kr0s 2019-10-08 08:12
I like the neon aesthetic, but being a fast-paced shooter, the game is very confusing when the environment starts to appear before your eyes, like walls out of nowhere or holes in the floor.
Foon → Ludum Dare Explorer → LD45 → Neon Blood
By nek
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 673 | 3.35 | 22 | |
| Fun | 484 | 3.36 | 21 | |
| Innovation | 495 | 3.25 | 22 | |
| Theme | 632 | 3.22 | 22 | |
| Graphics | 325 | 3.87 | 22 | |
| Audio | 313 | 3.47 | 22 | |
| Humor | 2.42 | 16 | ||
| Mood | 383 | 3.55 | 22 |
I like the neon aesthetic, but being a fast-paced shooter, the game is very confusing when the environment starts to appear before your eyes, like walls out of nowhere or holes in the floor.
Congratulations on making a game!
The idea of discovering the level is neat, at first I didn't realize that we see enemies through the walls (I just thought they fall down). But figured it out in a minute or two.
One problem I had to point out - I had to adjust gamma on my display to actually see already discovered walls (they are quite dark once the neon grid disappears).
The game also allowed you to finish it, which is always nice to see.
Thanks, keep up the good work.
The reveal effect of the walls is very neon, but also very disorienting. It took me a moment to understand what is going on. That red gun, holy screen shake...
The itch link is dead.
@vovin Fixed the link, thanks for letting me know.
@zgragselus I tried to fix the darkness by making the material emissive but not emissive enough and i see it now, pun intended, hope you enjoyed it.
@kr0s I had a feeling and the fact that the collisions are there but the walls are invisible only makes it worse but sadly didn't have enough time to find a solution that would fit the theme, hope you enjoyed it nevertheless.
The way the level filled in as you went along was a good indicator of which way you've already traveled. I just wish the character didn't die so fast... Another thing that made the game a bit difficult was the bullet effect. It was a little too big and distracting. Overall, with a few changes I think you've got yourself a fun game with a neat aesthetic.
Very good, in the beginer is litle confuse but when i play some times i get how to work, i liked the general ideia and the machanic of discovery the floor. Good work.
This was neat. I never really play FPS games so I don't know for sure if it's too hard or I'm just bad, but, sometimes I would think I was doing well and then suddenly I'd just be back at the title screen and not sure why (I had 100+ health moments before). I guess I died? Anyway, the aesthetic is cool and I like the idea the way the map reveal plays out.
I liked the concept of walls that only appear when close. It would be good if we had an objective marker or something. Good job!
The concept was cool and the design too. But was unreadable when I shoot.
The game was difficult, but also fun to play. Somehow I managed to finish it :sweat_smile:
But I have to say, it was very confusing because of the walls appearing from nowhere. Also, the UI didn't scale well on a 21:9 monitor (just pointing it out for future improvement).
Finished the game
Love the neon vibe! Had to disable my flux to see the walls though :sweat_smile:
The revealing of the walls/floor as you move around is an interesting concept, and the neon effect is nice, but I personally don't think it fits well with a shooter. I actually quite like the dark gloomy vibe once you've explored the area, with the contrast of neony guns/enemies, it's almost like laser tag. I think a more traditional shooter with this neon aesthetic would be a really cool game.