FoonLudum Dare ExplorerLD43 → SACRIFEATURE

SACRIFEATURE

By thob

View on ldjam.com

CategoryRankScoreCount
Overall3883.0023
Fun3552.9522
Innovation3652.8722
Theme2793.4022
Graphics1643.6022
Audio2
Humor3102.4617
Mood3023.0021

Comments

pez 2018-12-03 07:45

yo I like the look of this screenshot but all your download links are down!

thob 2018-12-03 08:45

@pez Ok thank you i will fix this as soon as possible ! (tonight or tomorrow)

**Edit : it should be working now :)**

daniel-abeleira 2018-12-03 09:41

Nice game! I like the graphics

thob 2018-12-04 13:55

@daniel-abeleira Thank you for testing my game ! :D

sabeurre 2018-12-04 17:05

Nice game, I like the graphics. Nice idea for the sacrificing part. I guess the only minus, is that you don't know when the wave stops, you have to die to see when you unlocked. But it was really pleasant to play, well done !

thob 2018-12-04 20:55

@sabeurre Thank you for your time and for your feedback !

imaship 2018-12-05 21:49

Super jeu ! Le concept est original et le fait de pouvoir débloquer d'autre capacité est vraiment cool :)

C'est juste dommage qu'il n'y est pas de musique et plud de types d'ennemie (à mois que je ne les ai pas débloquée XP ). En tout cas bien joué :D

thob 2018-12-05 22:41

@imaship Merci pour ton retour ! J'avais commencé à faire une musique mais je n'ai pas eu le temps de bien faire malheureusement donc j'ai préféré ne pas la mettre ! Et je n'ai même pas eu le temps de faire les graph' pour les 1er ennemis mais oui on peut imaginer d'autres armes, d'autres ennemis, etc ! En 48h c'était vraiment short pour tout faire !

imaship 2018-12-05 22:51

@thob C'est quand même super impressionnant pour un travail fait en 48h seul ^^ Tu comptes le continuer ?

thob 2018-12-06 18:05

@imaship Merci haha ! Je ne sais pas du tout si je le continuerais. En fait si je voulais le faire il faudrait que je reprenne tout mon code à 0 parce qu'il est vraiment horrible là, il y a des bugs de partout et tout. Sinon il y a certainement des trucs intéressants à faire côté game design je pense

imaship 2018-12-06 18:37

@thob Aah les joie du code ^^" Je pense que tu peux faire un super truc avec ce concept

jeremy-ryan 2018-12-06 21:45

Neat game! There are still a few bugs; the movement is a bit weird, and unselecting features in the main menu doesn't refund the points under certain circumstances.

Art is great, especially background and bullet animation. I'm guessing you ran out of time to hit all the features and graphics you were hoping to, but really strong as a compo entry.

Well done!

robowarrior1982 2018-12-07 06:21

Bravo a toi pour avoir fais ca en solo et en 48H, graphiquement c'est super propre, les animation du joueur aussi !J'ai téléchargé l'exécutable car la version WEB propose une résolution bien trop élevé (même en cochant plein écran le redimensionnement ne se fait pas correctement je ne vois qu'une partie de l'écran, du coup sur l'écran ou on sélectionne nos capacités hé bien je n'ai pas compris qu'il fallait les cocher ne voyant pas la phrase du haut, et on peut lancer la partie quand même sans rien sélectionner !!!), les ennemis sont trop résistant, vu le temps de recharge de l'arme, je pense que ça aurait été mieux de faire des one shoot la c'est assez frustrant pour le coup je trouve, et pour un premier niveau c'est peut être trop encombré (fait plus simple au départ puis complique ensuite). Bien sur dommage pour le son mais en solo pas évident, beau boulot quand même !

thob 2018-12-08 13:15

@jeremy-ryan Thank you ! Yes this feature selection bug is the main problem now, I have to fix it. Yeah I really ran out of time, I didn't even have the time to make proper ennemy ! Thank you for your feedback :)

@robowarrior1982 Merci beaucoup ! Oui un des 2 problèmes que j'aimerais régler actuellement c'est faire un support pour plusieurs résolutions, enfin mieux gérer ça. Pour les ennemis je voulais faire une feature qui permettait d'avoir des balles plus fortes qui les tuaient en un seul coup ! Après est ce que tu as essayé d'activer les Ammo ? Parce que sinon tu as une seule balle avant de recharger et effectivement c'est très dur de tuer les ennemis, mais si tu actives Ammo tu as 15 munitions avant de recharger et ça permet de spammer un peu. Et trop encombré dans quel sens, visuellement ? Merci de tous tes retours en tout cas :)

taco360 2018-12-11 01:09

Hey, this is pretty good, but there are some VERY strange design decisions here.

-First of all, Art and Sound should NOT be things that you have to put a feature slot into, regardless of the theme. The game looks really pretty when it's selected, but I only get three points and I'm not gonna waste one on the looks or sounds.

-Second, the controls. Why Q instead of A? It's really uncomfortable.

-Also, the game is still fairly buggy. Things like the Art unlockable would stick from the previous game, regardless of whether or not I actually enabled it. If this is intentional then ignore my first comment about the art and sound selections, but if that's the case then the game should be much more clear about this.

But other than those complaints, it's quite fun for a bit.

-The game looks and sounds great (if you actually put slot points into those features, which isn't worth it). The animations are really great and stylized.

-The sacrifice mechanic (besides the art-and-sound thing) is pretty cool, even though you can just do ammo+health+movement and then camp in a corner, destroying the entire point of the system.

-The movement is smooth, and the gun controls work well (enemy AI could use some work though, it's very easy to manipulate)

Sorry if I come across as pretty negative, as I enjoyed playing this one. It needs a bit of work, but the concept is good.

ente 2018-12-11 02:01

Hey. Nice game. Some feedback for next time or something: I would have liked to have a counter of the shot enemies. Especially if you already count them and use them to unlock stuff. Because of the movement of the enemies the balancing was a bit off. There was at least one point where you could just stay "hidden" from them and shoot at them and only very rarely some of them came to you (under the middle bar on the ground). I didn't feel jumping and moving where that important at that point. So if you had more time, I think the different abilities could be balanced a bit better. ;)

thob 2018-12-11 08:21

Thanks a lot for your time and feedbacks !

@taco360 - For Art and sound, that's the point of the theme for me : do you want to put point in things that don't actually impact the gameplay but make the game better or not ? Sacrifice Must be Made. But your opinion is very interresting, I'll think about it. - Sorry for the controls, I'll add QWERTY controls. [Edit : it's fixed !] - No it's not intentionnal I'll try to fix this ! (I fixed major bugs like : "Unselecting features in the main menu didn’t refund the points under certain circumstances"). [Edit : it's fixed too !]

Someone gave me the idea that the different capacities could not listen to the same number of points depending on whether they are important or not : the movements would cost 3 points and the sound and art 1 point for example (with more starting points). Or that we could add penalties to get more points.

@ente - I haven't even thought of a counter ! But it should be pretty easy to do indeed, thanks ! - Yes the game is not balanced at all there is safe point on the map were you can kill a lots of enemies without being hit. There is not real AI since I didn't have time to dev one, I just make the ennemy move and jump.

hdugmag 2018-12-17 23:12

That was really neat! I loved the art-style, animations, and the concept of feature slots. However, I did feel the controls were a bit too sensitive and lacked control, and killing enemies really needed more feedback. Also, please change Q to A :sweat_smile: Other than that, a solid entry!

acaral 2018-12-18 23:33

Mais c'est super original! Au début on se dit que le jeu n'est pas abouti. Cependant au fur et à mesure des parties le jeu prend de la densité. En clair l'investissement est récompensé, donc une très bonne replay-value.

In english for everybody : A very original concept because this game brings all its flavor as and when you play. A good replay value.

vinay-rao 2018-12-20 11:03

Quite an interesting idea, sacrificing game features between playthroughs, and having unlocks for new features. I found that playing without the ammo feature was quite crippling. Perhaps the base ammo amount should be a little higher. I also found it was pretty easy to find "safe" areas in the map where it was rather easy to infinitely stave off the enemies, in particular, underneath platforms. A couple changes to level design to encourage movement, or different spawn locations for rounds when sacrificing movement might help the game flow a bit.

Just a few minor suggestions really. Overall quite good!

Well done! The art and audio was good. The projectile effects were impactful too. I enjoyed this game.

erkberg 2018-12-20 20:34

Really cool use of the theme! It's a little painful though to sacrifice some of these features (ammo seems especially mandatory), but hey, that's the point :) The game also plays and looks quite nice with the cheat feature unlocked and really feels different compared to "sacrificial builds". I would've liked to see the score ingame and not just at the end (if you mean this by "Score display bug fixed", it doesn't seem fixed, at least not in the WebGL build). Also, the WebGL window is cut off at the sides when not in fullscreen mode. Besides these minor issues, I really enjoyed playing this game, good job!

thob 2018-12-22 15:56

@hdugmag Thanks a lot for your feedbacks ! Sorry for the controls I thought I fix this !

@acaral Merci beaucoup d'avoir testé et pris le temps de me faire des retours sur ton expérience héhé !

@vinay-rao You're totaly right, with only 1 ammo the game is really .. mmh... annoying (?). And the level design of the arena isn't really interesting, there is several safe areas indeed. Thank a lot for testing my prototype and leaving feedbacks !

@erkberg Thank you ! The features are not really well balanced. The game would need a level and game design rework. No the score fix was something else, someone else suggest a score ingame, I dont know why I didn't think of it during the jam. Thank again :)