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The Last Bank
The Last Bank
By dkmk100
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 1138 | 2.43 | 24 | |
| Fun | 1133 | 2.23 | 23 | |
| Innovation | 1001 | 2.54 | 23 | |
| Theme | 903 | 2.90 | 23 | |
| Graphics | 1051 | 1.71 | 23 | |
| Humor | 903 | 2.02 | 20 | |
| Mood | 1085 | 1.87 | 22 | |
Comments
kostasvs
2019-04-30 21:30
I would really recommend working on user friendliness more, as you obviously spent most time on the game mechanics. * A/D for camera is quite limiting, a simple MouseLook would work better. * Movement is kinda sluggish and it gets hard to move around and jump across platforms. * When the sun sets and there are no shadows, it's hard to see where you land. * It's really hard to get more money, and it feels like grinding. These are just suggestions to get the game better, please accept them constructively!
mdwade
2019-04-30 21:52
I agree with everything @kostasvs said but really in particular the lack of mouselook is my biggest problem.
Nice gamein the overall
deviant
2019-05-02 04:51
A/D camera is something others have brought up, but I'd like to suggest that instead of the camera moving so long as it's pressed, 15 degree increments every press so that you can line up the platforms. Something that helped me line up the boxen was making it like a regular platformer (I thought it was lined up but it wasn't)
Agree with the suggestions, but may I add that your game needs a cover image, I notice it doesnt have one also the player he is a bit slippery. Decent sandbox over all though.
aurel
2019-05-09 21:32
I played the game for about 20-25 minutes... don't know why, but I got to about wave 18 and I still had no idea what was going on. I had upgraded a lot of things and collected a lot of money, had tons of guards, and it still was unclear exactly how things were working. There was no audio which affected things.
Even after 20 minutes the controls were still frustrating, but even worse, the fact that you had a day night cycle was killing the shadows after a certain point which was actually very very infuriating for a platforming game, because I couldn't tell if I was landing on the platforms or not without shadows.
I agree with everything the people before me have said. Confusing game, awkward camera controls and inconsistent platforming.
Hi, Saw your comment on the front page. Nice concept for the game. Quite literal on the interpretation of the theme which is cool. I usually try and place some constructive criticism, but most of what I wanted to say was covered in all the other comments. The control scheme just seems difficult for the sake of being difficult, with the movement being so floaty, and the odd keyboard move and look controls. Also, it was hard to tell what some of the upgrades did, like the upgrade player.
It's hard not to agree with the other comments here, but I actually enjoyed messing around in your world. It was nice to run around and do a bit of 3D platforming! Also got a small cookie-clicker vibe. Either way, enjoyable for me! Check out my game too if you have time. :D
If I can do anything about it, it's good to put some screenshots into the game description, but it's not bad. If you have time, also rate our game.
aileron
2019-05-18 17:42
I played this a little longer than I thought I would! I actually do enjoy the A/D turning but I'm just weird. The platforming was fine, except for the slippery walking and lack of (vertical) shadows at night. The UI of course needs some polishing, but the gameplay is there.
dkmk100
2019-05-18 19:18
Thanks @aileron I am glad you also liked the A/D turning. I definitely need to have better walking and I need better UI but the basic idea works. Remember that this is my second jam ever and I am still new to game development.
I haven't played many 3D platformers, but I more or less agree with the other suggestions. I thought the A/D turning was fine, but I really had no idea what was going on. I wasn't really sure why I needed guards, and when I bought some they just stood still. Also, the UI was almost impossible to see, both with the size and the color of the text. You mentioned you're new to this, so I'd suggest looking into sizing UI elements by percent instead of absolutely, and also using "best fit" on the text size, because I've got a large monitor and couldn't read the text at all. At night, the dark red really blended into the black sky, so I couldn't read anything even squinting. Upping the move speed would also definitely make it feel better. Still, it looked like an impressively large world to be made in just a weekend, especially as a beginner! You could definitely expand on it to make something really fun.
After losing on wave 66, the temptation to try again to do better is utterly quashed by how long it would take to do that.
There are some good ideas here, but you've should trim it down so those ideas are better focused and like the rest of the comments, you should try and work on making it easier to play(Camera Controls, upgrade UI and such), to lower the cost to the player in finding those ideas.
Since the defence game is faintly incremental game in nature, it might be nice to see some numbers there to give you an idea of how it's going to go.
dkmk100
2019-05-19 14:28
@zyrconium wow you made it really far! Thanks for all the feedback!
This game is unplayably fast on one of my computers and won't even start up at all on another. I can't really give you a fair rating, I'm afraid. Sorry. :(