sbackus 2019-10-07 02:31
lol wat? I don't get it but I had fun. Enjoyed the cheeky art
Foon → Ludum Dare Explorer → LD45 → From Nothing
By derpylz
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 3.00 | 10 | ||
| Fun | 2.68 | 10 | ||
| Innovation | 3.18 | 10 | ||
| Theme | 3.18 | 10 | ||
| Graphics | 4.12 | 10 | ||
| Audio | 3.06 | 10 | ||
| Humor | 3.31 | 10 | ||
| Mood | 3.25 | 10 |
lol wat? I don't get it but I had fun. Enjoyed the cheeky art
The art and music is so cute! is the bean with hat a conductor? I really enjoy the mood lol
You mention that you didn't have enough time to finish it, but I have to say I would love to see you complete this as in its current state it is still a fun little game. Good job!
Well that was fun! Like the purest for of roguelikes, stripped down to its core. Learning by failing and failing a lot.
This ended up being my best run. I knew I had like 50/50 chance of meeting my fate on the jaws of that wolf. And yeah, that happened...
fromnothing.png
The wolves were something I didn't fully understand. I managed to figure out snakes pretty well and could quite consistently juke them out and the same method kinda worked for wolves too but like half of the time they still got me. Same kinda goes for the snakes too but they managed to bite me much less frequently.
And then there were those shops (or what even those dudes with signs were). It seems like the character was always carrying one item and couldn't get from the store if already carrying something. Didn't feel like I could actually pick from the two options either. I'm quite intrigued to know if those were even implemented or did I just completely miss something.
And now I wanna go for few more tries... :triumph:
So yeah, I did that but also went for a bit of a cheat: ``` var items = { stick: new Item('stick', 1, 1, ['fight']), paper: new Item('paper', 1, 1, ['hole']), stone: new Item('stone', 2, 1, ['fight', 'fight2']), coin: new Item('coin', 1, 1, []), flower: new Item('flower', 1, 1, ['girl']) } ```
Just a mere sight of this made it abundantly clear what to do. Seems like I was completely wrong about enemies. Guess I just pretty much always had one of the fighting items. But now I think the game glitched out on me. Next phase doesn't begin and the shopkeep oviously won't let me trade. Sigh, time for another reset (which would be a lovely addition in the actual game even though yeah, just refreshing the site works).
fromnothingflower.png
Btw, not a big fan of these unfair unwinnable situations where you just aren't given the necessary tools and the enemies just keep piling up. Also once met a level with three pits and I had only one means for getting paper on that level and I even carried paper from previous level too. And I was hoping that pit plus paper would be away to get rid of some enemies but alas, wasn't meant so.
fromnothingwat.png
And after all my troubles, I'm served a softball like this on I think level three. And I get to even choose from two mates :blush:
fromnothingsoftball.png
All you really had to do was to make the game 100% solvable just with pure stubborness and tiny twist of perception was to add a sound que and animation hinting on the stick and rock usage. Everything should click right after that, no need to get too hand holdy. Too bad I never managed to use paper on a pit before I spoilt it for myself. A big reason for that is probably because I didn't figure out it was trading, not choosing from two options.
And then for the extra obvious section of the feedback. The art was super cute and audio work was nice too. Nothing bad to say about those really. Except for the missing animation/sound on item usage I mentioned earlier. Of course there were some very minor issues like sprite z-ordering and some flickering but nothing too bad.
Anyways, awesome job! I loved it... :heart::thumbsup:
@antti-haavikko Wow! Thanks a lot for the long and detailed review of your experience! I'm aware of basically all issues that you mentioned and they are in the game because I ran out of time in the end. I really think I should have gone for a more deterministic way of spawning the encounters rather than the very random way I chose at the time. This would have solved the issue of the unfair unwinnable levels, would have made debugging much easier and would have given me more time to polish some of the interactions.
Funnily some friends who tested the game in the last week found a bug where you can actually pick up infinite stones and sticks from piles and even trade multiple times. This makes most levels actually solvable.
I had a late start this time and I did not consider it in the scoping of the project. Well, it's a learning process :)