wassim 2019-04-29 02:29
I though I've mastered it until those 2 big bosses got in xD Great game, I like the concept I would strongly support you to work on it and improve it better! Great work for the Compo Good Job and Keep Creating!
Foon → Ludum Dare Explorer → LD44 → Demon Apprentice
By c0d3d
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 419 | 2.91 | 44 | |
| Fun | 373 | 2.90 | 44 | |
| Innovation | 419 | 2.62 | 43 | |
| Theme | 385 | 2.91 | 44 | |
| Graphics | 458 | 2.46 | 44 | |
| Audio | 211 | 3.09 | 43 | |
| Humor | 293 | 2.46 | 42 | |
| Mood | 400 | 2.66 | 42 |
I though I've mastered it until those 2 big bosses got in xD Great game, I like the concept I would strongly support you to work on it and improve it better! Great work for the Compo Good Job and Keep Creating!
@wassim Thank you so much! I would continue it if I weren't starting 3d games and learning all of that.(The key to the big bosses is to just have a big weapon.)
@c0d3d Yeah I have beated the game I think storing up health made me survive cause they surely did some damage but Yeah Amazing Game man!
Seems like itch.io is struggling under load - can't load the html version yet, gonna get some sleep and try to play tomorrow. BTW, the Windows version does not work - says it's misssing DLLs.
The game is pretty fun! I was a bit confused at first because I kept getting teleported into the middle of the map, I realized later that it was from touching the edge of the map, it felt a bit odd.
@datagreed the html version for me needed a reload everytime for some reason on itch.io. It sucks that I messed up the windows version though I hope you will get around to playing it!
Nice sound effect ;).
@corgiram Thanks for the positive feedback! The reason I did the teleporting back thing was because I had a bug where because of the kinematic rigidbody default collisions didn't work and something else I tried was buggy lol. It was the only bugfree option that ended up working.
@pvp lol thanks. Not much I can do with my squeaker voice.
Fun game! Good concept and gameplay. Remained me Crimsonland =)
Fun game friend! I like your interpretation of the theme. Great work!
There's just something about swinging a giant scythe around. :D i kept trying and trying and trying. Wanted the longest scythe ever made.
@zimennik Thanks for the positive feedback!
@commanderstitch Thanks for the feedback! I found the scythe to be an awesome concept and really fun! Before I had a Rectangle collider and also had infinite waves I made one so big they couldn't hurt me lol.
At first I thought the controls were broken due to the featureless ground giving no clue if you were moving or nor :P Then I touched the walls and got teleported. Other than that the game is nice :)
@notb Thanks! I appreciate the feedback!
@kristinnes Sorry lol. I was just so tired when the main stuff was done and didn't want to add a background for some reason. The wall thing is because of a weird bug that was happening. I appreciate the feedback tho!
I like scythe mechanic. Teleporting into the middle of the screen when you go out of bounds felt a bit odd though. Overall good game. Could use some floor texturing.
Good game. It would be nice if player swing scythe and had an animation , but in overall it's pretty good. Nice job!!!
Also: OOF
@b3agz Thanks for the feedback! I regret the teleporting with hitting walls. It was a bug that if I spent more time on I could have probably fixed. There isn't any floor texture because I was so lazy and tired at the end lol.
@victorcrafty Thanks for the feedback! I felt that spending animations would have made me cut multiple other features which I would dislike and while important are less so(in my opinion) in top down games. lol oof
Strong game, the sound effect :rofl: perfect, the oof kid better watch out :frog: . I think the mouse movement based melee was something very interesting, i hope you take it a step further and add som momentum based dmg or something, very cool system :clap:. You made it through LD44 -- YOU WIN! DING.PNG
@rustycrow Thanks for the feedback! I really did like the melee system I used and how it was pretty innovative(atleast for me).
Nice, good gameplay loop. I don't know if it helped but that didn't stop me from flailing my stick around wildly while playing
@omnipotentindie Thanks for the positive feedback! I really enjoyed the scythe too I probably should have debuffed it somehow but I felt it was to fun
This is really nicely put together, the upgrades feel like a good progression and it's surprisingly fun to just spin the mouse around to become a giant death shuriken. Also the song is *jam*.
@mcccclean Thanks for the positive feedback! I really appreciate it!
solid entry! I got to wave 4, those pitchfork guys are brutal
@cheesepencil Glad you enjoyed it! The key to those guys is to walk backwards and have a big weapon
Not sure if it is related but the windows version doesn't work and therefore I couldn't see much of the enemies approaching on the HTML5 version. I got the hang of it eventually. Nice one!
I agree with some others that this game really needed a background image to give you a point of reference when you're moving. Otherwise, the game is pretty cool. Swing the weapon around is a really neat feeling that works pretty well. Nice job
@fanmanpro Thanks for the positive feedback
@nick-rafalski Thanks for the feedback! I really wish now that I did change that and add a background. Atleast if someone reads the comments when stuck they will know lol.
Fun game! Nails the theme down well. Good looking code too! :)
The gameplay feels really odd..Maybe it need some hit feedback.
@fibonacci1321 Thanks for the feedback! I know my code is horrible lol
@khaoz-fang I'm slightly confused what you mean. I thought the particles and sounds were enough; could you please elaborate?
I liked to grow a really big scythe and reap everything. But having to spin it the whole time can be tiring for the hand. Maybe there should be an upgrade to auto-swing on click?
@owlycode with the time I had I didn’t even think of it. Thanks for the feedback however! Also, you could just swing slightly back and forth and not need to fully spin for enemies
- I would have liked something to tell me when a wave4 was finished. Either a "Wave clear" message or an enemy counter - Sound effects were funny - The scythe was innovative, it took a couple of rounds to work it out.
@raymoclaus Thanks for the feedback! Definetly looking back I should have had a ui piece show if a wave was finished- I just didn't think of it
Sound effects were hilarious, an having to spin the scythe around manually with mouse was pretty fun. Would be cool to have the scythe bounce/ have resitance against the attackers.
ld44db15.png
@johnnysix Thanks for the feedback! Thinking back on it that would have been an awesome feature!
Good upgrade system! It could have done with a background maybe, and also some animation(it felt a bit static)! Apart from that, its a good jam entry!
Fun little game! I feel like some transitions would be nice as to get a better vibe of what’s happening. (Like when you go outside the map)
Fun game. Kept me playing till I finished it. As others have said a background texture for movement reference would have been great. Nice job on creating an enjoyable play through.
This was cool. I didn't experience any mouse lag on the HTML5 build so yay! The input mechanism is very different, took me a while to realize how to attack but I liked it ocne I figured it out!
Good game, a bit hard to understand when you hit an enemy or not. Good job!
Not too shabby.
I'd echo a few of the sentiments in the comments here. A background texture to give a point of reference for player movement and a "wave clear" message would help a ton.
I also feel like hard boundary collisions would work better than resetting the player position on contact with a wall. Hard boundaries would probably feel better overall, and be a bit less exploitable as an escape tactic. It would certainly increase the fear factor of being cornered by the giant soldier. With the upgrade stations positioned so close to the wall, being returned to the center before buying upgrades is a possibility.
A second keybinding for accessing the upgrade menu for WASD control scheme players would be cool too. Right control is a bit out of the way. Maybe [E] or [Q]?
It took me a moment to realize that the giant soldier's shield reversed the orientation of the scythe on contact. At first I thought this was a bug. Entirely possible I didn't notice it, but a hit spark or audio cue would be handy for when that happens.
The character and scythe sprites are good, but the enemies look a bit out of place in comparison. Then again, a 48 hour time limit'll do that to ya.
The music is solid. Not much to say here, it's good.
The game play features swinging a scythe around by swinging the mouse wildly... You can't go wrong with this formula. Spin to win, prominently captured in game form.
Be right back. I finished the game spinning clockwise, I need to do it again anti-clockwise to unwind.
Good job on this one.
@black-flag Thanks for the feeedback!I ran out of time for animation but I definetly should have tried with it. Also, I now realize that I definetly should have made a background image. Sorry about that!
@copper-aardvark-games Thanks for the feedback! The wall thing was actually a fix because of stupid kinematic rigidbodies. I definetly should have tried to stick to fixing that more however.
@candlesan Thanks for the feedback! For some reason the mouse lag thing is only on my comp. I tried it with a friend on another and it worked for some reason. It's great to know that wasn't just a chance thing!
@skoggy Thanks for the feedback! I think it maybe would have helped with like another color particle effect but honestly, I didn't think of that at the time
@vinay-rao Holy crap, thanks for the review! I won't repeat what I've already said in the previous comments here but address different things.
Thinking back on it, I definetly agree with having a second keybinding after the fact as it would help you to not reach across the keyboard.
Multiple keybindings is something I will definetly do in the future, thanks!
Also, the giant shield did not have an audio cue or spark sadly. I thought it was there even had the sound and submitted. Then I woke up the next morning checked on reviews and then randomly thought of it, mistakes happen I guess.
The player and scythe I spent a fair enough amount of time on however, I soon realized I didn't have enough time to make all of them that quality and opted for a much quicker and worse option.
The music albeit short I really enjoyed also thanks!
Thanks again for the long review!
@c0d3d Solid game! The biggest thing I liked was the user input. Having the player use the mouse to "swing the scyth"e really connects with what swinging a scythe might feel like, or at least close enough for a game. Connecting the feel of the user input to what's happening on screen seems important, and that really worked here. The wave/upgrade combo has been common this Ludum Dare due to the theme, but it definitely works too. Overall great entry!
@jordantanner Thanks for the positive feedback!
So every game jam I wind up playing a top-down shooter of sort, but I don't believe I have ever in any game jam ever seen a top down scythe swinger (could be sword to upgrade too or staff, idk). But the way this mechanic was implemented was almost flawless given the circumstances. My only note is that I run dual monitors, and your game was running on the left. My mouse kept running over to the monitor on the right. So I would advise players to turn off any external monitors. Or perhaps there is someway to programatically prevent this behavior... Anyway well done. Solid mechanics, good gameplay.
@michael-feldman Thanks so much for the positive words! There is a way to prevent it but at the time I did not know of it(theres a cursor lock to the application function call).
Like the main character style!
When I walk through a wall, I get reset to the center. Is that right?
It would be nice to know when the wave is over...
I am not really sure when I get hit or not. It is not clear from either graphics or sound if and how much I get hurt.
This game has a lot of techincal issues. The huge sword guys seemed to have killed me at 125 HP with one strike.
Still you managed to get out a game in 48 hours, good job!
I don't want to repeat what's already been said, but I do agree about the teleporting, lack of background and wave clear text, and key binding for upgrades. I actually hadn't noticed that it was the shields reversing my scythe, I thought it was a glitch, so definitely a sound or particle system on that would have helped. That being said, it's a solid little game! I definitely had fun spinning wildly. Good job for 48 hours!