357 | 2.90 | 29 |
The game is really interesting to play, we have to think about strategy or some kinda:)But I do not understand: is there a "game over" thing?
@erendelous well I didn't make a game over screen, but basically it's over when your main module (the one with blue circle) is destroyed
Its difficult at the beginning, but its great when you get the hang of it. I like it, tho there is a lot to improve like: - Graphics (They always can be imporved, you might aswell ignore that) - Stabbility (I had a couple of bugs, i think) - Content (Same as Graphics, there is always more) - And nothing really beats a start screen, decent control descriptions and so on. The game feels a bit barren.
Felt like a really interesting mechanic, but I was a bit confused on how exactly to play the game.
Interesting idea but I couldn't make out how asteroids moved. Or they just change speed and direction at random?
Cool and smooth game, maybe a bit to easy.
I really like this gameplay concept. It has great potential, got the hang of the mechanics quicly. The graphics look decent, but i just wish there were some sounds or music to give it a tempo or sense of urgency as the silence really slows the gameplay down. I also wish i had a bigger canvas to play on. There aren't that much space to move around to make those long term strategic choices. Now you only have one or two move until you hit something. Overall though i think this is great for such a short amount of time.
I love that sacrifice build in game mechanics it quite fun maybe you could balance it little bit more like for example less meteors on beginning so players can build up ship and more later on so they can feel disadvantage that sacrificing some parts makes them suffer. You could have given the possibility to rate graphics it's simple but consistent so in general looks good. Also its really easy to create some soundtrack give it a try check bosca ceilo for start and maybe LMMS after that.
@xesenix thanks! Will sure try to work on sounds and music in future jams, thanks for advice. And yeah, I should've kept graphics rating, but I don't think I can now.
@sun-wukong asteroids never change direction, only a little bit right before they hit the ship (if any module is in path of asteroid movement). In general they move in direction of arrow-like projection that is shown.
i really like this concept....rather unique ..... great job
Great game! I found it really engaging. Really gets difficult after you lose an engine or two, but still keeps being interesting. Other than adding some sound, I don't really have any suggestions to make ^_^. I could see this being interesting to expand with more ship modules and more obstacles.
very difficult game, I think. But overall Good Work! Also the Graphics are awesome.
Nice concept! I included it in my compilation video series of games from the Ludum Dare, if you’d like to take a look :) https://youtu.be/QGU5NZBTfXo
Its like Nimbatus, a game I really like... seems real complex to accomplish within a ludum dare, so congrats people, this must have been quite a challenge
@velvetlobster thanks! it's compo, so I've done it all myself :)
@maksim-chugunov have you idea how you managed to accomplish it in a compo, great work man!
Interesting concept, though I can't say I completely understand what I was doing or why I was switching modules. A brief intro or backstory would be a welcomed addition.
One of the best games I have seen so far. Great Work!
It took me a while to figure out, but this was a really interesting take on the theme
A solid... *turn-based, space ship building and asteroid dodging challenge*? I have seen some similar titles a few times, but for the life of me I cannot remember any of them by name. No-one has had tremendous success in this particular genre so far it seems.
The user interface is cleverly designed to accommodate movements of multiple moving bodies in a grid. I can think of a few small improvements though. Showing movement vectors for incoming modules would be good and removing the unclear hit detection would be an improvement too. Asteroids and ship parts should always land in their designated positions without hitting the ship on the way. This way they sometimes fly through the ship for sure, but UI clarity beats *"realism"* any day. It is supposed to be a 2D representation of a 3D space after all.
The sacrifice mechanic works, but it took a long time before things got heated enough to really require its use. Additionally speeding forward in one direction, turn after turn, does break the asteroid spawner; really easy to not get hit at all.
The graphics are ok, functional. I do like the movement *"animation"* with ship parts jiggling around. Some audio would go a long way. Either an ambient loop in the background or simple, generated, sounds for movements and hits. It only takes ~30 minutes to find and implements something rudimentary; you can always disable the audio category when using third party assets.
Good work! Could be extended, this one?
Overall: *Good (4.0)* Fun: *Above average (3.5)* Innovation: *Good (4.0)* Theme: *Good (4.0)* Graphics: *Above average (3.5)* Audio: *N/A* Humor: *N/A* Mood: *N/A*
I had fun with this game. The challenge is easy to understand after a few tries, then it becomes quite addictive.
A few elements frustrated me, like during a swap, the game didn't tell me beforehand which parts would I lose.
Other than that, the game feels balanced and interesting. Good job!
Graphics could use some improvement, core gameplay is very nice and fun
@huvaakoodia thank you for a great feedback!
I see now that my biggest mistake was not working on level design as much as I should, I just threw in some random generation of asteroids and modules, thinking that people only need to understand the concept of the game, but most of them don't even get a situation where you would need to sacrifice a module.
And yeah, for some reason I thought that realistic movements of asteroid would work better, even though I spent some time working on that algorithm and in the end it kind of confuses the player when asteroid actually hits the ship. Also, in future jams I will for sure work on sound :)
Again, thank you for an awesome detailed feedback, I really appreciate it!