trito 2019-10-07 17:03
I liked the feeling! Nice work! :)
Foon → Ludum Dare Explorer → LD45 → Boing!
By refsa
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 325 | 3.23 | 21 | |
| Fun | 257 | 3.21 | 21 | |
| Innovation | 423 | 2.63 | 21 | |
| Theme | 461 | 2.60 | 21 | |
| Graphics | 282 | 3.21 | 21 | |
| Audio | 236 | 3.05 | 21 | |
| Humor | 2.67 | 16 | ||
| Mood | 2.87 | 18 |
I liked the feeling! Nice work! :)
The game over stats didn't work for me but this is a cute little game and the mechanics work well. Feels really polished for a 48 hour game! Nice work!
Nice movement, but those birdy things that follow you seem to be unkillable. Weird background organ music somewhat drowned out by the sfx.
I had some fun with this, though the music was a bit quiet. Congrats on your first Ludum Dare!
Nice game, the movement is very satisfying. As mentioned already, the yellow bird is almost unkillable. hahahhaha
Thanks for the game. =)
The gameplay feels really good! I really liked how the character looks when I walk to one side while shooting to the other side, which seems to be what I've been doing the most. The knockback effect feels pretty natural too. I also noticed that sometimes bullets went though the flying enemies instead of hitting them. Great work overall!
Really fun game! I enjoyed the variety in the enemy movement and size, and would like to see more of that. At first I didn't realize I could jump multiple times, so I had to go to either end of the level to get back onto the platforms, but then I realized you could double jump and that issue was solved. I also love how the money pops out of enemies and creates huge piles with actual height, instead of just weird puddles like most games. At first I was a bit confused about what the giant maroon bars were, I thought they dealt damage to me but they don't seem to?
Thank you for the kind feedback everyone!
@twinturbodouche yeah, the Game Over stats was never implemented. I didn't get time to do it so the placeholder was just left in.
@themuffinman314 Yeah, the wall/bars were a last minute addition. I sort of forgot to change the sprite it uses and add some SFX to make it more obvious that it does damage.
Nice concept but i couldnt understand the mentioned buy vendor item and skip vendor, as i didnt found anything that resembles a vendor in game. I stacked a lot of currency? (i guess) and plenty of upgrades? (again, i guess) that didnt seem to upgrade anything.
However, the controls responded well and the mechanics that i could understand worked nicely. The graphics (specially the UI) are very neat.
Congrats on finishing your entry for compo!
Loved the graphics, sound, and mood/tone of the game my only problem is you should put a sound to show when the player gets hit by an enemy, otherwise I really enjoyed it, It would be cool to see a whole game with multiple levels, weapons, and power-ups. Great job! And great luck with your game too!
This is promising, but the gameplay felt a bit confusing and rushed. It was hard to tell when I was being damaged and when I wasn't, my jump height seemed too low, and as others have said, I'm not sure how the vendor system is supposed to work. I also wasn't sure if the scrolling wall things were supposed to be damaging or not, I'm sure I ran through one at least once without being damaged.
As I said, though, there's some promise here. The graphics have a simple charm to them, the stacks of powerups that spawn at random points seem to make a gradual but noticeable difference to your stats, and it's satisfying to pick up huge piles of coins and powerups at once.
Needs a bit of work, but it's a good concept!
I couldn't seem to walk and shoot at the same time. Maybe because I was playing with my laptop touchpad instead of a real mouse? Cute though, I wish it had worked better for me because I was having fun.