FoonLudum Dare ExplorerLD45 → REWRITER

REWRITER

By johjoh

View on ldjam.com

CategoryRankScoreCount
Overall383.9833
Fun74.1933
Innovation444.0033
Theme4372.7233
Graphics1393.6233
Audio1.007
Humor3192.2227
Mood2003.2630

Comments

robodoig 2019-10-07 04:12

It's great, art style is impressive, movement and controls are satisfying, pulls you into the game mechanic quickly.

gold5games 2019-10-07 04:18

Fun little game. Felt fresh. I haven't played anything quite like it before. Getting the timing down against the blue guys was a bit awkward (maybe it's the red wine), but overall I enjoyed the few games I played.

diaonic 2019-10-07 04:45

Wow that was really fun, I love the jump animations and the special powerups you get really add some flavor. Had a Binding of Isaac feel with the level setup. You did a great job with this!

adam-konig 2019-10-07 04:52

This is a great new take on rougelikes. Very unique. Pretty difficult but I guess that's the point of the genre. Your animations are really clean and energic. Only frustrating thing was being able to hit the enemies with them not also hitting you at the same time

zuf 2019-10-07 04:59

Fun game! Nice job with all the upgrades and animations. Easy to pick up and hard to master.

But if I leave the browser tab for even a moment it says "WebGL context lost, please reload the page" and I have to restart.

khaotom 2019-10-07 05:06

Fun and innovative. The tile flipping adds a really interesting dynamic to the game. Very good! Note, since you have no audio, you should opt out of that category!

zwodahs 2019-10-07 05:11

Really enjoy the game. One of the best ones I have played so far. It is more fun to play with the original intended style (start with nothing), but that is really hard. Would definitely play more later.

pixelmonkey 2019-10-07 05:12

Loved this one! Took me a bit to get a feel for the mechanics, but once I did I was hooked. Very satisfying to start piling up upgrades.

johjoh 2019-10-07 05:17

@zuf Weird, can't seem to replicate it. May be an engine problem.

@khaotom Thanks for pointing that out, just did that.

zuf 2019-10-07 05:17

I finished the game. After getting enough upgrades (move speed, attack speed, spray, T-shirt, backpack, even the 1-range downgrade) my strategy devolved into rushing against the enemies and spamming attack until they died. No more dodging or timing needed. Knockback is a good mechanic but it made this strategy overly effective.

johjoh 2019-10-07 05:24

@zuf It does feel like a different game with and without upgrades. Wasn't super satisfied with the balance by the end, but may revisit the concept in the future? Thanks for playing!

dock-frankenstein 2019-10-07 17:43

Nice game you have there. I really like the animations.

dumivid 2019-10-07 20:04

The game feels really smooth and enjoyable. It's sad that it lack SFX, they add a huge impact to the player experience. Beside *overly exaggerated speed*, the game is very fun to play and very easy to grasp. Great work.

2019-10-07 23:05

Smooth and Oddly enjoyable. I found myself saying "okay one more go" several times; which is a good thing to happen in a rogue-like. The various pick-ups felt like improvements, even the ones that took something away as a result. Even when you get some of the best abilities, there is still very much the chance where you get over-eager and get caught out. This is a good game, Well Done.

drums 2019-10-08 00:18

Very unique style and gameplay, it was fun. I had to get used to the controls a little bit, but then it was okay. I wish it had some audio, I had to make it all up in my head! Nice job.

twelvoo 2019-10-08 07:04

It's really fun! I am so looking forward to the sound effects if you are going to add some in the future. Definitely can be one of the best games in this jam.

shieldgenerator7 2019-10-08 07:27

really cool game!

#2 best game ive played so far today.

i dont really have any complaints about this game, it ran smoothly, it was fun to play, the controls were tight and my death was fair. the only thing i could think of was that I couldn't easily tell how much health i still had, and some of the pickups weren't clear. but overall it was very fun and engaging

and having the enemies hit you with walls, such genius! well played, sir, well played

brokenmirrormedia 2019-10-08 07:53

Super satisfying and fun game to play, I really enjoyed the play style and would love to see this expanded upon or updated after the jam!

taffyko 2019-10-08 09:45

great work! fun and satisfying to play, you really pulled off the artwork and effects through everything here, lots of details packed in like how the tiles subtly depress down as you walk over them, makes the game good. and, of course— the mechanics are quite fun, interesting premise of manipulating tiles to damage one another as well as for mobility, and the helping of upgrades on top certainly makes it good fun i'd just really love to see some sound in, it's the one thing this game really needs

benjames171 2019-10-08 15:20

Great fun! I like tidying up so enjoyed this very much. Would definitely benefit from some sound though. Good job!

captaindreamcast 2019-10-10 19:35

I am a hero, I will now get some rest. Or give feedback, I guess that works too. Only managed to beat it in Powertrip mode, but I did get to level 3 in normal mode until the green guys slammed me into oblivion. Super fun game, played dozens of rounds, I got really immersed into it. Very satisfying to play, the clearness of where attacks go on the grid really helped make it feel very fair when I got hit. Well designed and well polished game, great entry!

saintheiser 2019-10-10 21:25

Very good gameplay, catch me on 1 hour to play. Sound will make this game better, and maybe more friendly enemies. Yellow guys is too strong, green ones are impossible... Only jitter can do anything with them...

minibobbo 2019-10-15 02:31

Really enjoyed the art style and the basic gameplay. Sound effects and music would go a long way to take this to the next level.

The only thing I'm not sure about is the fact that everything is tied to the grid except for the player movement. There were a lot of times that I was just _barely_ outside the box I thought I was in and it made me whiff attacks and then get hit. I would have liked to have my movement as a player tied to the grid also.

philomory 2019-10-16 01:15

This has a lot of potential, and there are some really cool upgrades in here. I do think it could use some refinement, for example: * As @minibobbo noted, it can be difficult to accurately tell which tile the player is on, and you get punished pretty hard for making a mistake with that. Likewise for the enemies. So, either tying movement to the grid, or in some way highlighting the tiles that the player and enemies currently occupy, would be helpful (I know that technically the tile the player occupies _is_ differentiated, but the effect is so subtle that it's hard to parse during combat). * The enemies need more of a wind-up animation to their attacks; not for aesthetic purposes, but to give the player time to react to an incoming attack. Especially early in the game when you have only 1 range, there's a lot of tedious waiting for an enemy to attack so you can safely move in and counter attack (assuming you judged your relative grid positions correctly). It'd be nicer if you could (relatively) safely move in for an attack, and then dodge out of the way when you see an attack coming, rather than waiting until after they attack, slipping in for a quick hit and then fleeing and waiting for the next attack. Of course, they do already have _some_ wind-up; the windup they already have might be sufficient if it was more obvious what tile each of you were in, so you didn't have to spent reaction time working out whether or not you're co-linear with the enemy. * Range is _really_ important, especially early. Having an attack range bigger than your opponent makes the game easier in a way that not even damage up does; this is actually a nice change of pace from a lot of similar games where DPS is king, but it does get a little silly sometimes. Again, if the enemies telegraphed their attacks better it'd better balance the different options for attack * Of course as noted by others including yourself, some sound effects would be good.

I'd also like to give two notes of praise: * The specific way that attacking ties into movement (that is, player attacks destroy walls in addition to damaging foes, enemy attacks, create walls in addition to damaging the player) is neat, I don't think I've ever seen a mechanic like that before. * Even though the graphics aren't particularly detailed or complex, I really like the animation on the characters (particularly the player). His bounce is great.

Also some random notes that aren't really good or bad: In PowerTrip mode, a number of the powerups that appears in the chest are uniformly bad:

* Jittery: Halves damage for no benefit * Family Size: Halves movement speed for no benefit * Near-sighted: Reduces range to minimum for no benefit (basically a death sentence) * Shotgun: Quite good, though still theoretically a trade-off (downside matters less than in normal mode) * T-shirt: Uniformly good, just like it always is. * Heart Transplant: Absolutely fantastic, no downside, and much more relevant here than in normal mode.

I find the balance of these a bit weird in normal mode, though I'm not sure what you'd do about it.

johjoh 2019-10-16 18:13

@philomory You've pointed out pretty much all the issues I have with the game as it is, so it's nice to see that others feel the same way. How I'd end up fixing these is up in the air, but I know at least where to start when thinking about balance. Thanks for the feedback!

rebtf 2019-10-17 00:12

I had a lot of fun. It was very satisfying to level up over a run to go from being cautious in every encounter to sniping enemies across the map.

My major issue was from being able to tell which square enemies and myself were in. I feel like it should have just been completely grid based instead of this partial mix between free movement and grid based attacks.

I beat it a few times and just kept starting another game so I had a great time.

saucygames 2019-10-17 04:25

really fun controls and core mechanicsss

gamerplayer 2019-10-17 07:10

thanks i enjoyed the game

ohsqueezy 2019-10-25 19:25

arrow keys and wasd is the best control scheme I have always said so there is no need for analog sticks or action buttons just good old direction buttons are what I need to slam my face on the floor and kill slimes

2022-10-26 09:23

Going from being careful in every encounter to sniping foes across the map as you leveled up over the course of a run [quordle](https://quordlegame.io/) was really enjoyable.

2022-11-17 03:34

You've got a nice game there. The animations are fantastic. [geometry dash](https://geometrydash-full.com)