zuick 2019-05-01 17:38
Nice, but soo slow hits animations...
Foon → Ludum Dare Explorer → LD44 → Debtors' Arena
By acearcher
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 949 | 2.98 | 28 | |
| Fun | 1006 | 2.67 | 28 | |
| Innovation | 772 | 2.90 | 28 | |
| Theme | 515 | 3.40 | 28 | |
| Graphics | 799 | 3.09 | 28 | |
| Humor | 489 | 2.92 | 28 | |
| Mood | 726 | 3.10 | 27 |
Nice, but soo slow hits animations...
I like the idea, but i think you should make your life as money.
Really like your interpretation of the theme, and the visuals are good enough. The fighting is a bit awkward since the player's movement just gets locked and he swings very, very slowly, making it a little frustrating to aim at the opponent. But overall a great attempt, and you probably learned a lot in making it!
Nice music and the different animations for each weapon are great! Maybe add some simple blood particle effects next time for hit feedback? This and sound effects would have been awesome. The spear is really hard to use though. But good job overall!
The idea is fun, but it is really difficult to win a match. The graphics is fine, and I love the chosen music. Overall a fine LD game.
A very nice game! , I really liked the music and the animations are awesome! it would be nice to be able to move while attacking or stop in the middle of attack though. Good job!
I like this idea. I recommend speeding up the animations. The music is a good fit. Good job!
it's a really cool concept but really hard to attack the enemy since, - you can't cancel your attack - you can't change your attack direction
Overall a nice entry, with beautiful visuals and convincing animations (maybe speed up 1.5x). The music you chose fits the game correctly.
However, I would have prefered less content (only barehands or sword fights) but more polish. For instance, having control over the camera rotation would have changed the gameplay a lot . In its current state, it felt more like I went straight to the enemy and won the fight only because my weapon did more damage.
Anyway, good job :)
Well, looking at all the feedback I've gotten, I need to speed up the animations and let the player move, turn, and/or cancel attacks! Animations are definitely not my forte, and this was my first time doing something like this, so I'm really grateful to learn what I should do differently next time!
I lost my first 4 fights. On my 5th and 6th fights we died at the exact same time, but it counted as a loss. For the 7th fight I tried pausing between attacks to see if that reduces the damage taken, but I couldn't tell if it was working and I still lost. On my 9th fight I tried running circles around my opponent and only attacking after they have already started an animation and are facing away from me. I finally won a fight! but it was still close and took a long time. The same technique won another fight, and then I bought a sword, which made the next match faster but my strategy was still the same. The match after that my opponent seemed to hit harder than me and I lost.
The left/right ear alternation of the menu music bothered me. Fighting music is OK. It would have been nice if there was visual or audio feedback when you hit the opponent. I was often unsure of whether or not I am facing in the right direction.
@almost Thanks for the detailed feedback! I used the wait for attack then strike from behind technique when testing, but it makes sense that not everyone would realize that right away. I've definitely heard that the first few fights are too hard. The enemy has the same attack strength, but because they do damage using the "OnTriggerEnter" function, if you back away a bit and then come back forward, they damage you a second time. And even if you aren't moving, I think the animation may still cause that effect. I didn't have any time to fix that during the jam, but it's definitely something I'm aware of for next time I make a similar game. The music was the very last thing I did, I only had about 45 minutes to pick it out and put it in the game so I just took what I could. I didn't even realize that it was alternating ears. I'll try and be on the lookout for that sort of thing in future games. You've definitely given me a lot to consider, thank you!
Not bad at all. Kinda vaguely reminds me of One Must Fall 2097 visually. It starts off way too slow (OMF2097 did too) and I think you should put some more feedback in when you throw an attack and when you deal or take damage so it feels less like whiffing at the air all the time. But there's the core of a good fighting game in here and it just needs some polish to really bring out the best part.
Really interesting but slow animaions. I also thought it was incredible hard.
It was difficult to figure out how to win at first, but I enjoyed it. Graphics and theme were both very solid. As others have said, the slow animations and static felt a little uncomfortable, and I think hit sounds would make it awesome and make up for the slower attacks. However, for the amount of other content you have it's great.
Really hard to play. The animations are slow and I can't manage to kill anyone. It took me some minutes to notice my opponent's health bar at the top of the screen and I didn't know if I managed to hit it... The idea is interesting: having to fight to repay your debt and I wish I could try the different weapons but since I'm killed by everyone well too bad.
I thought the idea was really cool, especially because you would have to pay more to get revived after a fight. My game this jam had a similar thing. I had trouble getting into the fights because I found the controls a little laggy as others have said. However, first time trying something like this I applaud you, keep working on it!
@ryunos I appreciate the honesty, I definitely should've gotten other people to playtest it for me before the deadline. I didn't have much trouble playing it, but then again I'm the dev, so I definitely need to try and keep other people in mind next time. I realized after submitting it that the unarmed fights are just too hard, but at that point it was too late to fix anything. I'll definitely try and focus on balance for my next jam!
Cool idea! I found the controls pretty hard, maybe a key for attack instead of the mouse button would have helped - and as others have pointed out, quicker attack animations, being able to cancel attacks, and some feedback about whether you've hit or not.
With some changes this could be a fun little game :)
@acearcher Great I'm sure you'll do better next time!
Great job with mood and game cycle, I like the animations too but playability is a bit lacking due to its slowness (sometimes you have to wait long time until last movement is ended to start another command). Fighting games are hard to develope because these require a hard work in controls and timing, so maybe you would keep improving it. Some visual and sound feedback would be nice too, so we have more information when we hit on target. Nice jam, dude!
Maybe as a gladiator I cant use spear : _D ill hold with sword next time hehehe
scoring_2.png
@pequenodev Thanks for the feedback and encouragement! I definitely learned that fighting games are hard, especially in a few days! I've heard from a lot of people that the animations are slow and more feedback would help, so those are for sure things I'm going to keep in mind for the next game I make. Animations aren't my forte, especially when using them for attack like this, so I'll probably either use pre-made assets or a different attack system next time unless I spend a lot of time practicing. I appreciate the tips!