qviguier 2018-12-04 11:56
Hey ! hope this jam was good to your team :D i find your game to be very original, with a good idea ! i would have wished for more variety in danger sources, but still, its a mighty fine game for the timeFrame ^^
Foon → Ludum Dare Explorer → LD43 → Mr. Island
By jantaaa, Karbous, Tox and AjaBokkaku
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 623 | 3.31 | 48 | |
| Fun | 592 | 3.17 | 46 | |
| Innovation | 430 | 3.25 | 48 | |
| Theme | 590 | 3.36 | 49 | |
| Graphics | 164 | 4.17 | 41 | |
| Audio | 634 | 2.29 | 24 | |
| Humor | 337 | 3.20 | 38 | |
| Mood | 518 | 3.30 | 41 |
Hey ! hope this jam was good to your team :D i find your game to be very original, with a good idea ! i would have wished for more variety in danger sources, but still, its a mighty fine game for the timeFrame ^^
Pretty cool and simple game (as I Love).
i'm just wondering about some element of you game : - I don't see a health counter, not enought time to inplemante it - and why I have to clic to put a target to shoot, and not where I shoot is where my cursor is
Good job, and thanks for the game ;)
graphics seems so cute! good job :)
@qviguier Hi! Yes it was a great experience for everyone in the team :) Thank you, there is actually overweighting mechanics, but the communication of it is not visible due to the inability to put it in the game, in the given time tho :| Too many obstacles during the development as we all have experiences with :D
@andori-paic Thank you :)
About healthbar - yep, that is exactly why, not sure if it would be considered as bug fix, when we show at least number of HP :/ Second issue - it is more convenient to get an order for cats to continuously shoot at a desired target, so you can interact with cats, while the rest is shooting where you want. You can drag n drop a cat to get rid of fishes with tongue, and eat a cat if needed to restore HP. That way I believe, it is more convenient control wise that way :)
@ece Thank you :)
The graphics are cute and the sacrifice of cats is spot on. Good job!
I really like your graphics and the brave fisher cats! Maybe you could add a health bar.
Very Pretty Game! I like how the water level lowers with more cats to incentivize you to sacrifice them lol
Great job guys ! Little feedbacks : sometimes fish spawn upside down and your youtube video is down ;)
@elfunck Thanks :) Yep, we will fix that hopefully :D We know about the video, for some reason, it works on youtube, but wont play here :/
Haha! I love this! You could have put different faces to the island to make up for the absence of a health bar.
@daruudaruu Yep that was the idea, it was implemented, but not fixed yet. When we tried to build the game, it wasn't possible with that feature on. Now it works, we just have to fix one last thing, and that are those upsidedown fishes :D
Haha I was in fact wondering what was up with those fishy fishes
Very cute! Making an indicator to show the amount of cats the island can carry would be more fun!
Hi! Why you opted-out from graphics section? I liked really much your graphics!
i love the aesthestetic, could be a fantastic full lentgh game!
@giustitia Hey there, ooops accidentally checked different box :| Thanks for letting me know! Also I am glad you liked it :)
Looks really good, animations are smooth and the atmosphere is great. I really love the small details like the different faces of the island and the water/clouds moving.
Very interesting mechanics. It was fun to play and It got hard quickly.
One suggestion would be to add more music, or make the lovely ukelele track of the intro play on repeat. Because once it goes away, a lot of the mood is lost.
But overall is an awesome little game. Great job!!!
Good handling of the sacrifice theme, efficient and charming artwork. But it sadly lack of variety and juicy gameplay. I feel like with this interesting world and lore, you could'have done so much more in therme of random events and different ennemies. Plus, it lacks of polish and feedback. What's with the upside down fishes ? Cats changing appearence when they are in the water ? (with their spiky look, one could think that it would hurt the fishes, but no. You really could have use that to offer more variation in the gameplay). Finally, why not a death animation? (time i can guess, bus still...) it was really frustrating being directly sent to the game over screen. I'm saying all that to be picky tho :) Original idea is well thought, and that's the most important thing in a Jam. Good Work !
Good job on this one! I liked the chill yet mildly panicky nature of it. If you added a few more mechanics, and implemented some form of progression, I could see this being a really nice mobile game. It'd be interesting if you continued with this.
Pekna grafika! I didn't understand what's so bad about the fishes eating the legs. When I didn't do anything, I survived 47 seconds and when I did (I killed all fishes), I survived 51 seconds. Nice job putting this together :)
really cute graphics! I liked the idea and it worked fine!
Nice work on the graphics and initial storyboard! I made 71 seconds on my first try.
I really enjoyed your game! After 5 minutes, i have figured out how to keep a nice balance, so the game difficulty could have been increased - but it did not happen. Maybe add some bigger fish to the game :) The music stopped playing after a couple of minutes.
Anyways, very nice game!
@rivieresacha Hi, totally agree with you there, most of the problems you address was because we overscoped a little, so sadly there were no time to balance and polish the game more as we originally intended. We are thinking about making post LD build, so stay tuned :)
It is true that the general lack of feedback and bigger variety in gameplay is the main issue as you addressed, things like upside down fishes and stuck animations are also due to the rushed development. We did not utilitize the 72 hours as we could, we had to go to work on monday, and encountered a bug, which prevented us from building the game, so we almost did not make it in time :D Therefore we spent less time than we wanted on the project (as almost all devs on LD :D ). We also had lot of particle effects and sounds that we was not able to implement.
I am glad you liked the game. Thank you for playing and great feedback! :)
@pcmaster Hi, glad you liked it! Yep, legs being eated by fish does not look like an urgent problem, I believe, that one issue is due to lack of ballance (Fishes should hurt Iland's legs more ie.), and lack of feedback given to a player when fish attacks the leg. Thank you for your feedback, and for playing our game.
Some fish chomping animation and "bleed" particles on the leg would make it more obvious whats going on. But I could still see the situation from the face of the island. Really cool concept and art!
I have to say that Honestly graphically it's very professional.
Fun and cute game! I had a hard time grasping the "sacrifice" mechanic, but enjoyed the general gameplay. Good job!
Nobody else has mentioned this so I don't know if it's just me, but the intro and "Game Over" screens have half the text cut off, making them very difficult to read. It's a shame, because it looks like there's an interesting backstory to this game. You should probably take a look at that.
I had a difficult time getting the hang of the gameplay. It took me a while to work out that the cats continue to fire automatically at the spot you click on, and by the time I realised you could fling the cats into the water to distract the fish, it was too late and I "Game Over"ed about ten seconds later. I also think the difficulty at the start needs to be lowered; you quickly end up with three or four fish gnawing at Mr. Island's legs and you've only got one cat firing at them and it's just not enough. Or maybe I just suck at this game, idk.
The graphics are brilliant, but I will agree with you when you admit that you over-scoped. There's the makings of a very good, very fun game here, it just needs polishing and refinement. Not a bad effort, though!
@f1krazy Thank you for your feedback! Despite the fact we overscoped, we also have been really unprepared for the jam, and lost almost morethan 12 hours of precisiuos development. That said, I don't know, if we could at least implement the rest of effects, sounds, and polishing as we wanted :D But next time, we will be better prepared. With our tools installed, vacation ready for the whole Ludum Dare, and pipeline runnin!
We encountered this wrong scaling issue too, after the deadline, on some devices it tends to look like this, but we don't know what is the main issue here. Guessing that it is because of bad screen scaling settings in unity :/
You are correct, the communication of what to do, and how to achieve it, might be not communicated clearly enough. Also lack of feedback for multiple circumstances, makes the game lot less readable & intuitive.
Right now the dificulty scaling is kinda nonexistent, you can actually play the game until dawn of time, when you find the balance sweetspot (which is also bad). Dificulty scaling over time was one of the features we did implement, just did not ballanced it correctly :|
Hopefully we will release a Post LD version, so most of the problems will be fixed, and in the desired polished state as we originally intended :)