FoonLudum Dare ExplorerLD44 → Dr. Lud Umdare's Revenge

Dr. Lud Umdare's Revenge

By kunonooni

View on ldjam.com

CategoryRankScoreCount
Overall4102.9526
Fun4252.6826
Innovation4682.3225
Theme4332.7125
Graphics4252.6626
Audio2722.8925
Humor2682.5624
Mood3772.7625

Comments

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

kovakomes 2019-04-30 00:21

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!

hernandack 2019-04-30 01:36

I don't know if it was my pc or what, the speed sometimes looks jaggy but beside that it's nice to play

neodyblue 2019-04-30 01:37

Very retro, reminds me of some GBC game.

liauj 2019-04-30 04:54

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!)

sergi-montaner 2019-04-30 10:32

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.

abraxas-interactive 2019-04-30 22:52

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!

sharks 2019-05-03 00:45

Like this little game. Especially like the title Dr. Lud-Umdares Revenge.

gentel 2019-05-03 02:22

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.

baby-dino-herd 2019-05-03 03:59

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!

lesinvisible 2019-05-03 14:00

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.

antti-haavikko 2019-05-03 14:11

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!

datagreed 2019-05-03 20:22

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 :)

ithildin 2019-05-03 21:13

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: