2018-12-04 02:14
This game is SmAcK!
Foon → Ludum Dare Explorer → LD43 → Sweet Suffering
By dracominer and ToonTeamJ
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1005 | 2.59 | 23 | |
| Fun | 991 | 2.38 | 23 | |
| Innovation | 1012 | 2.26 | 23 | |
| Theme | 1019 | 2.02 | 23 | |
| Graphics | 909 | 2.47 | 23 | |
| Audio | 506 | 3.00 | 22 | |
| Humor | 315 | 3.26 | 23 | |
| Mood | 937 | 2.50 | 23 |
This game is SmAcK!
It's a good game. The graphics are simple and the idee is also good. Good Work!
This game have a good potential but have also a lot of problems! 1) The graphic isn't that good, not for the design but for the relization 2) That game is acutaly fun but you have to improve your programming skills 3) This game haven't an audio system, but that's ok. You have 3 months to get better. Good luck
Did you read the theme XD? Sound effects made me laugh XD
Okay, so as the description suggests we were planning on doing a reward/punishment system with lollipops. You would've had to decide whether or not you wanted to risk losing your characters for a chance at a cure component.
Sadly, that never made it into the jam version. We read the theme, just didn't use it very well.
Although, if you kill off a character enough times, they disappear for good, so there is that, I guess.
This is a solid foundation to build on. I especially like the animations of all the different characters, and the silliness of the menus sets a great tone (I enjoyed the audio control more than I should have). Unfortunately - as you probably know - the gameplay is merely functional, and isn't a lot of fun. These are the things I'd do:
1. Tighten up the gameplay. The jump feels very floaty. The enemies lack danger. Taking out the big guys is tedious. With some gameplay iteration, I think these could be solved. 2. Keep the game simple, but lean even harder into the tone. Make the hits more impactful with lots of silly effects, make the characters' voiceovers more audible and super cheesy - things like that.
As I said, I think you have a solid foundation. Interested to see what you do with it!
Well this is a good start, eventhough it does feel unfinished. You do have most of your gameplay base like @chaosed0 said. I hope you will take some time to finish building your idead completly :-) The humorous aspect of the menus is quite fun!
Thank you for your kind comment on my game, I wanted to try yours, still I must be stupid cause I can't manage to launch it. I've got a .jar and a .zip with tons of subfolders. Gimme some advice!
@skdf You're not the only one who's having trouble launching. Apparently others are having troubles, as well. The problem seems to persist through every build and we don't know why.
@dracominer Do you have any suggestions?
I love that dog! ♥😄
Its an entertaining little game!
I of course took the dog :) Maybe it lacks a little be more challenge and game system to make the player feel that he takes tactical choices and does not simply spam left and right click.
I like the "woof" :)
I liked the sound effects, seems like you had a lot of fun making all of those. I wish best of luck in the future of this game :). A bit of polish in general for the menu designs or some of the gameplay quirks (being able to go off-screen) would have gone a long way. I can see with a bit of extra time (which you have now!) you could make a pretty fun hack n' slash, hero based game.
Unfortunately I kept knocking the enemies off screen before I could finish them off. The enemies weren't very threatening either. The characters and audio are interesting at least. Like some other people already said, this could be a good base to build off of, but it needs some work put into it.
This game has a lot of graphical and sound polish that others are missing. Unfortunately, as others have mentioned, the gameplay took a hit as a result. What you have shows your talent. I think the next skill to develop is feature prioritization and time management. I personally learned how to do this via a video from Tim Ruswick (posted below) and the [Pomodoro technique](https://en.wikipedia.org/wiki/Pomodoro_Technique) (which you can use online [here](https://tomato-timer.com/)).
Congratulations on your entry and I wish you luck in your continued development of this game!
https://www.youtube.com/watch?v=2KOEBWFC-1M
Thumbs up for the unicorn sound slider and these dog-attack animations :D
As others had mentioned, gameplay in the LD version is lacking a bit. What bothered me most was that attacking was a better way of moving than actually walking and that there were no screen borders. I can't try the post LD version now, so nvm if you already fixed those.
@kruemelkeksfan The borders were fixed in the post-jam version. Attacks were also given cooldown times to make them less useful for travel, although Scooter's still remain viable for movement.
Awesome game! You guys put a lot of effort into making the audio, though it could get a tad bit repetitive at some parts. Graphics were OK, nothing to special. I loved playing as Scooter, his character was pretty funny, and was really enjoyable to play as. Only thing I would suggest adding is a How to Play screen, because I didn't really know what I was doing or working towards other than kicking zombies. Great job!