2019-04-30 03:17
Love the varied environment and the crates are very fun to bash!
Foon → Ludum Dare Explorer → LD44 → Lifetime
By amastryukov and zuhairghias
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 619 | 3.37 | 25 | |
| Fun | 651 | 3.17 | 25 | |
| Innovation | 1004 | 2.54 | 25 | |
| Theme | 485 | 3.43 | 25 | |
| Graphics | 824 | 3.04 | 25 | |
| Audio | 370 | 3.32 | 25 | |
| Humor | 882 | 2.12 | 22 | |
| Mood | 558 | 3.30 | 25 |
Love the varied environment and the crates are very fun to bash!
Great work! Nicely polished and executed, Love the Blade Runner style/Android hunting concept. as well.
This game has a nice pace to it and a simple but engaging core loop: break crates, get a weapon, and take out some androids. Wash, rinse, repeat. The music track is rather simple but fits well with the game. Theme portrayal is standard issue, but the game's challenge keeps you coming back for more. 3.5 Overall score!
Congrats on finishing your game! I like the style and the fighting mechanics I feel dumb for not braking the crates at first. Nice job!
Nice take on the theme! It's fun and challenging. I really enjoy the audio. That pistol sound effect is super satisfying haha. I'd like to see or hear some kind of indication the player is getting hurt though. Good job!
I love the "In Time" vibe, perfectly fits the theme! :)
@balance686 the weapon sounds were mixed from a sample of me clapping my hands. I'm glad someone enjoyed it!
Nice entry, I like the nod to "In Time". The gameplay is great, the music and graphics are okay. I would really like some indication of when the player gets hurt and how much ammo you still have. Also, it would be great if the enemy radar thing would point towards the nearest enemy, not just some random one. Good Job!
I had a lot of fun playing this it's really cool :). My small nitpick is that there should be some form of feedback you're being hit. Good job!
Simple, but addictive - and I really loved the music, made it quite atmospheric. The controls felt a little weird: like there was input lag, or something? But once I got used to it it was easy to allow for it.
I ended up playing it for ages!
This entry is very nice. Game feeling is very simple for an action game, and it lacks some feedback when you receive damage, but it's very funny anyway. Great job!
It's soooooooo fun.
You got a very nice mood, I loved some of your game design chooses (to hide ammo is key to mantain uncertainty, i think). Its funny, maybe you would make a scoring panel at the end in order to make it more additive. I got the third wave, :_d. Great job dudes!
@pequenodev thanks for playing! Hiding ammo was less of a conscious design decision and more of a workaround on limitation: we actually had 3 equipment slots available for the player (ranged, melee and special) with different weapons but decided against it because it would be a too much work. I liked the way it turned out, however, so we didn't bother spending time to add an ammo counter - crates are plenty around the map so having an ammo counter wouldn't serve as much of a purpose to the player as one would expect.
Really fun! Would be excited to play again if you ever decided to add more enemies and weapons.
Reminded me of the original GTA. I found it funny that punching could deal more damage than guns. Interesting idea using time as a resource.