omnipotentindie 2019-04-30 00:14
Gameplay was a bit slow, but I liked the concept and think it worked the theme into the gameplay well
Foon → Ludum Dare Explorer → LD44 → Dr. Lud Umdare's Revenge
By kunonooni
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 410 | 2.95 | 26 | |
| Fun | 425 | 2.68 | 26 | |
| Innovation | 468 | 2.32 | 25 | |
| Theme | 433 | 2.71 | 25 | |
| Graphics | 425 | 2.66 | 26 | |
| Audio | 272 | 2.89 | 25 | |
| Humor | 268 | 2.56 | 24 | |
| Mood | 377 | 2.76 | 25 |
Gameplay was a bit slow, but I liked the concept and think it worked the theme into the gameplay well
Clever name for the game. One thing I found weird about the mechanics was the speed of the bullet being slower than the character's movement speed. Other than that, cool entry!
I don't know if it was my pc or what, the speed sometimes looks jaggy but beside that it's nice to play
Very retro, reminds me of some GBC game.
Concept was good, though the walking felt a tad slow and bullet speed even slower yet. There's alot of room for improvement, but like you mentioned, you had a different idea of how it would have turned out if you didn't use most of your time debugging (which I'm glad you chose to do, rather than create more content!)
Nice character art, epileptic background and retro sounds. Everything kills you with 1 hit, so in my opinion there is little risk in sacrificing life for upgrades.
Oh Dr. Umdare and his BOMB! This was fun, I got a Chip's Challenge vibe from it. We all know what it's like to have to walk away from a project before it's where you want it, so I wouldn't stress out about that. Be proud of what you've accomplished in the little bit of time you were given, and the good news is you can always go back to it and update it after Ludum Dare! Thanks for letting us play your game!
Like this little game. Especially like the title Dr. Lud-Umdares Revenge.
I like the character sprite and the retro sound effects. Ludum Dare's short timespan is tough, so getting a game that works well from start to finish is good even if it's really short.
One thing to improve - the walls look more like boost panels than hazards IMO.
I really like the concept! I think your take on having a small defined adventure works really well -- I always felt like I had a clear next place to go / thing to do. Perhaps the instructions text could be a little bit condensed -- I found that I hadn't quite understood them correctly when I went to go play the game, but everything was easy to pick up nonetheless.
Nicely done! I will admit to dying due to my own carelessness in walking too fast upon entering a new screen. Dr. Lud Umdare strikes again!
What a pointless game, primitive maze with no enemies and therefore useless upgrade system. In my opinion it's a great example of matter over mind.
Well that was super easy. I only managed to die because walking to those instant kill walls. The difficulty(ness) curve made the whole upgrade system completely pointless.
It sounded and looked ok but there were some minor issues... like the use of space here:
drludspace.png
Unity canvas has this option to scale with screen size, would have worked fine here.
unitycanvas.png
Also, sprinking in the controls on a wall of text isn't too fun. Should have had the lore text first and then the controls in a clear and separate section afterwards or something like that. And the whole epilepsy warning was kinda meh even though it maybe was needed because of this...
drludhuh.gif
And the gif doesn't even give full credit to all the blinking and flashing that happended there (each time I opened a door) because the low framerate. Also had some z-ordering issues. Usually it's best (in isometric-like games) to order sprite layers based on their y-axis coordinate.
drludordering.png
But yeah, it would have needed some length and difficulty to allow the upgrade system to actually kick in. Like first of all, make the enemies (if you can even call them that) move and be more threatening. Bullets would need more speed then though. The instant kill walls seemed unnecessary too and obviously a faster way to restart after death would be cool instead of needing to go through the whole menu.
Anyways, good job!
Very cool soundtrack. Could not play for too long due to blinking arrows that irritated the eyes.
I think it will feel a little better if you make the projectile travel faster than the player :)
Nice, well-rounded entry :)
As others have mentioned, difficulty was pretty low once you figured out what could kill you, so in the end I didn't really need to use the upgrades. Despite this, controls worked well, I liked the graphics and you packed quite a bit of features here.
My only nitpicky bit...I was at least as fast as the projectiles, so I could shoot and then walk on top of them. It's not a bug or anything, but I found it odd.
Congrats! :smiley: