FoonLudum Dare ExplorerLD43 → Antidote

Antidote

By Drauce and mimi

View on ldjam.com

CategoryRankScoreCount
Overall9702.7522
Fun8362.7821
Innovation7752.8320
Theme8962.7720
Audio6062.5520
Humor7722.2821
Mood9632.2821

Comments

sickybricky 2018-12-04 12:38

Fun for a few minutes. I like how you get a penalty for every potion and have to adapt to it. It doesn't have much of a theme or humor. The UE stock character really doesn't fit the rest of the art.

mrjackhpil 2018-12-04 13:21

@sickybricky I agree. UE stock character makes me feel like I'm in UE Editor... Interesting idea but lack of realization.

neon-glass 2018-12-04 15:34

I liked the idea of self-imposed handicaps required to progress. And I feel there are a lot of directions this can expand into to become more interesting. One of the obvious examples coming to mind would be to think more about the *order* of collecting *stacking* potion effects to get to the end (or the next level, huh?).

boundtotheearth 2018-12-05 10:55

The main challenge for me here is routing out the best path to take so that I collect the worst potions last. In that aspect the game is pretty interesting. Also, your file size is pretty big for a game like this.

kutase 2018-12-08 12:30

You must balance your game. Now it's too hard. But i like main idea of game.

carbonara 2018-12-08 12:32

The game mechanics are interesting, the level graphics works pretty well, I want to try it with more levels/maybe mechanics and with a true character. :)

drauce 2018-12-08 12:46

@kutase The game is supposed to be hard, but we'll look into it! There are lots of improvements to be made. In time. Thanks! @carbonara Thank you! All of those are coming ~eventually~. We were very happy with how our game mechanic idea translated into the actual game and are hyped to improve on it!

dmitry-kaidash 2018-12-08 21:46

Awesome:)

masterkrepta 2018-12-09 19:32

I really like the concept of potions to change game play. As it stands I think the poison effect is too short. Not enough time to get your used to the new handicap before the timer runs out. I agree with everyone else that the Stock player model is a bit jarring in this setting, but I understand how pressed for time Game Jams are.

I think what could improve this would be perhaps a menu system, where you have to take the time to decide which potion effects you want to take, so you feel the sacrifice a bit more.

drauce 2018-12-09 20:15

@masterkrepta Wow! Thanks for that amazing improvement idea, it could open up entire new worlds in terms of which direction we're taking the game! I agree there isn't much time to get used to the handicap, although part of the idea of the game is to learn to adapt quickly. However there are indeed tons of improvements to be made in the gameplay itself, as there really isn't much gameplay aside from walking from potion A to potion B and enjoying the ride of the new effect. But that'll change!

quasar47 2018-12-09 21:58

A bit short. Hard to tell much about this. I liked the idea of the potions incapacitating the player and changing the gameplay, but the poison doesn't let you enough time to do anything, let alone adapt to the seconday effecs of the potion. I can only repeat what masterkrepta said, but if I could make a suggestion to improve your game, maybe try to implement other mechanics, like platforming or something fast-paced like that, where the potion is used as a reward for completing the minigame and as a reason to play it instead of just being given to the player like that. This way, the player would be occupied enough to focus on the different sequences of the game and having fun, rather than worrying too much about the poison bar drcreasing. I hope I have been clear with my idea, but as far as Game Jams go, I know you may have had a lack of time to do something polished, so I'll let it slip