nachtwitch 2019-10-07 00:34
like the doomlike look, very cool
Foon → Ludum Dare Explorer → LD45 → Deadrun II
By jcmoyer
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 109 | 3.73 | 34 | |
| Fun | 154 | 3.48 | 34 | |
| Innovation | 444 | 2.53 | 33 | |
| Theme | 474 | 2.46 | 34 | |
| Graphics | 156 | 3.59 | 34 | |
| Audio | 102 | 3.53 | 32 | |
| Mood | 30 | 3.98 | 34 |
like the doomlike look, very cool
I really like your artwork!
I got a real sense of unease navigating through the maze/dungeons.
Nicely done, especially from-scratch! It's always hard to put together the full package of sound, gameplay, and art.
A few more detailed comments: - It was hard to understand the attack range of the enemies. It seemed like I could run past them most but not all of the time. Very odd. - At least on my setup, the rate of view rotation feels very fast relative to the rate of motion. I could see slowing one or -- my preference -- increasing the other to get to a more consistently-spry character. - It seems like the sword image stretches to fill the window, which made it awkward with a close-to-1:1-aspect browser window (the hand image doesn't seem to scale). - The wind-up on the casting might be better clued with some sort of art or animation (e.g., shaking the hand sprite might have been a low-drawing-time effort). - The collision code let me get very close to the walls. (Close enough that I could see through them.) Using a larger bounding circle for the player might be a good addition.
Thank you for the detailed feedback @ixchow. Some of these issues I knew about, but I didn't have time to fix.
- The attack range of enemies is a hack from last LD because I didn't have time to read up on 3D collision detection. Instead, enemies kill you by stepping onto your tile. This was one of the things I saved to fix toward the end but couldn't.
- View rotation feels weird because of the high FOV. I'm personally used to playing games this way, but I should have added an FOV slider (especially since I got the same feedback last LD)
- I was aware of the scaling issues, but I assumed enough people have widescreen monitors nowadays and made the call to work on other stuff instead. I'll see if I can fix this post-release if it's allowed.
- The weapon view textures are unfinished, I was planning on making the fireball spell a fiery glove with a charging animation, but I spent too much time on other stuff.
- Player-wall collision code is really wonky because I didn't read up on 3D collision code last LD either. I don't have an excuse for this one, it should have fixed between last LD and this one. I tried to hack around it by decreasing the projection matrix Z-near, but it's not perfect as you can see. ;)
I think it is cool game. I really enjoyed playing it!
Very nice atmosphere! Gameplay was also very intuitive, but I feel like some of the hit detection could be improved. Also maybe more variety with enemies.
Very cool game! The enemies were genuinely creepy, especially with their hiss when they see you and the drum/heart beat sound effect that comes with it. Great atmosphere too, the graphics, music and sound come together nicely. The mouse sensitivity was too high for me, I rotated 360 degrees when I wanted to run from enemies more than once :joy: something that would take this game to the next level would be more unique enemies, but I understand if you didn't have time for that. Overall, great job!
Wow, really atmospheric, loved the enemy design. Creepy!
Very cool entry! The graphics+lighting and especially audio make this very unnerving and atmospheric. Enemy design too... Great job. Like others said, a few different enemy attacks/patterns and it becomes even better. But, I also ran out of time on my own game :/
Very good game, the monsters are scary, the mood is perfect and reminds old PC/PSX games. I love to kill monsters with my sword (fire balls were too long to cast). Well done!
Very moody game, the graphics are primitive but they work fine. And that enemy sprite is quite creepy honestly.
I think after the first two enemies you learn to just spam the click and kill them quite easily. Also, it's not a very innovative idea for the theme.
However, making your games from your own engine is just amazing in my opinion, so I really admire you doing that.
Nice game! Very creepy and cool. Discovered on the last level I could just run past most of the monsters to the exit, only have to kill three. Maybe only two.
I really love the sound and general mood of the game! Heavy and creepy. I had some enemies go through the walls, which was even more oppressive. Not sure if it was intentionnal though haha, but it doesn't matter. Good game! If you keep making such games, I'd say be careful that sometimes walking in empty corridors can feel very stale. Be sure to keep the player on edge and give him a big safe room to breathe once in a while. Nice work!
Nice game! Good length, I had fun. Great for Halloween!
That games serves very good as a horror, thx now I dont have sleep. :D
Shooting the fireballs was really satisfying
The sword felt a bit weak but the fireball had a real punch.
The enemy design here was actually really creepy. I think that the sword range isn't communicated quite well, it's way longer than I expected it to be, so it's easy to just spam, but I can't think of how else you're supposed to beat the levels otherwise. The fireball powerup is really cool but the reload time is also not super well communicated, maybe if there was an animation or a bar or something? Finally I think the mouse sensitivity was a bit high but it wasn't a huge deal. Overall a decent game with good atmosphere that reminded me of doom, good work!
I love the art and the vines. The fireball is a good relief from the difficulty of the sword. I'm usually not into maze level design, but this wasn't too frustrating so good job there.
Really liked the art and audio! The Controls seemed a bit off (maybe not sensitive enough). Very impressive, especially since done from scratch.