hunter-ahlquist 2018-12-04 04:48
neat mechanics
Foon → Ludum Dare Explorer → LD43 → Sacrificial Cards
By howard-duong
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 566 | 3.37 | 22 | |
| Fun | 382 | 3.42 | 22 | |
| Innovation | 555 | 3.10 | 22 | |
| Theme | 446 | 3.57 | 22 | |
| Graphics | 878 | 2.62 | 22 | |
| Humor | 655 | 2.56 | 18 | |
| Mood | 808 | 2.89 | 21 |
neat mechanics
Very fun and simple game! I love the strategy that comes with choosing abilities at the beginning of each wave
Reminds me of Ubermosh! :D
Good and intuitive gameplay, feels pretty balanced (except for one card I got everything seemed reasonable) and is really fun to play. Good job!
good game. I am having a great time playing it, only sometimes i have player control bug . anyway good job :)
Good game, I like the mechanic of giving a little up to improve other aspect of yourself. Plus, you had some pretty solid enemy designs. My two suggestions would be, that the sacrifices weren't obviously affecting game play. Health yeah, but damage reduction and some of the other stats were less obvious. The other suggestion would be to just increase the shooting speed and number of enemies. The speed between shots was a little long for me. If it was quicker with more guys to mow down the whole game would be more exciting. Overall, great entry. Had a lot of fun playing it.
Very cool, it suits the theme and it's really fun, I've been playing for a long time, good work
I think the main mechanic is good, sacrificing stats, however i think the graphics were not as good since enemies merged with the background since their colors were too similar and also bullets were too thin to even see that good, also i had a weird buck when picking cards, it was really hard to choose one, anyhow, good concept! and hope this is of some help :)
Great game, I feel that fire rate is generally too slow and makes the game feel sluggish. This is especially apparent in the third wave, "Nightmare". There is a whole swarm of enemies following me which I am trying to run away. I am able to kill them in one shot yet my weapon fires at a very measely rate and that stage wasn't very fun. When I restarted, I picked all the fire rate upgrades, but it was still feeling very slow. In general the game needs to have faster firing speeds even if the damage has to be lowered to compensate.
As others have pointed out, there is a lack of contrast between characters and the background. The patterns on the background are also rather distracting and need to be more subtle.
The health bar also looks like a stretched graphic. Compared to the clean pixel art of the other graphics, the pale green pixels of the bar seem to be have some stretching on them causing a blurry gradient which looks unintended with the art style. The art in general isn't very pleasing to look at. I would suggest if you are going for pixel art or emulating its feel, try looking at some tutorials on pixel art and its appeal, and practice with having a certain style. The choice of colour palette can also dramatically improve your visuals as here everything just seems to blend together and nothing really stands out. Great colours can make your graphics pop out from the screen but right now I'm not really feeling excited by the graphics.
I'm happy to see that some basic visuals of shooting were added - muzzle flash when shooting is nice, and a tiny impact sprite lets me know that my projectile has hit an enemy. These are little stuff but it matters in a game :D You could take this further by having some blood splatter or some effect when an enemy dies, instead of them disappearing completely like as though they weren't there.
In terms of gameplay, I liked the concept of having to sacrifice certain stats for others, while generally still improving the character so you still feel a sense of progression. Having music and sound effects also helps the immersion of the game.
I notice that at the end screen, the texts seem to blur when they are hovered over and scaled up, leading to a pixelation of the font. The background used for the ending screen also seems extremely pixelated, as though it was the background but scaled up by a few times. This pixelation is inconsistent with the text which makes the whole screen very jarring to look at.
Lastly, the arrow to view the stats isn't very obvious nor does the graphic on the button give information on what it is for so it felt rather out of place. It also was one of the last things I discovered in the game because of its obscure location and colour. Furthermore, I think it would be nice if the stats of the weapon and character are actually displayed by default on the screen every time the cards come up. That way we know that the stats screen exists, but also more importantly we are able to make a comparison on how the values of the stats scale. Does 2 damage matter when I have 20 damage? I was also confused when sudenly the cards were now referring to the center weapon, instead of the character, and now the values were completely different, with high values like 400HP etc. The only way I understood it was that my character only had 50 HP so there was no way I could spend 400HP.
Nevertheless, great job at making this game. It is a wonderful concept and I hope you continue practising to make more games! :)
Ok this is epic. If you upgrade your stat right, your character is literally OP (8 bullets spread and fire rate .05 seconds).
I had a fun time with that. Changing the player's stats makes it fun to play over again. I wonder if the sacrificial cards could have a narrative motivation. Maybe they could be medical stimulants or something to do with the occult.