benpeterson 2019-10-06 21:03
haha that was really fun. surprised i figured out all the controls without reading your description. I really liked the greed dynamic where you want to kill and get points but it's kinda dangerous to face them head on
Foon → Ludum Dare Explorer → LD45 → Kruzhok
By lamossus
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 417 | 3.00 | 31 | |
| Fun | 336 | 3.03 | 31 | |
| Innovation | 452 | 2.48 | 31 | |
| Theme | 344 | 3.10 | 31 | |
| Graphics | 455 | 2.39 | 31 | |
| Audio | 297 | 2.79 | 29 |
haha that was really fun. surprised i figured out all the controls without reading your description. I really liked the greed dynamic where you want to kill and get points but it's kinda dangerous to face them head on
Really fun! art are simple but it work very well good work!
Very fun and fast paced game! Really liked upgrades, but maybe it would have been better if I saw how many "dots" I have to collect to unlock new upgrade. Very good game anyway!
Pretty hard. Couldnt get to the shockwave. Nice smooth animations for other abilities tho
In the end i had around 50 of them after me before realizing you could kill them which is quite amusing, good job!
I found your game quite hard but enjoyable when I had unlocked the power-ups. I had trouble figuring out where I was because the background is all gray. A grid would give a better feeling of the speed and movement. Event better would be a grid that changes color based on the distance to the starting position. I felt that not being able to orient myself was a big issue because I lost myself when trying to go back to some coins I had seen before.
everything works well after it's basic level design but everything works well done
I did not read the instructions and yet managed to understand everything and perform all abilities (except the shock wave one). A very simple game but really well polished and intuitive. Amazing work.
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Couldn't make it to the end without dying, if you do you'll probably get insane scores.
Nice game! Controls felt responsive except for the shockwave not triggering sometimes when pressing Q, caused me to die a few times.
Music was ok. Some sfx would have really increased the overall feeling of the game, especially sound indication on when the shockwave is off cooldown so I don't have to look down there all the time :)
Art was enough to get the idea across and I don't mind simple art. Performance wise I think I had like 50 enemies on the screen at the same time at some point and there were no lag or frame drops so well done :thumbsup:
Good job!
@notime4games Thanks for playing my game! Great feedback, I'll surely improve the sound and fix some problems post ld. And yeah, not dying makes score go waaaaay higher because combo at the end of the game can go up to around 300. My personal best was around 13 000 000 and I'm pretty sure it could go even higher!
Not bad. Could use on-screen hints for controls.
Simple art but great mechanic, well done it was fun!
Couldn't get to the end without dying, but extra points for gamepad support! Great entry!
The mechanics seem simple, but you balance risk / reward nicely with the ever-larger groups of enemies chasing you down. Face the herd and pick them off or keep running? I also like that dot placement started clustered and grew wider in range. I really liked that the music never stopped. Very Hotline Miami in its own way.
One suggestion would be to tie the dot placement to enemy death. Maybe the dots appear when enemies die? I'm not sure, because they didn't spawn in the enemy location or have any sort of feedback that they appeared. As much as I could tell (through a quick five or six playthroughs), the only reason to fight enemies instead of always running was so a horde of them wouldn't run you down.
Two thumbs up :)
@josh-galecki thanks for feedback! The dot placement is actually completely random but that sounds like a really fun idea, so I will probably add it to post ld version.
I guess I should've made it more clear, but killing enemies actually increases your combo and score, so if you kill enemies you can get abilities much faster and gain insane score at the end.
Nice! It was fun to play especially with a joystick. The music and art were a little bland but at least they fit together aesthetically. The tracers really help show your position and I really liked the addition of new and interesting enemies towards the later parts of the game. Nicely done!
Nice little arcade game! I did kindof appreciate the "soft reset" the game does, where you lose your multiplier when you get hit, but you don't lose your score and have to completely restart. Though I wish the enemy waves stayed the same - meaning when I got hit by one of the tougher enemies the enemies would restart to the beginning. Not sure how much that would affect the balance of how you have your game setup though. The one other thing I'd say to include is just a simple background, even if it's just a repeating pattern, but just something to gauge where I am and how quickly I'm moving in the world. Otherwise I had fun with your game, and congratulations on making a game in 48 hours!
Top Score was 25260, I'm sure people will do a LOT better but that includes the learning phase where I died a lot experimenting around. I stabilized on a pattern of kiting a huge ball of the red guys around and picking up dots opportunistically:
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Wasn't even using my slash weapon. (Actually I wasn't really sure how that worked, or when I'd get a slash vs wounldn't)
This mass kiting worked for a while, but then the game threw another challenge at me with those small fast guys with the green core. That upped the danger level and for a while I was managing, but then they got me and reset my combo.
Liked the jamming background tune. The swooshy movement trail was super-important, because with the blank background it was the only indication of movement when I was alone on the screen - it was nice and effective though, I really liked it.
I really enjoyed the evasion-based gameplay, haven't played a game based on it in a while. Cool concept, I would really like to see a more complex version of it, with better balancing and additional challenges. Oh, and the music is dope, too!
contains all the video game elements move player, collect thing, slash enemy, get points, beat the clock, run away, and of course, *combinations*, basically it has everything we're all here for