FoonLudum Dare ExplorerLD44 → S:C:U:M - The AutoVore Division

S:C:U:M - The AutoVore Division

By wfmg

View on ldjam.com

CategoryRankScoreCount
Overall9253.0225
Fun9342.8025
Innovation4963.1725
Theme10272.6025
Graphics9422.7625
Audio6632.3824
Humor2413.3824
Mood8782.8824

Comments

wfmg 2019-03-15 09:56

Hello, future readers of this comment! I'm speaking to you from the other side!

...of St. Paddy's Day. :stuck_out_tongue:

darkmax14 2019-04-30 02:13

I have no idea what's going on but it seems interesting

gruni 2019-04-30 13:35

I felt bad for those poor space doggos... excuse me, AutoVore(s)... The joystick in the lover left made me smile, it's a nice touch. But it seems that you only actively need to use two of the multiple stations to succeed, right? I thought there was a bit more fondling between the different parts of producing AutoVore. However, I felt terrible while playing it and I think that's the point, so good job!

rakowu 2019-04-30 13:37

Hahahaaha poor dogs but it is a great idea xD (Actually i had a similiar idea but i already started with something different xD) Love the Wallywonker feeling hahahaa Great

wfmg 2019-04-30 14:55

@gruni Well, technically they are only AutoVore once they have been processed into it. They are called Honder otherwise and are the natives of this planet. I wanted to integrate more of the stages into it, but I ran out of time.

eelstork 2019-04-30 18:23

I really want to like this game but to me all the gfx appear burned into the whites and, the green things appear to be stacking without me doing much at all. But the author's humor is really entertaining. So don't go with my comment and give this game a try, and a better rating! Hoping that a second try will bring out the best as nobody else reported these glitches.

nayaki-anandan 2019-04-30 19:39

Very humorous and I like the experience overall, could use a few more elements of gameplay but the automation of the process was fun to watch and pretty innovative.

wfmg 2019-04-30 19:51

@eelstork The game is certainly flawed and if I had had just another hour, I would have spent it on adding more stuff, like proper models for at least the packaged AutoVore, as well as interaction with more stages of the process as I described in the narration. I simply ran out of time. However, for the record, the Honder (green doggos) are supposed to intersect. The same with the different types of AutoVore. Otherwise, the physics go crazy and you get a very unperformant explosion of doggos and stuff.

Anyway, thanks for playing and rating my game!

eelstork 2019-04-30 20:05

@wfmg np... Well I think there's a lot of potential in how you narrate and design stuff! Keep going

ryan-wine 2019-04-30 23:21

Its an interesting concept, but it REALLY needs highlighting of an interactable object so i know what I can do.

100th-coin 2019-05-01 14:45

This game could benefit from having more manual work required down the assembly line. If you turn on the guillotines, all that's required for the player is to click the autovores. Other than that, the sound effects were well done and funny, and i liked the joystick at the bottom.

neverix 2019-05-01 14:50

Woah, this is a really cool idea but I think the execution wasn't the best.

The game missed music, some polish and the *core* of the gameplay. It took me a lot of time to figure it out, but when I did, the game wasn't really that fun. I definitely liked the sound, art (colors need improvement though) and the initial concept.

I understand the reason for this - you ran out of time. This game feels generally unfinished. However, I definitely liked what you made and definitely think it would be very fun to play if you polish it up and improve the gameplay and the overall game feel.

hugonun 2019-05-01 14:58

Great visual game, it looks like you wanted to do more, but the time wasn't enough.

lukas-tamayo 2019-05-01 15:39

The game was weird and enjoyable. What is funny is I think that not a single game would get that kind of perspective to do a game about taking care of stuff. I like the sound effect and especialy the acting. I think there's a lot of bright color and that color wise it doesn't look super good, but the goofy artistic direction and models are pretty good.

You have little interaction but a lot more fun than you should have by pressing those buttons.

But yea, it's a short raw experience to me but still very enjoyable, and the quality of the recording of your voice is pretty good for something that was done in such little time.

I'm glad you are proud of this entry, you should be !

wfmg 2019-05-01 16:42

@hugonun Overscoping is everpresent, unfortunately.

mateusboga 2019-05-02 13:37

Noooooooooooooo why did I do that to the poor doggos?!?! D: (Nice game btw)

aterlamia 2019-05-04 12:33

i am a tiny bit confused, i think it is partly because movement did not work for me somehow the first time around. I think this is a cool idea but it could use some more gameplay elements because (i might have played it wrong) i just needed to click 3 buttons and then click green dogs. However i do see promise with a little but of more work on the game. But for a game jam you did well i think

wfmg 2019-05-05 13:21

@aterlamia Yeah, I ran out of time. I included the original concept for the game to try to make up for it, though.

drskort 2019-05-05 16:48

I had really fun playing this game ^^ I don't know why but I enjoyed fabricating this cute creatures ^^ I see where this game should be going (adding more stuff to do?) and it could really become a cool game. Now it is just to easy to fabricate them all. Also the physics glitch a bit ^^ (especially the creatures) Also music would have been nice :D Great Game :)

borys 2019-05-05 16:55

Really interesting concept, but kinda sad (sounds of these poor dogs are the saddest :c). I think it's too easy and after a while concept and gameplay has less sense (You earn too much money, and lose too little money). Although, entry is good, Nice job!

ivan-garcia-filho 2019-05-05 17:14

Awesome aesthetics and the point of view from a production line system is also interesting, i would suggest a better audio experience.... background music, ambience sounds (some piston loops, gears, motors, genertors, vapors) and some variations for every room with a bit of reverb to add more space to the environment ....

Add some variation to the slug sounds, and feedback (visual and sound) upon clicking above them... there's no much challenge on the gate itself, maybe you should add more interactions accross every system/room or challenge the user to spot and remove deffective outputs within the production line.

wfmg 2019-05-05 18:41

@drskort I'm glad you found my game fun to play. I don't know if that's what you're referring to here, but the way the Honder and AutoVore intersect without a collision is intentional. I know it looks a bit weird, but it's the most effective and efficient way of eliminating exploding clusters of prefabs, where a bunch of Honder or whatever it may be intersect with each other and then explode everywhere with a chaotic energy.

@borys @ivan-garcia-filho It's true that the game is too easy and that's something I regret, but I can at least tell you why it happened. The time was about 2:53 AM local time on the final day. I was almost done with the game, but I had about 7 minutes to do 7 different things, and so I had to compromise. In my tiredness, I set it to give you S300 for every single piece of AutoVore while the only three pieces of machinery that I had time to make interactable only drew S10 per second and only rarely needed to be on.

Just as with the rest of these suggested features, if it weren't for the 72 hour time limit, I would have added these things, and I like to think I've learned from this and made myself a better game developer for it, just like with every other LD I've done. There is actually a reaction sound on the Honder when you click on them. They pant. It might not be very loud to you, I'm not sure.

Thanks to all of you for playing and rating my game!