adrien-dittrick 2018-12-04 11:41
Hey there, your link seems broken and leads to a 404 nothing was found :/
Foon → Ludum Dare Explorer → LD43 → Octli 2 Step
By knarf
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 838 | 3.02 | 25 | |
| Fun | 659 | 3.08 | 25 | |
| Innovation | 860 | 2.71 | 25 | |
| Theme | 833 | 2.95 | 24 | |
| Graphics | 722 | 3.08 | 25 | |
| Audio | 483 | 3.06 | 24 | |
| Humor | 726 | 2.41 | 20 | |
| Mood | 566 | 3.25 | 24 |
Hey there, your link seems broken and leads to a 404 nothing was found :/
@adrien-dittrick Hello ! Yes indeed, I felt asleep without publishing XD That is fixed now, thank you ! Cheers
Wow, this game has so many features! TNT, a wide variety of enemies, and lots of weapons! Barbed wire, powerups, treasure chests. And randomly generated battles and rooms, too! Nice.
I liked the art, with the simple but effective drawings that had animations and communicated important state information like the enemy's invincible/stun frames after you hit him.
Controls were snappy. And I really liked the background music and sound effects.
Oh yeah and the blood!
Great job. I had a few issues with learning, for example I didn't even realize to use the mouse and just thought it was a dodging game at first, but I figured it out pretty quick.
It's pretty hard, so I didn't get to the crash. Sometimes you spawn into a room and they are all over you right away. But it was okay because this game keeps me on my toes the whole time.
The restart was nice and quick, to keep me right in the action after a death, but I also really appreciated that the first room was empty, so the enemy wasn't attacking me the second I restart.
Nice job, this was fun.
Hi! Thank you so much @pkenney , always a great pleasure to read your feedbacks. I'll check yours and try to fix a few things on mine this weekend :) Cheers !
I did enjoy the game once I got in my grove, but it was really hard to tell what was going on.
Comments: - The enemies go full speed right as you enter a room. This led to me often getting hit before I even knew where I was on the screen. - Changing how my character fights enemies with each room was a bit jarring. I got the hang of it after about the 5th try - I think the ranged attack enemies would feel a lot more fun if they had a very predictable cadence to their shots. Sometimes I would wait for a shot before going in as the swordsman, but the ranged attacks would happen to do 2 shots back to back and it would feel unfair to get hit that way. - The swordsman feels a bit week compared to the range characters. Maybe give that class double or triple damage?
This game has a lot of potential. I did not make it through more than like 3 rooms in a row though, so I am not sure what content I missed.
Hello @shadoninja, thank you for great feedback! In fact I've replaced the main sacrifice mechanic imagined by a stupid random on starting weapon because I was desperate I couldn't make it fun as I wanted after 3 days XD
The released game is awefuly bugged and nothing is really working as it should, that's part of the fun and part of my own LD jam process I guess(a fù©*!ng mess). At first I wanted to have only one room for ritual aztec fights to take place, but I can't avoid making always the same mistakes ang ruining my reasonable scope, and occasionaly game's meaning at some point.
I've already corrected most of the shameful bugs for a correct fixed version to be released soon, and I hope I'll have some strength to make it stick to what I had in mind. Thank you a lot for bypassing critical bugs and giving it a try XD
Cheers !
This game certainly makes you think on your feet. The game is quite brutal and there's not a lot of room to maneuver. It sounds like you already know what balance changes to make though so I'll cover the rest of the game. I liked the unique artstyle, you took the Aztec traditions and mixed it into your own style. The javelins feel awesome but I was always scared when I got a melee weapon. Perhaps get it to feel more like Zelda and it'd have a better feel, or maybe if it could knock arrows away. I think the traps were one of the things that really stood out in this game, and if you could hone in on that mechanic and have more traps that worked on the enemies it could add to the game and maybe even the sacrifice theme.
This was an interesting little game. The concept was really cool and I liked the incorporation of different control schemes (I used controller). It took me a while to actually figure out how to play, as the help menu wasn't much help, but I got the hang of it and got through a few rooms. The addition of a story was great and I liked the simplistic art style and colour scheme, yet I had difficulty seeing what was what, and often walked into an instant death trap not knowing it was an instant death trap, as it looked like everything else. The audio and sound design in the game was good however, and I really enjoyed that element. Overall this game is brutally difficult. I played version 1.0.0.4 so I don't know how much has changed with the post jam version, but I found it a bit confusing, with a really hard learning curve, yet quite simple and engaging at the same time. It was an engaging game, and one I look forward to seeing the development of
I really enjoyed the game overall. I downloaded the lastest version. I am not sure if its just how the music is or what but at one point the audio was playing twice. I also wish there was wasd movement so I could more comfortably play. Overall I liked the concept and it is fast paced fun shooter. Good job!
Great job i like it! Little bit confusing at the beginning though XD
Hi @peachtreeoath @porcus-pie @jessmend815 @poodle-in-need
thank you for your very constructive and positive feedbacks! I'm glad some of you could manage to find some similitudes with aztec styles, I almost sacrified all the visual aspects planned and screwed up the few art remaining for the release version XD I'm also glad that you liked the javelin as it's kinda my favorite too and agree that the melee weapons are both unfair and unable to end some level without suicicde.
This is a major issue and I welcomed your arrow idea for the sword and integrated in my postjam upcoming version, and it feels better thank to you :) I've also add few asets made during jam yet unused for traps and stuff. The main mechanic was meant to be related to altars but due to lack of time I replaced it with a random on weapons at the start without (too much) shame to release the game before deadline.
I agree that the difficulty is non-sense, and add more bonus until it's beatable, and explanations to get things less confusing.
To make it short thanks once again for being such positive. I'll release (for real) a postjam version with almost all of your comments taken in account. I've already mainly fixed AI that was awfully bugged and most of crashing bugs and will look forward for the ones you've noticed.
Thank you everyone ! <3
There's a lot going on in this game, but that's not necessarily good if the player doesn't understand any of it. The help page doesn't tell the player how to play, just gives the backstory of the game. Lack of WASD movement made it harder to aim(I'm assuming most players are right-handed and aim with their right hand and move with their left) I like the variety of weapons that the player can 'spawn' with, but if I hit R in the first room more players spawn and I can control all of them? And they can hurt eachother on top of that. The setup and gameplay is nice though, the room variations are a cool touch and add replayability to it.
The game shows a lot of promise, shame about the lack of direction. I had no idea wheter I was supposed to reach something and whether I could beat the timer. Also, it feels like in some rooms the player has no chance of surviving the initial on slaught. The visuals (mainly the color pallete) immediatelly reminded me of downwell. The main music track is really nice, shame it's rather short.
@cdunham , @secretpocketcat Thank you! Yep, minor bugs such as the player menu spawn make me laught so I wasn't worried about it but that's done, fixed ;) I'm glad you liked the replayability, it's one of the thing that allow me to still play/test the game without being bored but also the reason I screwed my scope XD I'm happy I've just added a feature to flip X or Y on available rooms, that adds a little bit more replayability easily. I'll try to add control and gameplay instructions at the very begining of the game as it's obviously missing, and add WASD controls.
Thanks about the music, it's the kind of random track made in less than 1 hour drinking a beer I'm not usually proud of XD I was mainly trying some FL mobile features. I'm glad you've noticed the Downwell influence, I really love it and this game was perfect demonstration that 1 color is far enough to have a perfect gameplay. Easy to have only 1 color, but I have to work a lot on the gameplay/art to reach such perfection, LOL. Minit was quite cute and awesome these days too.(I edited my cmment just to mention this) Thank you once again :) Cheers !
Fun battles with random weapons, but sometimes too random and I do not have time to understand how this weapon work, then dying. And one time my character become too fast, dunno why.
Thank you @rosik , I'm working on this, and agree the gameplay needs something more, random was the easiest option; the speed was probably increased by some bonus you grabbed but this may need more explanations and polish ;) Cheers !