darknesslayer 2019-10-07 22:57
Could be a little more explanatory, some audio would be nice, and the graphics need to be improved
Foon → Ludum Dare Explorer → LD45 → Helicopter Crash
By shaolin-dave
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1077 | 2.60 | 30 | |
| Fun | 1116 | 2.17 | 30 | |
| Innovation | 1070 | 2.32 | 30 | |
| Theme | 684 | 3.16 | 30 | |
| Graphics | 1017 | 2.27 | 29 | |
| Mood | 1010 | 2.50 | 30 |
Could be a little more explanatory, some audio would be nice, and the graphics need to be improved
I found nothing while playing for 5 minutes, is something broken?
Follow the cursor on cursor down would have been a major bonus to gameplay.
Pretty hard to figure out where to go, some subtle hints would have helped (paths, collectables etc) and the camera angle made it hard to see where to go.
Hmm... couldn't find a key. The controls were simple, which was good. As others have mentioned, it was difficult to find your way around and unclear, sometimes, where to go. However, actually acting in the world was pretty intuitive, so if you can find a way to direct the player a bit better, you have the good beginnings of a game here. Thanks for sharing the game.
Thanks for the first-day players for feedback!
@darknesslayer - I agree. I was adding audio late in development and it sounded like garbage, so at the last minute I decided that no audio was better than bad audio. My goal was to make the game so intuitive that not much explanation was needed, but I failed there. Live and learn, I guess.
@valerie-van-haen - The only collectable item at the beginning is the bricks by the radio room. You should be able to click on any locked doors, as wall as other objects, for subtle hints. I guess I didn't make it clear enough what was clickable, maybe I should've done a custom cursor that changes color over clickable items?
@thomazfilipe - I think that's already the case? About halfway through development, the constant clicking was getting on my nerves, so I changed it to follow on cursor down. If it's not working for you, we might have discovered a bug.
@mactinite - There's subtle hints, but obviously too subtile. I ran out of time to make paths/signs. I even had to put an invisuble wall up to prevent players from wandering too far into planned (but undeveloped) areas.
@thepelranthean - Thank you. I've decided to simply post the instructions to beat the game for people who are having trouble, so they can at least experience the entire thing in the limited time. I'm glad you like the interaction.
Looks like it could be fun, managed to get the brick! Its a bit hard to see where you are going. Sad that kenny didnt make it tho.
I must suck cause I used the walkthrough when I couldn't find the key :( I don't know if it's intended but if you go to the far north east, you can get around the invisible wall and just walk in the desert for hours (or minutes, I haven't tried!). With more visual feedback, it could be awesome :)
@shaolin-dave Ah, I was missing the second item from the car. Makes sense. I assumed there wasn't anything else since I already had the battery. Thanks for posting the instructions. It would have been cool to have more things in the world to explore, but as always, development time is a limiting element in games like this.
Really cool idea my man, will you be expanding on it?
Day two, very thankful for the votes/feedback!
@mad-brokli - yes the camera angle was something I struggled with and probably would've overhauled given more time. Mixing 2d and 3d didn't work as well as I thought it would.
@skdf - don't be too hard on yourself, the key is a small item to find and the car doesn't even have doors on it! I'm just glad you were able to get that far considering how unintentionally cryptic I made this. Thanks for the note about the invisible wall not being complete, that was totally a mistake and I updated a patch so others don't find themselves in a similar fate.
@thepelranthean - Yes, I considered coding something in that wouldn't even allow you to get the car battery until after you saw the radio and got the clue. It's another thing that might've been polished out with more time. I'm still learning to keep my jam games within a reasonable scope.
@nachtwitch - Glad you like the idea. I doubt I'll be doing anything else with this specific game other than minor bug fixes, but I might start completely over from scratch, reuse some ideas, implement some that I didn't get around to, and make a "real" game out of this. Time will tell.
It would be really good to have a visual hint at the top of the map rather than an invisible wall, even just a terrain texture change would work. Only other major bug I found was that it wouldn't let me pick up all the bricks at once :P All in all, a really cool little game
It is pretty functional adventure game. The puzzle design seemed okay (I have not used walktrough). Sometimes text did not fit into textbox well, but it wasn't deal breaker. Waiting for a post-jam version ;)
CONTRATULATIONS!
Big fan of the 2d characters in 3d worlds...I just think it looks cool. Controls were simple and I was interested to see how the story would end. Nice job!
Very finicky controls that made it difficult to play. The puzzle was nice but I wish there was some audio to show when you did something. Nice job.
I like storytelling with the use of operator interactions. Good job!
@jamioflan - Yeah I wound up with a lot of extra space because I didn't make nearly as much scenery/buildings as I wanted. I was going to move the mountain line down but it was seriously only minutes until the deadline. About the bricks, you only pick up one brick, you use it to bash the lock on the tool shed. I put in a pile of bricks to make it more easily spotted, but you only actually pick up one. Thanks for playing!
@kszaku - Glad you enjoyed it. I haven't decided if I'll do a post-jam version, but I'll definitely be developing other projects.
@itsnotagoodtime - I did not realize I had that typo, but it doesn't surprise me as I had about 5 minutes left when I rushed that scene in.
@clemonades - Glad you like it. I'm also a big fan of mixed 2D-and-3D, though I don't think I executed it well here. I think It was much better on my first game several years ago, but that was a side-scroller.
@sirred - Yes, audio was coming in late but didn't make the cutoff, silence seemed better than what I was rushing at the end anyway. Sorry you didn't like the controls, I tried to make it simple with clicking to move and interact. I think it's probably more of an issue of the hit detection for clickable areas.
@stephenwhoskins - Thank you. It's a mechanic I'm considering for future "real" projects too.
I'd like to see minimap i this game. Overall i admire your bravery in attempt to create such a complex game!
@asfdfdfd not sure it's "bravery", i just have a tendency to try projects that are too big, especally since I don't get much practice between jams. Thanks for the kind words though!