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Mastafoon!
Mastafoon!
By local-minimum and picapica
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 468 | 3.54 | 49 | |
| Fun | 472 | 3.38 | 49 | |
| Innovation | 274 | 3.58 | 49 | |
| Theme | 884 | 2.82 | 47 | |
| Graphics | 811 | 3.04 | 49 | |
| Audio | 633 | 2.65 | 46 | |
| Humor | 311 | 3.21 | 47 | |
| Mood | 654 | 3.23 | 46 | |
Comments
Cool mechanics! Honestly even the lasers being realtime in a turnbased environment was a good enough touch but you added in the pickups on top of that, though tbh I would've love to see more things with the realtime mechanic. Speaking of lasers, that 1st laser level was TOUGH. There were lots of paths and timing variations to try so it was fun poking around all that. I think the last level may have its tuning off as you can just rush to the end taking the shortest route. If anything that laser level could've been the last level haha. Either way, it was a fun world to explore. From my perspective the AI still seemed...intelligent in the sense that I couldn't easily predict which way they were gonna go so that very much added to the complexity of coming up with strats.
I think you did a good job giving the graphics a consistent style and the small animations helped the feel of it a lot. It crashed for me on what I think was the last level - I saw the dialogue about the smell of stars and then both the map box and dialogue box went black. The cones felt a bit chaotic for me - I couldn't work out how their patrol loops worked or what they would do when seeing a spider, so my approach was less trial and error and more just errors until something happened to work. Conversely, it felt good outsmarting that good-looking arch.
Making inventory items reduce your available actions was a nice touch and made the whole thing more thoughtful. Good job!
jezzamon
2019-10-09 08:58
This game looks and sounds horrible. I like it!
I also enjoyed the moment where you you realize you're stuck and the puzzle is more complicated than you think :P
FYI: There was a glitch where if you pressed a button twice on level transitions I think you could skip some?
@peachtreeoath Thanks for the great feedback. I agree that the laser level was the hardest if not the one with "just" three patrolling cones. I kind of wanted to include the arch since I had coded it and I had some nice tools making it real quick designing them. However balancing difficulty... that's always the most time consuming. I think the reason the cones seemed intelligent (?) is that I think I failed coding it. It should have been a very simple logic of "1. Keep turning the same direction 2. If not possible turn the other way 3. And finally do a 180 if you have to", but for some reason the spider seemed to have messed that up.
@snailrhymer :laughing: consistent style. The cones have a bug in their AI that I never got time to fix which made them turn in ways I don't even understand myself, but I want to say that it kind of makes sense as it happens when they encounter spiders and get really scared. And yes you were on the last level. I wonder what could have happened though.
@jezzamon Unity gave it an extra touch of horrible in that it decided to add artifacts when built to the web that wasn't there before! And are you a secret speed-runner finding exploits like that :smirk: !?
Nice game! I had a good time!
I liked the mechanic of the game and the behavior of the enemies (depending on where I put the spider they can do something different). one thing I missed was some sort of counter or some indicator in the enemies to know how many turns they have or something like that.
At first I was sure that spiders would kill me especially considering I completely missed "not" in that text in the description and read it as though I should be afraid of them. But after I understood that there is no way of progressing past that first laser level, I started experimenting and figured it out.
It was very interesting to solve all those puzzles especially the more open ended ones with the arch dude and waypoints dragging. And in the end I felt like I want some more levels to be fully satisfied.
The only negative thing I can point out is that there is no "reverse step" button which most of the time is a must have for a tile based puzzle game. But on the other hand those end levels have so many solutions that almost every retry plays out differently and all that would be somewhat hampered with the addition of a rollback button.
Why do these Cone guys look like Daleks? Ha-ha. I really enjoed this gameplay system with moves, get interesting puzzles. The design is very simple, but does the trick. And I still wonder - what is the main character! Cutie at some way :)
amazing game, i really liked the items taking up movement spaces. although i wish it let you put down the object after you've used up your movement. it was a fun puzzle game, but the last level got a bit tedious. i think the 2 patrolling cones in the laser level's cycle could have been altered a bit, as i had to wait for ages for them to line up. other than that it's a fun puzzle game, with innovative mechanics. *that arch really was sexy*
kaeveris
2019-10-11 18:41
Very cool game, with interesting puzzles! Cool idea with items taking up spaces for movement
Interesting game, wish there was more indications about when you're interacting with things. At first I didn't know that moving towards the door was doing anything and just surrendered in the first room. It started to come together on subsequent playthroughs though. Cool level transitions and glad it restarted on the level I got caught in rather than starting from the beginning each time Wish there was some audio, but that's a minor nitpick. Good work overall!
Now I know who are those weird characters you have drawn :smile: Interesting puzzle game. I was trying to place spiders with E key almost for the whole game, I guess “E=USE ITEM” is in my subconsciousness already.
@sharbelfs I agree about indication on how many steps the thing could move, where exactly it would move given the current conditions or the area it could possibly reach. I ran out of time though and I was also not sure exactly which of these would make the game most fun.
@detectivelosos maybe I should have made the player be forced to pick up the spider first time since people and cones have strange ideas about spiders being scary and not fuzzy and friendly :spider: :hugging: Reverse one step/action should probably have been in there, quite a few times I pressed E when I meant placing the item in slot 5 myself. So that's a really good point.
@very-high-ping I agree that the last level wasn't that thought through unfortunately. I think there were solutions that didn't need too much waiting, but I should really have planned it a bit better.
@landosystems Maybe the door in the game should shake or something when the player enters the area from which the door can be opened? Or something like that to help the player understand to try go that way? Glad you gave it an extra try and got out of the room. I would have loved some music in it too, but music making is even less of a strength than drawing :sweat: And I did most of everything myself with just a little help recording sounds in the game.
@annie-owl Oh that's it! I couldn't really understand why I kept dropping things myself! How silly of me. I think @detectivelosos suggestion to have a one action/move undo would have been really good.
Oh! Nice game 👍 my friend! I can see that you've really worked hard for this! When I first opened your game, I thought what are these weird characters doing here?! Nice game actually! The idea can really be expanded! An interesting type of puzzle game. I tried to put spiders in the whole room😅😁 Anyways weird but nice game
Very unique game, it's cool that it's "turn-based" but your turns play out in a sort of pseudo-real-time. I managed to beat it despite being too foolish to realize there was a way to end your turn early, haha. It was a little tough to figure out the enemy behaviors at first, especially that they'd divert from their usual path if you got too close. Maybe some sort of visual indicator for their line of sight? Numbers on the balls the arch follows might be nice too to better predict its path. I think the sketchy-styled graphics are nice and suit the game, though I found the audio a little grating at times, especially in levels with the zappers.
sevidax
2019-10-12 10:24
I really like the "end turn" idea! it's unique(or at least in my view
kira45
2019-10-12 10:30
Nice game wich needs reflexions ! Fun characters ,a cool LD, good job I had a great time !
fredfilo
2019-10-12 15:03
Nice game :)
The first time I tried I was very confused. I didn't understand the pickup/drop mechanic. So, when I moved, the numbers 1,2,3,4,5 turned red. I just pressed the corresponding button and they turned green again. That's probably a bug, resetting the inventory slot even if there's nothing in it. That way, all I had to do was: move, 1, move, 1, move, 1, etc.. and I could go directly to the teleporter. I completed the game very quickly without any challenge, except for one level where I had to just end my turn many times until the enemies where in no position to block me until the teleporter.
Then I played a second time, trying to understand how it worked. Could figure out the maximum number of actions (5), and the pickup/drop mechanic. The water sound was a bit repetitive but, it was a nice puzzle game overall :)
interesting entry! i definitely had a bit of trouble with the difficulty curve: level 4 was very challenging, but then level 5 was almost too easy. having your movement play out in real-time with the hazards despite the turn-based enemy movement was a bit strange but added an interesting layer to it; i would've like to see more done with that!
Lol it was really cool! I love the "main character" and how much personality this game has with so little storybuilding and general narration. Amazing! <3 A job well done ^^
the graphics and audio are -- well -- but the game is so good -- you have a really great concept here -- keep working on it -- thanks for making it
Nice audio and graphics. It is a great game with simple rules but complex gameplay. I wish a can develop such great game.
techsec
2019-10-19 18:13
This is something that actually feels like a game. Good Job!
someone
2019-10-20 19:15
Nice game, some good puzzles there. The hardest level by far was the first one with lasers. Got a bit frustrated with having to wait for the failed screen in that one after miscounting yet again. The lasers not being turn based was an interesting decision. Most of the later levels looked like they were going to be really hard but were actually pretty easy.
papaver
2019-10-21 22:14
Nice innovative puzzle game! It took some time to figure out how it worked, but I enjoyed that process as welll. :) Sometimes the text disappeared too quickly for my taste. I really liked the mechanics of the move/pick-up trade-off and also the movements of the enemies/do-gooders. This made the puzzles really interesting. I would have loved more levels!
bernhard
2019-10-23 17:33
That was cool! At first I thought the enemy behavior was a bit unpredictable but in the end I got quite good at it, counting moves in advance and stuff. After failing a level 2 or 3 times I wished the enemies moved a bit quicker as I had my first few turns planned out but had to mostly wait on enemy movements. Maybe skipping their move on key press or something.
I like it. Nice job
Nice and chalenging puzzle! Liked the idea of combining inventory with action points - you cant have both! -Nice.
arctick9
2019-10-27 23:40
Very interesting gameplay mechanics involving turn-based movement.
Quite a charming art and sound style, gameplay aside.
Nice puzzle game! :)