FoonLudum Dare ExplorerLD44 → bloodsucker.

bloodsucker.

By whycardboard

View on ldjam.com

CategoryRankScoreCount
Overall1593.5329
Fun1753.3829
Innovation793.6329
Theme793.7529
Graphics673.9829
Audio1243.3829
Humor723.5028
Mood383.8529

Comments

connell 2019-04-29 12:47

Really good game overall, your game represented the theme very well. The art was great. Sound was good to.

omercanbalandi 2019-04-30 00:34

Cool game dude i really loved the artstyle! Good job!

jozgames 2019-04-30 00:39

​A arte ta bem legal

itsduckyyyy 2019-04-30 00:40

While I enjoy the actual gameplay, I feel as if the purchasing property's was just slapped on to provide a win condition and to fit the theme

vinmh 2019-04-30 00:54

Very nice idea, and the mood was very nice as well. The movement is a bit clunky though and I took way too many nights to be able to buy a single property since the colors I needed took very long to appear.

kuro 2019-04-30 10:27

I kept hearing about this vampire that stole souls to invest them in the real estate on the discord voice chat, and kind of looked forward to it :laughing: not dissapointed :clap: I started four times over, but didn't finished the game. I definitely will later though. Good job mate.

mathstr0fficial 2019-04-30 12:16

The gameplay is fun, excluding the AI that makes it near impossible to get anything done. It seems that just as I move, the souls move directly into a spot where they can kill me. This makes it rather annoying to get any souls, but the graphics and feel of everything made up for it.

Also: I need to kill the black people!

whycardboard 2019-04-30 14:01

@itsduckyyyy the purchasing mechanic was going to be more integrated, but the time got the best of me. maybe in a post jam version, i can add what i wanted to: you can spend properties to use power ups. thank you for the feedback!

whycardboard 2019-04-30 14:03

@vinmh thank you for the feedback. i agree, the movement could be smoother, and i should have coordinated the colours of the cards with the colours of souls in the forest, instead of relying on rng. thanks for playing!

wfmg 2019-04-30 15:15

Pretty good! I just wish it were fullscreen and that it wasn't so hard. It feels unfair to be booted back to the start of the game for one mistake. I think this game suffers from dev difficulty syndrome. You get used to how it works and expect everyone else to be as good as you are. The controls are a bit jank and the music loop could be longer. It fits well with the theme, though.

whycardboard 2019-05-01 00:04

@wfmg difficulty is always a hard thing to gauge. you don't want it too hard, which in this case my game is, but you don't want it too easy. I think some more play testing to help create a better playing experience would have been better in this case. thank you for the feedback!

kevin-liu 2019-05-01 01:23

Fun game! I really liked the detailed art (especially on the real estate), the music was fitting, and the game represented the theme effectively. I don't think the difficulty was too harsh, but I do feel like the enemies' movements can be quite unpredictable. Overall, great work!

dflinders 2019-05-01 11:27

Fun game! love the art style

erik-brunnstrom 2019-05-01 11:35

Cool idea! The game play was reminicent of avoiding pokemon trainter in the tall grass :laughing:. The camera movent was a bit jaring. I think it would be better to have a slower animation speed or no animation at all. Art style was cool, specially the cards but the whole card could have been colored instead of just the corner. Some sfx where much louder then the rest and having no checkpoints is a bit to punishing in my opinion.

Still, good job!

ryusui 2019-05-02 01:29

My biggest issue is when a level has only a single victim to eat. Sometimes victims are also placed in really tricky/dangerous places where getting to them safely is a matter of luck more than anything. Also, the fact that being caught once ends an entire run.

whycardboard 2019-05-02 01:30

@erik-brunnstrom thanks for playing, and for the feedback! the camera movement is a little sharp, and your movement is also sharp compared to the ai. as for the sound effects, that's because i made a stupid mistake and layered the same sound effect on top of itself three times. all of these things will be fixed in the post jam version. thank you!

mharring 2019-05-02 01:30

Well done! The graphics are great and the sounds add to the mood well. I think the difficulty could have been balanced by starting the current night over if you were caught instead of starting the whole game over. As previously mentioned, the movement was a bit jarring, but I laughed out loud when I read the description about investing in real estate. Good work!

taqoshaq 2019-05-02 01:40

Ha! Took me a hot minute to figure out to press enter to get out of the title card! Regarding the difficulty, it probably would seem fairer if the enemy movements were a bit more predictable (I'm thinking maybe something similar to Crypt of the Necrodancer where the enemies move according to their AI but always on beat).

sir-daniev 2019-05-02 01:43

Interesting game and use of the theme. Loved the vibe it gave. Just needed some adjustment on the audio, the effects are a bit too loud some times. Good job and good game. :)

davidsheadgames 2019-05-02 01:44

I liked the idea and the gameplay a lot! Unfortunately, the RNG element was a bit unbalanced, particularly with spawning the player right into the line of fire (or 'light') at least once, and sometimes with the erratic movement making some targets really hard to get to (such as the ones with lights in multiple directions in an open area.)

However, with some polish on the npcs (patterns or timing to movement or removing some of the harder to coordinate ones), I think it has potential.

Also, the volume on the sounds are WAY too loud. (RIP headphone users)

mateusboga 2019-05-02 12:58

Very impressive and ambitious for a compo entry! The gameplay feels smooth and satisfying. My only problem with it is I think the game should be turnbased instead of real time, because the enemies feel more unpredictable this way. Anyway, good job!

whycardboard 2019-05-03 01:41

@ryusui i completely agree with the spawn rates of victims, and their locations. it can be either really easy, or really difficult to get one of them in the location. hopefully, the post jam version should fix this issue. thank you for the feedback.

duke 2019-05-03 17:44

Interesting idea! I couldn't really get any fun out the gameplay loop though. Each day seemed very random. Sometimes there was just one person, other days there were like six. And I didn't get the benefits of buying real estate. After buying the first one, there seemed to be nothing changed in terms of gameplay or visuals. Also, the sound effect, when the real estate merchant came up was very irritating and way too loud. Then, on day 10 or something I got kinda stuck and one of the light cones hit me -> Game Over.

Seems to me, like this game still needs some polishing in terms of the gameplay loop and difficulty spikes. It's a bit too random.

The art is very nice though! I like the style of the characters and the merchant screen. Very polished and professional.

whycardboard 2019-05-04 00:34

@duke thank you very much! i am currently in the process of creating a more polished post jam version, where the sound effects will be cleaned up, ai will be smoother, spawn rates will be improved with each level, and the card system will be more implemented with the game play. question though: when you say you got stuck, do you mean in a corridor, or in a tree or wall? thanks!

jiri-hysek 2019-05-04 07:49

Great game! I love stealth mechanics on the grid :) Artstyle is very cute and audio, especially the musics fits well to the vampire setting. Usage of the theme is quite funny, I like it as well :D Impressive work for the compo!

deathbysnail 2019-05-05 22:50

Neat, a vampire themed Splendor! Cool idea!

whycardboard 2019-05-06 00:17

@deathbysnail it is splendor! i just need to more fully implement the cards. thanks for playing!

jonathan-lorenz 2019-05-19 16:50

I felt that the square by square movement in real time was not working so well with the stealth mechanic. Maybe square by square and turn based, or real time but free movement? I liked the mood and the facts that the levels are randomly generated. Good work overall!