antsa 2019-04-30 09:18
Nice consept, but the game felt a bit too easy. Also I didn't see any difference after speding all my HP to the vendors. Do they even give anything?
Foon → Ludum Dare Explorer → LD44 → Re:Live
By nyssaraatko
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 2.38 | 11 | ||
| Fun | 2.55 | 11 | ||
| Innovation | 1.94 | 11 | ||
| Theme | 2.77 | 11 |
Nice consept, but the game felt a bit too easy. Also I didn't see any difference after speding all my HP to the vendors. Do they even give anything?
@antsa Hey, Thanks for playing! The red potions change your damage output and the green potions change your movingspeed.
Fun. I wanted to know how much life of the boss is left. Does it have a way more life than other enemies?
@ayama, It indeed does. The total of HP on the boss is 1500, and the average HP on the "normal" enemies was around 60-70
@nyssaraatko I see:) I tried several times but I couldn't defeat it, and I suspected that it wasn't beatable. Thank you for the information. I'll try it again later.
Loved it !
This is a pretty solid game. The platforming feels pretty good for the most part. It's also nice that you've included a boss fight to cap off the game's ending. However, there were a lot of small issues that you should keep in mind when making games in the future. For example, I ran into some issues with the wall jump not working some times. Is there a max limit to how high you can wall jump? It seems that way, but that wasn't communicated very well. The game also doesn't make it clear what the potions do, making me unsure how worth while it is to buy them. The same is true of the leveling system. In general, I'm not getting enough information about the mechanics to make informed decisions as a player.
The sprite art is really good, but the way that everything is stretched out and animated improperly makes it seem like this is a case of using an asset pack you don't know how to use correctly. When using pixel art, you're going to want to make the pixels all the same size and make sure they're all square. In this game, there were a lot of sprites that were stretched out in weird ways that didn't blend well together. For instance, it's pretty obvious that you've stretched the player character out to be taller. It's okay to use premade assets, but you gotta know how to use them right. Making all the sprites consistent is a relatively simple fix that would make the game look a lot better.
I also question the control scheme. Why map attack to the left mouse button if mouse movement doesn't actually do anything? If you were using the mouse for aiming or something like that it would be different. I see this a lot where people use first person shooter conventions (WASD and Mouse) for 2D platformers even when they aren't using the mouse for anything. It's better to pick a control scheme that is the most natural for the game you're making. I also don't get why you're using completely different buttons for menu navigation. I find it best to have the menus use the same control conventions as the rest of the game.
I don't mean to rail on the game to be mean or anything. There's definitely a lot of promise here and what you have is solid. I just see a lot of easy to fix mistakes that are preventing the game from reaching its full potential. I hope this is helpful. Despite these problems, I still liked the game and enjoyed playing it. Nice work!
The mechanics felt decent though i wasn't sure about the enemies, or how they attacked, or if i was even getting damages. Also the goal of the game was very vague soi just walked around aimlessly.
Maybe if you put more time into gameplay, the game would have been more engaging good job on the Jam though!
Nice game, wall jumping was a fun feature and the movement was responsive, only the enemies seemed fairly easy, boss included. Also, with the attacks, it was a bit guessing when something would hit and when not, cause i could stand in front of an enemy but when attacking i would miss. But altogether fun game.