2019-04-24 02:21
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Foon → Ludum Dare Explorer → LD44 → Glass Cannon
By akusan, scowsh, pyoid, NICO_THE_PRO and nka1024
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 558 | 3.44 | 36 | |
| Fun | 542 | 3.29 | 36 | |
| Innovation | 647 | 3.01 | 36 | |
| Theme | 474 | 3.45 | 36 | |
| Graphics | 337 | 3.89 | 36 | |
| Audio | 126 | 3.82 | 36 | |
| Humor | 846 | 2.24 | 27 | |
| Mood | 469 | 3.39 | 31 |
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ggggg
Holy crap wave 4 is hard af
This game has a steep learning curve, or I just suck at games like this. Could definitely use an explanation of controls. Sound and graphics were super nice though! and I like the overall idea that you're always shooting.
Controls took some getting use to. The game does get hard. But wow the graphics and audio blew me away!
Very cool idea with the ship's control system. When you figure it out - very convenient.
Terribly annoying when shells fly slower than a ship.
I got to Wave 7 before stopping since I couldn't find the enemies. Music was cool, gave me military vibes. Art was great except the lasrs! I think some more depth of field in the stars would've been nice.
I wish there was some way to recover health once you get very low. I felt like I played well for a long time before quitting, but it forced me to play more cautiously than I would've liked.
got to wave 8 by thinking i had tricked the game by buying tons of health regens and then spamming damage upgrades for a few minutes. wave 8 laughed at my 3 times stacked health bar.
Thank you for the feedback! ( @alphazeba @andyg @vertuga32 @synystercola @nayaki-anandan ) This game will be published on steam too, so this will still be updated if you want to play.
The issue with not finding enemys will be fixed with a radar. I'll add randomly generated health potions to help you recover HP. I will increase the speed of bullets too, as that is a bug.
Again, thanks for the feedback it is greatly appreciated!
Overall, it was really fun! And despite having that health regen as a source of "UNLIMITED POWER!!!", it was actually pretty balanced. You could grind it, but it would take eons. The only thing I didn't care for was the exit button being in the bottom right corner. Probably should keep it either top right or top left (am Windows and Mac user, so both are acceptable.) Otherwise, great work!
@josh-mcmillan Thanks so much for the feedback!
@pyoid Also for future reference, you might try using another platform other than Mediafire for hosting your games. I recommend Itch.io for its simplicity and customization, but there are others. The biggest reason are all the ads you hit using a Mediafire link. (Don't worry, not judging your game on the link! ;) )
Really like the fact that you implemented an online scoreboard.
I would expect to be able to move and aim independently, but the limitation adds some nice difficulty.
Some thoughts:
After about wave 6 enemies get as fast as their bullets. It becomes a race;
Regen should be the first upgrade you buy everytime, then penetration;
If you don't invest in bullet speed, later on you can start using your bullets as bombs. Seems like a bug but it's a neat feature.
Fun game overall!
Some extra thoughts:
Since there's no time and space restrictions, you can abuse the store and buy regen multiple times on the first wave. Then you use the infinite health purchase all upgrades multiple times.
Also, since the level seems to be very large or infinite, a something indicating the enemies' locations would be very helpful.
@dannn Refer to above, I am adding in a radar soon. Thank you for your feedback too, I appreciate it. I'll keep the "bomb" bug in as it can be used a stratergy if you want.
The music was nice and I like how the theme was implemented, the controls also suited the game well on phones.
It was a little confusing on my computer however, especially at the game over screen where I was slightly confused on what to do after typing my name.
Another thing was that I was never really sure which direction the enemy was coming from, since I would run away and wait until my HP replenished before going to fight them, perhaps you can add a 'radar' of some sort that would show you which direction they were.
Overall tho, not a bad game, with some decent potential. GJ
Music, graphics(although you could add parallax for depth) and overall vibe was great. I felt like a space hero with that music. Didn't like controls.
@darylsteak @dannn @josh-mcmillan @alphazeba @vertuga32 @synystercola @andyg @green-rail As the lead game developer, I will take all of your feedback in consideration when updating the game! We plan on adding many more features before releasing it somewhere else (like itch.io and steam) and all your suggestions and bug-fixes
@dannn Thanks for awknoledging the online scoreboard. I add it in every jam game since, once you have a few scripts that set it up, it is easy to get it to work (I use Firebase Database anyway) I understand this may feel more like a puzzle game than an action game since buying anything other than regen is useless at the beginning; I haven't had time to playtest and well-balance the game but will do so for the future. We will probably add a limit for the number of upgrades you can buy in a wave and a radar.
Also good job on being on top of the scoreboards by a long shot!
@nico-the-pro I had a lot of fun playing it! Even after breaking the balance, it's still pretty hard on later waves. I see breaking it as something good, I just don't think you should be able to do it consistently.
@josh-mcmillan I have released the game on itch.io and updated the links to all refer to that page. Thanks for your suggestion: https://nico-the-pro.itch.io/glass-cannon
@nico-the-pro No problem! Thanks for considering the suggestion!
I absolutely love this game, fantastic work! My only feedback is that the music is mixed a bit loud, I used the sound effects to time my shots so when the music got louder it was harder to do. Super super fun game, this one is going in my best games of ludum dare 44 folder!
@fatcrow Thank you for your comment! While from the designing/music point of view scowsh and nka1024 had everything figured out, I kind of had to clutch the game development to the last day, so I am glad it came out playable (this is my first LD). I will implement a volume-bar in the future.
I didn't think of timing the fire with the sound effects, that could be a good strategy, nice job :D
Hard as heck to play. It took me a while to figure out that I could open the shop at any time. The use of the theme is almost identical to ours, so high points for that ;-) Tip: If you make a WebGL release you will certainly get more players and ratings.
Wow ! I really liked graphics (pixel art <3) and audio. For my first attempts I died miserably, but I found the trick and I went very far to regenerate myself. Buuut... I lost my enemies so I could not test my power :( I think a radar or a map will be a great thing to add. But again, it is very nice game with potential. GJ !
@weine Thanks for the review. We'll definitely work on making the game a bit more balanced. I'd love to make a WebGL version, the problem is Unity Input Fields are a bit buggy and don't work on WebGL so we'd have to design a keyboard in game or use another method.
Really fun :)
@erilhir many people suggested a radar. Kind of clutched the game last day so yeah xD But thank you ever so much for your review, we are planning on making this become an actual game by putting it on Steam and Android Store at some point
Nice game! I did find the controls very hard to get used to though, and I did not find a good strategy, I kept running into the enemies. Great graphics and sound though!
Like the concept, almost beat the highscore (16) :smile: A bit hard to evolve the ship multiple time when we have a lot of life because the interface disappear. And not knowing where the ennemies are is hard, they appear and kill you in a seconds. It fits for mobile game, good job I enjoyed play :v:
@black-potion Thanks! The HP bar is a glitch, I'll fix that in the next update. We are planning to add a radar so you can see the enemies and making it so they don't spawn on your face (this last one should have already been implemented but for some reason it doesn't work, whoops)
@mateusboga Thanks :D
Pretty rad, got to wave 7 I think. Wish I could slide/keep momentum to make the cadence of flee and shoot a little more fluid, but really nice game, nice sprites, and good music.
I like it overall, but I feel like the camera is too close. Also I think player bullet should be quicker that the enemy bullets.
Nice game and nice Play.Why didn`t select a keyboard ?
@elrobo @josehzz Thanks for your suggestions, we'll definetly add them. I was the main programmer of the game and had to clutch it on the last day so I didn't get the change to test controls
Hey.
It was not a very good game to me. Most of my gameplay was clicking on the shop, then clicking on an upgrade and doing i this over and over, plus having the map moving while I was clicking because the ship moves while I click.
So the shooter gameplay became a clicker gameplay with some epilespy not-friendly display.
That's unfortunate.
Game design-wise, waves were too long to wait for when we become overpowered (about wave 5). Because we can go on an infinite map or almost infinite and because waves change only when we finish on, and _also_ because ennemies have **nothing to do** with the upgrade system: **we can be overpowered at wave 1**. That is everything but a "progressive" game design.
Also, because the screen is too short, ennemies that come in late-game waves can appear like instantely on your screen + you can shoot an entire wave of ennemies without seeing them ...
_
On a more bright note, the sound design and the sound track was gorgeous. I liked the pixel art too ...
I believe there was a good idea here, but it needed more quality of life features: the shop screen maybe pausing the game and not making us get a epilepsy attack ; the overall size of the space ships smaller or the displayed area on screen wider ; a better wave system with less waiting.
The boss idea each 5 waves was cool, neverless.
@pl4typus Thank you a lot for your constructive criticsm. We believe this "good idea" will be given good justice; I guess we failed on that because we created the full gameplay instead only the last day (as opposed of making the game core the first day and then trying to polish it). This is my first ludum dare, so I can't wait for the next one to improve!
That said, I believe this game has some good potential, and I'll keep working on it with the team when the competition is officially over.