FoonLudum Dare ExplorerLD44 → don't give up, skeleton!

don't give up, skeleton!

By squid and stefenism

View on ldjam.com

CategoryRankScoreCount
Overall11492.3415
Fun11302.2615
Innovation10812.3415
Theme11412.0715
Humor6982.5715
Mood10022.5715

Comments

joshanthony1990 2019-05-11 22:51

I found it hard to play, with the limited movement and the size of the boss. Perhaps I'm just not skilled enough, but I couldn't ever get close enough to land a hit on him, and I didn't feel compelled enough to keep trying to do so.

The environment and models looked great, though. I enjoyed how everything looked!

gustavo-christino 2019-05-20 13:38

Evaluation...

1 - Mechanics and Learning: The basic mechanics of displacement and attack can soon be learned (tested using the controller). The movement could be faster and more fluid. There is no visual feedback when attacking (there seemed to be two ways to attack, or one way to attack and another to advance (which also seemed to be an attack, just because of the sound)).

2 - Flow: At first I was afraid the boss would be very powerful, but he could not reach me (when I hit him I was thrown away; I had to do this a few times until he started to fall, I was confused if I had defeated him or not , then the game closed, maybe it was the end of the stage). The anguish was only apparent, the boss did not charge stratospheric skills to be defeated. My suggestion would be: add visual feedback, so you can add (proportionally) difficulty and more stages.

3 - Narrative and Polishment: The narrative was mainly presented on the game page, inside the game I could only notice what appeared to be a dropped body (maybe the rest of my character's body). I tried to jump over to see if I could control the body again (I failed miserably). The choice of visual assets was nice, although it was running slowly (maybe it's my computer, or the producer's aesthetic choice). The sounds chosen also matched the scene; however, sound and image did not match perfectly with each other (there is not much clarity during the attack). I think the main polishment suggestions are about making it clearer what is being done.

4 - Culture: I've always found interesting dungeons. I think there is a niche for this type of game, especially after death, reversing roles (putting the character of the player as what would usually be a monster or minion). With due work, one could generate a community of players around that (perhaps a Facebook page, with more authorial art).

5 - Monetization: I did not see what the complete game would look like, if that would be just the beginning and it would lead to a great narrative. With the correct narrative, the game could sell in full (on Steam etc).

hunttis 2019-05-20 14:18

Over a gigabyte for a Ludum Dare game?! Holy baloney! :D

You might want to consider making the assets A LOT smaller next time. I'm almost sure that many people will unfortunately not download it and run, especially if they are behind a metered internet connection :/

The controls weren't bad, but it was a bit unclear when I was doing actual damage to the opponent. The camera was a little jumpy and in the end I'm not sure if I completed the game or did it crash to desktop.

Keep at it! Maybe you're just learning your way around the engine, try to make a few practice games with designs you already know.

dushy 2019-05-21 17:49

I think this is the biggest ludem dare game ive come across, but the game does look amazing ,good job.