wskilljoy 2018-12-04 00:37
Pretty good! Would be nice to have some sound, though.
Foon → Ludum Dare Explorer → LD43 → Sacrival
By rewzu
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 332 | 3.18 | 29 | |
| Fun | 428 | 2.68 | 29 | |
| Innovation | 279 | 3.11 | 29 | |
| Theme | 222 | 3.55 | 29 | |
| Graphics | 268 | 3.25 | 29 | |
| Audio | 383 | 2.02 | 26 | |
| Humor | 386 | 1.91 | 26 | |
| Mood | 247 | 3.13 | 29 |
Pretty good! Would be nice to have some sound, though.
Great game really enjoyed it, lacks sounds though.
Very complicated game for a compo! nice work getting so much in such a tiny space. Found it really confusing to start because of the complexity and found the game took quite a while to get used to. :-)
Found the game to be confusing at first but is simple once you understand the objective and controls.Very tough at first. The game could benefit from some music.
Nice complex game, really enjoyed playing it when i understood the rules
A bit confusing game, at the start atleast :)
A pretty big concept for a compo, but you seemed to have pulled it off pretty well. Controls need to be a bit refined, but other than that this is quite a good!
@wskilljoy @peterrior55 @jessmend815 More sounds and music were planned but other things took me a bit longer than I expected. So to make it on the Compo I've just pushed it as it was.
@hare-software Well, actually it is Compo, not Jam. :D
@commanderstitch @jessmend815 @cheetah @feilkin I agree that it could use some kind of tutorial. But as it was with sounds - 48 hours turned out to be not enough time to implement these and some other features that I planned. :(
Thank you all for the feedback! :D
The UX wasn't great but that's probably my only criticism, really well done!
I played this game for way too long, in a good way of course. The idea and the mechanics pushed me further to see all you were able to impliment within the game. It's impressive. Sure there is sound missing but the little that there is works. There's a not much to master in the end but the game as it is has enough. Great stuff!
this was a really cool game for a Jam effort. I did find the controls a bit unwieldy, especially when the enemies move so fast etc? like I felt there were a lot of controls to issue quickly, that can be a good element sometimes to add to the pressure, but i did feel initially with no tutorial this was quite a barrier to "getting into" the game.
I found the lack of sound a shame, but i think thats a thing a lot of people struggle with in such a short timeframe so understandable.
I liked the lighting effects to enhance the graphics and atmosphere though!
congrats on the jam!
@sevkron I'm glad you like it. Thanks. :)
@limnori Thank you for the feedback. It is Compo game, not Jam. 48 hours turned out to be not enough for me to implement all the features that I wanted. (like more sounds, better UI, tutorial, more weapons etc.) However, I wanted to submit it as always on the Compo, so I decided to submit it without these features. I think it is still playable and enjoyable anyway. :)
@rewzu - sorry ^^;; didnt mean that it wasnt a 48hr compo game, i just use "Jam" as in the wider "game-jam" term, but yeah - totally appreciate it was made in 48 hours and a very good game considering this! just observations for future additions to it if you were to carry on - I definitely had fun playing it though :)
@limnori Sure, I just wasn't sure what you meant. :D Thanks again for the feedback! I appreciate it! :)
ambitious game for the comp. Complex and confusing at first, but got the hang of it pretty quick. Sound would help this game a lot but there were only 48 hours so it's not a big deal. Great job overall!
Nice game! I like the lighting and the effect of the darkness creeping in from the side. I think the camera moved a bit slow though. Good job!
There are lots of buttons for learning them in a few minutes and confuse to play. What about sending a raycast to the object and detect if it is a place, object or enemy? That way you get rid of a lot of buttons and gameplay is easy and quicker
@fashionbatman @tim-eriksen Thanks for the feedback! :D
@nekonyo Controls were a bit inspired by RTS games. :) I decided to do it the way it is because when you order survivors to attack, they will move to that location and attack zombies that are near. And if you don't want them to fight you can use "Move" order. This way you don't have to hit the zombie with cursor. (They can run quite fast so it would be annyoing.) So, all in all raycasting isn't the best option. :)
@rewzu ok Rewzu, maybe I haven't though about that too much. Good luck with every game you make