lubaka 2019-04-29 16:25
Pretty cool game! I got a bit frustrated with the aiming system at first but then i got used to it! The music also settles the mood well. A solid entry!
Foon → Ludum Dare Explorer → LD44 → The Final Rescue
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 779 | 3.20 | 56 | |
| Fun | 862 | 2.91 | 57 | |
| Innovation | 478 | 3.20 | 57 | |
| Theme | 449 | 3.48 | 57 | |
| Audio | 413 | 3.24 | 57 | |
| Humor | 807 | 2.34 | 49 | |
| Mood | 614 | 3.24 | 57 |
Pretty cool game! I got a bit frustrated with the aiming system at first but then i got used to it! The music also settles the mood well. A solid entry!
Nice work. Took me a few tries to figure out what I was doing but once I realized it's a pretty peaceful fly. Until you get out to the edges of the map and some really weird sounds start lol. The inverted controls were really rough for me. I was good with the ship but the targeting could be a nightmare if I got off course. One note: the numbers changing the camera view wasn't in the controls. I hit 1 on accident and got locked in a first person mode and didn't know what was going. Figured it out after.
Played this a lot. Such eerie atmosphere. The track goes great with the idea.
Playing on a joystick, the controls are good - I just missed rudder controls. In the beginning I kept automatically pressing R1/L1 while in first person to try and turn more smoothly.
The upgrade system allows for multiple strategies.
A nitpick - I think the terrain texture doesn't match the game mood.
Very good take on the theme!
Interesting game, played with keyboard + mouse and the controls were somewhat frustrating. Still had fun with the game.
Such a great game. I don't know what it was but it felt really relaxing to me. There are three thing I noticed: 1) people get killed sometimes even when you have food left. 2) One of the Ambient sfx sounds like you get shot. I was a little bit confused about that but once I realised that it was just a sfx it was ok 3) Once a message popped up saying something like "The target is not in line of sight"?!
PS: future player be warned - after around speed level 50 it's hard to pick up survivors ^^
Thanks for playing everyone!
@lubaka Glad you were able to get the aiming system down eventually. Making that a bit more friendly/intuitive is top on the post-jam to do list.
@vimlark Thanks for pointing that out - definitely have to add the camera angle buttons to the controls (added on this page for now).
@dannn I'm not familiar with flight simulators so I'll have to look into that as a possibility. Thanks!
@daspanjo I can't believe you played that far haha. 1) The people get killed when the total passengers (including you) is more than the remaining food (you run out of food and then kill them to have enough). Guess I'll need to make that more clear. 2) That's a good point - will have to revisit the audio. 3) Oops! Left in a debug thing. Thanks for playing!
Really cool idea, @MrJoshuaMcLean! I really like the tension of navigating some tricky terrain while having a limited window to rescue each person as you fly over. The food supply steadily ticking down is also a great mechanic that keeps you engaged and constantly taking risks.
And that audio - wow! The unsettling and very cool soundtrack paired with the dire scenario nicely and added a lot to the overall mood.
Mouse not working and F1 opens Google Chrome Help
Interesting take on the theme. I let out a nervous laugh when my first passenger was killed for food. As others have said, controls took a bit to get used to but overall good entry!
Solid game, with great mood! Again, I'm also not very good with targeting with keyboard and mouse :sweat_smile: Since navigation is already kinda difficult, could the rescuing be done only by touching the beacon? Maybe make it more narrow and some obstacle to get them? Seems like everyone was enjoying the targeting system, but just an idea I had~ Anyway great work!
62514! I managed to "rescue" about 80 of the survivors(it felt a bit as if I sacrificed them to some ascended species whenever I got food in return!). Really fun and addicting game, the music definitely helped a lot on the atmosphere, and kept me playing. Good work on that. Overall a really entertaining game :smiley: Also, the names and occupations actually made me feel a bit sorry for some of them.
Nice concept, but the aiming is really frustrating until you get the way of it.
Even though this game's idea makes sense, i feel one area that brings down the quality of this experience is the controls. If possible, i would suggest that when the ship turns, that the ship slows down when no buttons are being pressed. That is my main concern, and maybe more sound effects such as ambient ones could heighten the quality of this experience even more. I do not know how you did the ship rotation, but if possible, it could be smoother.
Took me a while to get the hang of it, but great work here. Very ambition project for such a small timescale, perhaps a little too much! Visually it looks great, especially the night sky. Some of the animations were a little rushed, like the crash explosion (naturally the first things I tried to do) and the aircraft controls were a little boxy. The music was fitting and adds a sense of eerieness to the experience. Maybe some of the SFX could be enhanced. I'm sure though with some post-jam polish this would be amazing. :)
Interesting snatch & 'trade' concept here - had some issues lining up pickups, mostly because the controls were not super smooth. Did pick up some passengers and ate them :D Having a bigger goal with a bit more story would be nice to keep people hooked after the first few passengers.
Interesting concept !
I liked the concept. However, the gameplay in some ways did feel a bit dull, and a bit clunky at times. With a little polish and using this concept along with a little story, this could be an excellent game. Definitely not bad though.
I liked that you attempted a flight simulation game. That's pretty bold for a LD game.
I think the flight itself felt clunky. It took me awhile to get adjusted to the flight systems, and having to keep flying the ship while attempting a recovery made things more difficult for me. There were plenty of occasions where I had the targeting reticle nearly lined up on a passenger, and then the ship twisted away right before I could fire.
The audio was alright. I think adding some kind of engine noise would've been really cool.
I like that you came up with names for the passengers. I liked even more what happens to them if you start running low on food. ;) Surprised me, for sure!
You picked a good control scheme. I wasn't fond of the inverted flight, but it wasn't difficult to adjust to.
Good effort, overall!
It seemed as though it was going to take 4 years to load, and it was really laggy. Sorry I can't leave a proper review.
I was just thinking recently that I wanted to see a take on the theme where OTHER lives were currency and I feel like this uniquely delivered. The low storage count and food count encouraged the player to trade lives with the system, and the audio really helped sell a grim mood.
I enjoy the game. the music and robotic voice lines give a wonderful mood. However, the aiming system is a bit hard to use, and you can't pick up survivors at certain angles or if you're too close.
It has a nice mood and it's a lot of fun! Great job! :D
I really enjoyed the game and concept. I took a while to get used to the aiming, but still had fun flying around picking up survivors and trading them. The eerie music really added to the atmosphere. Well done!
Very clever idea with your currency also being a liability depending on the quantity. It makes you think twice before thinking that more is better! I found picking up survivors really hard though.
The graphics and music gave the game quite an ominous mood :o
I somehow sarted in the targeting mode which made me super confused, but once I restarted I was (fairly) happily flying around, though I lost the aiming reticle which made picking up survivors even harder. I got it back after picking someone up, but I'm not clear on what triggered that. I'm not sure whether the fixed turn angles are by design but it goes fairly well with the whole otherwordly vibe it's got going on.