FoonLudum Dare ExplorerLD45 → War For Nothing

War For Nothing

By kubs, NiHuShu and Artix312

View on ldjam.com

CategoryRankScoreCount
Overall8403.1423
Fun5923.2123
Innovation10422.4223
Theme7233.1123
Graphics7903.0923
Mood8582.9223

Comments

tongueenvy 2019-10-08 16:06

I like a lot of the ideas that went into this, but there's a pretty major sticking point: a lack of visual or auditory feedback. There's no sound or effects for things like firing the weapons, being hit, hitting enemies, and the like.

The gameplay's actually pretty solid, but without the aforementioned effects, the overall experience is pretty empty.

nihushu 2019-10-08 19:12

@tongueenvy There must be something wrong because the game have FX and music and we've tested it on few PCs. Try it on different PC.

realitycheck 2019-10-11 15:39

I love zombie games.

I couldn't quite get the feel in this game though, as the punching seemed random. Sometimes it didn't appear that I hit the zombie despite definitely hitting the arrow key in the right direction. Do you use ammo to fight with your fist? Because I had the ammo counter bug, so I don't know how much ammo I had.

Also, could never get out of the starting area. How does one open that door at the top?

Good effort though, and with some work you could have a fun little game.

nihushu 2019-10-11 18:39

@realitycheck No, you don't need ammo for punching, there is a time between punches so you wound't spam with the fist. The doors should open up automatically, look around portals to see id there aren't any enemies stuck around the rocks

twinghosts 2019-10-12 22:43

Fun little game with fun to look at graphics and music + sfx!

I played through it until I passed the first area, but I kept dying and didn't really see when I got hit other than my hearts being removed. The tileset was also flickering the whole playthrough (if you use Unity, then I'd recommend using a sprite atlas for the background to stop the flickering :) )

Like the top commenter said, it does lack some additional feedback, but I know that it's difficult in this amount of time!

I mean all in all for a gamejam, I liked it. It'd be fun to see an updated version which addresses some of the feedback points.

nihushu 2019-10-13 09:04

@twinghosts thanks for review tho there is audio feedback for almost every action in the game so I'm not sure why on some PCs there is no sound. Also I've never encountered the flickering sprites so I'm not sure what's causing this

eldskald 2019-10-16 02:32

Damn, that tank fight is haaard! Game is solid, but I don't know about that ammunition mechanic. Usually on those shooting games, the most important thing is to shoot, so to make your gun stop shooting is a bit counter productive. But it's a solid game for a game jam nonetheless. Congratulations!

nihushu 2019-10-16 19:52

@eldskald Thanks :D We've limited ammo because we didn't had time to invent a better upgrade in shop but maybe in future updates we'll remove ammo limit and add more upgrades.

afestivedolphin 2019-10-21 23:07

A really innovated game! I think building yourself up more and more with leveling is always entertaining. A few things for me is lack of feedback. I'd often find myself dying without even realizing I was taking damage. At the later level sometimes I'd take all three hearts worth of damage in one go. Could consider some invulnerability when getting hit along with a marker to indicate it? I love the music too!

crefossus 2019-10-22 06:39

Nice game overall. It could use a sense of progression (x/x enemies) or level design that requires getting to the end of the stage instead of defeat all enemies. I thought that they would infinitely spawn my first attempt. Typical arena style games might be on one screen so it is more obvious what is going on. I'm not saying scrolling is wrong, just trying to figure out what led to that aimless initial feeling. The enemies can get stuck in on the rocks in the first area (not bad in itself, but contributed to that seemingly infinite feel). I read the itch page again and saw that there was a boss.

The shop exit wasn't obvious to me or maybe I'm just oblivious.

I played up to the tank stage and died a few times there until I gave up (running out of ammo and circle kiting the horde while trying to punch them a few times).

Everyone already mentioned having more feedback, and I agree. When you are hit, the sound is very low and blends into the bg music, and could use a visual effect even a flash, blood, or something. A low health sound could work too if you added a health drop chance. Your attack range also isn't clear.

The enemies also always hit you if they are in range, but adding more ai is a bit of work.

The shop music is great and fitting. The stage music is also well done, but doesn't quite fit the aggression imo. Obviously I can't rate music but the choices do contribute to the experience.

nihushu 2019-10-22 14:58

@afestivedolphin Visual hit feedback is a really great idea. There is a few seconds of invulnerability but I've made it using OnTriggerEnter2D which as we all know doesn't work great in unity

afestivedolphin 2019-10-22 18:31

@nihushu My gf uses Unity too and mentioned this: "I just have a invincible variable that sets true every time I get hit, and it turns off automatically after 2 seconds. But if the damage check would trigger while invincible is true, it cancels it" Also to add; screen shake is another really good way to do feedback.

mrstari 2019-10-27 12:52

interesting idea :) Love the audio

conk 2019-10-29 19:58

Perhaps if there was a clearer indication of the hit range it would play a lot better because even knowing that I still found myself going too close to enemies. It is quite fun though, regardless of how easy it can be to die :stuck_out_tongue:

Graphics is nice, but I'd suggest keeping static images with consistent pixel scaling as it makes for a far better aesthetic. You can do minor scaling in animations and particles.

Great job :grinning: hopefully I get you over the line in time!

EDIT: Had another play at it as I didn't want to let that darn tank win! Took me a while to best him but I managed it :grinning: it's a shame the last level is a lot easier with a pistol than the machine gun - it tended to waste less ammo than anything else and getting more from drops was very luck based. I struggle to leave an LD game incomplete :sweat_smile: I'm glad I managed to do it in the end.

gullyngames 2019-10-29 19:58

It's hard to see when you are taking damage, because there isn't any feedback. The graphics & music are good. Good job!

nihushu 2019-10-30 18:35

@conk Thanks for completimg our game :D