FoonLudum Dare ExplorerLD44 → Hajime no Botto

Hajime no Botto

By nihilaleph

View on ldjam.com

CategoryRankScoreCount
Overall7753.2024
Fun7443.0624
Innovation4043.2823
Theme10052.6923
Graphics7733.1525
Audio2543.5924
Mood6893.1524

Comments

tiffi 2019-05-02 00:00

I think I didn't quite get the mechanics...

kmazzio 2019-05-02 00:03

Cool game! The functions didn't feel intuitive to me, and I only used the rapid attack, as the other one would be destroyed immediately after I defended to regenerate the health of it. It would be cool to have more enemies added as well. I did like the enemy art, and the cooldown system was interesting.

nihilaleph 2019-05-02 00:54

@tiffi Sorry for that! Could you elaborate more on what was the difficulty felt?

@kmazzio Ikr? I wished I had time to make some tutorial or something, but I had only time to write down instructions :sweat_smile: The enemy (Mad Dog) was programmed to be all random, so I guess you weren't very lucky with him attacking your Heavy Weapon all the time :wink: I had planned 2 more enemies with different strategies (Sly Snake and Mighty Puma) and an upgrade system, but that's all I could manage with the time OTL I hope you had fun even so!

orangejuicepanda 2019-05-02 01:23

Very fun and engaging mechanics, although admittedly it did take me a while to understand what was happening. The game felt like it was going faster than what I was able to process. That being said it was incredibly fun to play the game. I liked being able to prioritize different things and try to get the advantage through that strategy. If the pacing was a little bit slower between actions and there were more enemies to fight I could see myself really loving this game.

babyking 2019-05-02 01:27

I read the outline on the itch page on how the game works but I didn't quite understand how to put that in practice in the game itself. I selected weapons and what to attack but it never seemed like they did anything while the enemy attacking me seemed to be very effective. It could have just been that I was seeing a lot of red and not a lot of what I was doing.

nihilaleph 2019-05-02 09:28

@tiffi @kmazzio @orangejuicepanda @babyking I've added some gifs to illustrate the instructions, if possible give them a look to see if it's easier to understand :smile:

@orangejuicepanda I'm so glad you enjoyed it! I am thinking about expanding this mechanic, thank you for the showing interest in it! :smile_cat: It was planned to be a tournament and you would fight 3 robots on total, but the greatest enemy of all, time... :sweat_smile:

digitaldude555 2019-05-02 14:20

I figured out what to do through trial and error, best part is the audio, love the hit sound and the screen shake. Worst part is I don't see how the theme fits here. The enemy was well drawn.

danield 2019-05-02 14:21

It was fun! I definitely had to come back and read how to play. The music brought a lot of excitement.

nihilaleph 2019-05-02 22:20

@digitaldude555 Oh nice to know it's possible to get through it with trial and error :smiley: Well, about the theme, you use your own energy to perform attacks (I guess if you are not informed it's a bit hard to see it) and in between battles there was going to be a workshop to upgrade stuff using energy as well, buuuut....

@danield I am glad you enjoyed it :smile_cat: Music was made in a rush so I'm relieved it was good enough~

fnkee 2019-05-02 23:36

RAPID PUNCHES TO THE CPU!!! Fun concept, and music is dope af! Getting Megaman vibes :smiley: Also, kudos for art style! Gj on this

mooseandloon 2019-05-02 23:37

Really fun to play!

I enjoyed how fast-paced it was. Really made it feel like your decisions on what to prioritize mattered and that a wrong choice could let you down. The music completed the mood. It took a little while to grasp the mechanics, but after playing a little and going back to the instructions you made, it all clicked quite nicely.

gentel 2019-05-03 00:36

I like the style and the fast-paced variant on the typical turn-based combat. The sounds and screen shake improved the experience a lot. The art and style definitely had the RPG feel going. There are definitely a lot of possibilities for the strategy to go with different weapons and enemies.

The main thing to improve would be to make it more clear when you're doing well or badly. I had a hard time telling and sometimes was going nowhere and sometimes doing big damage really quickly and never really understood why.

mantou 2019-05-03 12:33

Nice game. Well done!

nihilaleph 2019-05-04 00:48

Thank you all for playing!

@fnkee Good strategy! Though it works on Mad Dog, maybe on future opponents it will be more difficult to pull it off :wink: Megaman is one of the inspirations for sure~

@mooseandloon I'm glad the instructions were made clear, thank you for the feedback! :smile_cat:

@gentel Another inspiration is Chrono Trigger/FFVI and Child of Light, so definitely RPG on it's DNA :thumbsup: I agree, there is so much I need to convey, but little time to explore and implement all of them, also I do have ideas to make even more nuanced abilities, so we will see if I can actually manage all this in a post-jam version :smile:

acactus 2019-05-04 01:48

short, yet complicated. and yet entertaining still. Sometimes the opposing robot acted faster than i could react, which is not something i expected in a button clicking game, and i thought that was pretty interesting.

soujd 2019-05-04 03:10

Super into that UI design and those soundfx! Overall a really fun game to play! Good job!

logicon211 2019-05-04 03:59

I'm not gonna lie, I didn't really know what I was doing but I still ended up winning. I didn't quite get why some of my attacks disappeared but the screen effects were a nice touch

duke 2019-05-04 15:16

Nice audiovisual implementation but the core mechanics are really hard to get into. It's never a good idea if you have to read an extensive description about the gameplay to understand what's going on. The game itself should transport that information at least to an extent. The Feedback after clicking anything did not result in any meaningful response to the player to help understand, what he just did. So, at least for me, it was pretty overwhelming and hard to get any fun out of on the first impression.

Like I said, the rest of the project looks great and seems to be very polished. Everything looks and sounds nice and is very responsive.