relixes 2018-12-03 01:15
As I said to you, awesome game! Best game I played so far, would recomend to everyone to try it
Foon → Ludum Dare Explorer → LD43 → Riddles of Sacrifice
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 218 | 3.48 | 36 | |
| Fun | 138 | 3.54 | 36 | |
| Innovation | 253 | 3.19 | 36 | |
| Theme | 145 | 3.79 | 36 | |
| Graphics | 453 | 2.44 | 37 | |
| Audio | 248 | 2.98 | 36 |
As I said to you, awesome game! Best game I played so far, would recomend to everyone to try it
Fantastic! I am fairly sure you received my feedback on stream. Loved it!
gostei
Nice work! Played through all the levels.
Losing gear to open gates was interesting idea. However the shadows are easy to destroy, so I feel like just sacrificing accuracy and defense was enough
Cool idea! Meanwhile it will be nice to have more interesting levels and more clear choice effect
Cool game, reminds me of binding of Issac. Zero deaths.
Intersting concept to have almost only downgrades. Zero deaths though, I only sacrificed defense and accuracy.
Very smooth and polished.
I absolutely love this game! It's fun to think about what to sacrifice (I never sacrificed Rate of Fire or Accuracy). It's definitely easy, though. The shadows are trivial to destroy. I just wish there were more levels.
It was interesting how the power-downs actually felt like something I want to make a "build" with; for example, stacking multiple rate of fire power-downs changed the feel of the game very heavily and I liked that. The enemies attacking from off-screen was a bit mean, but the explosion they made together with the sound felt very satisfying. Nice!
quite enjoyable. i liked trying to optimize my route and pick my downgrades to fit. i wasn't a fan of the music so much, but the sfx worked.
Well done! The idea of having to give up stats, basically, is really interesting. I will say, though, that I primarily just dumped my armor effectiveness, as it was rare to actually get hit by anything. Also sacrificing a little accuracy actually helps when you're swarmed by a whole crowd. Also, I totally love enemies following you from "room" to room.
Pretty good, but I found it pretty easy to cheese it:
- You can shoot enemies from offscreen (so even before I replayed a level, I could make sure the next area was relatively clear - The power downgrades are randomly selected each time you hit a gate, so if I hit a gate and didn't see something I wanted to lose (I'll get to that in a second) I could just cancel it, move back and then activate it again.
So basically I spent the whole game reducing my armour effectiveness and blind firing my way through levels to make sure nothing was actually going to hit me.
Don't take that to mean I didn't like it or it was a bad game - I did and it wasn't (and if the comments people have left on mine is anything to go by, I didn't close all the exploitable holes in my game either).
The graphics are a little bland but they're entirely functional (I do like the particles on enemy death), in the sound it would have been nice to hear a bit more variety in shooting/explosion effects but what's there was good. These aren't bad things, I'm just a major nitpicker (sorry).
One thing I would have liked was a minimap, but I'm not sure whether you were going for the maze feel. Maybe one that gets revealed as you explore the level? Even after worming my way around a level I was having trouble finding my way to the things I was trying to find. Also in a game that seems somewhat designed for speedrunning (that's why you're making such a big deal of the times, right?) it's a pain to have to constantly mash space/right mouse button to dash to get the best time - I'd remove that or make it a toggle if it was me (and I had lots of time to think about it, don't worry, I've already thought of plenty of things I could have done better for my game).
So although this might seem overly long and critical I hope you don't get the wrong idea - it was a good entry that I had fun playing (even as I was cheesing it).
@slashee-the-cow thanks for the feedback.
- minimap was percolating in the back of my head but didn't happen. I had an idea on how to auto generate a really basic screen/room grid (none of the internals). - Cancel was put on the door menu in case you bumped into a door you didn't want to open. I didn't even think about the reroll if you canceled and re-contacted the door. That would be a good thing to fix. - Shooting off screen - yes, and they can follow you between screens... I do see your point with how the camera moves that it might have been better to put barriers between the rooms that bullets couldn't pass through and enemies couldn't see. - Endless Dashes - a Cooldown/Dash bar was also in the back of my brain (and it being one of the things that could be sacrificed)
Again... Thanks for the detailed feedback!
Cool, the last level got quite dificult! I enjoyed the game, though I feel the graphics were lacking a little bit. Also the enemies should maybe stay in their rooms or there should've been an indicator that there are enemies in the next room that are about to get you, because sometimes they'd hit you without you seeing them. Otherwise I enjoyed it.
This was a really nice little game. I had fun trying to see which combination worked the best. I think armor effectiveness is the less critical one to give up on. Combat felt fun and the effect when the enemies died was very good looking.
I like the general concept. Not only it fits the theme perfectly but also naturally makes the game harder as the player progresses.
Looks like a lot of people got you covered on good feedback!! Thanks for a more relaxing game after I had a super difficult one before!! Great job for 48 hours!! :D
Great work. I had a similar idea for my game. Would love some variety in the enemies but 48 hours is not much time.
Hi! I appreciated how smart the concept was and how well it played into the theme. I loved the way the layout of the maps were, and how you had to actually think about which door to take based on bits of the map that were revealed to you off the sides of the screen. The player felt very nimble and fun to control, and the ending goalpost being called a MacGuffin tickled me in just the right way.
All That being said, the sacrifices never felt like they were a big deal. I just nerfed my armor whenever possible because the character's way too quick even without dashing for the hostiles to catch up to him, and when I had to pick something else, I picked projectile speed or accuracy cause with a high enough fire rate nobody can get close to you anyway. I tried blindly picking options and it never actually made the level that hard.
Maybe there's a way to combat that, like having bonus areas unreachable unless you have a specific component on your suit totally intact, or making the hostiles more challenging by introducing diverse enemy types, each of whom needing a specific trait to defeat. For example, some would need accuracy cause they'd attack from afar, some would need higher fire rates and armor by swarming you, some being tanky and requiring higher dps to take out, that sort of thing.
This was really fun to play and I genuinely think you can expand this out to a larger project. Cheers!
I enjoyed this game. Nothing more to add it regards to feedback then what has been mentioned. Good stuff.
Your game was played on my stream ( twitch.tv/ursagames ) for the second day of Ludum Dare streams - you can find the timestamp of your game here: https://goo.gl/N2rkr8
@ursagames Thank you for the play and recording!
Nice game! neat mechanics and all the music and sfx feels very good. The art looks a bit too "all over the place", and I dont necessarily mean it's too simple, more of there not beign an art direction and colors being kidna random. The other thing is that the levels feel the same and you can always do the same strategy (in ym case i found projectile speed to be quite useless). Great concept otherwise!
Nice game, mechanics are working. I was primary chosing armor effectivnes and projectile speed. I thing if you will elaborate about this concept more you are able to create fantastic game. SFX and music really fits to the mood of the game. Awesome entry.
A cool game that works really well! Choosing what to sacrifice when you open a door is a very interesting concept, but for me it broke the flow the game that I have to choose it from a dialog box. Especially because you have that timer running. Maybe it would have been simpler to just have a few "door types" and each time you go through the door, the downgrade is applied. That way you don't change the mechanics, you just include it inside le level design. It can still be a choice (multiple doors to choose from) but it doesn't always have to be. It's just an idea of course ;-)
Congratulations on providing so much content in just 48h by the way! That's really impressive. All that UI, menus, effects... Good job on the music too, it fits the mood of the game really well.
I'll try the post-jam version right now ^^