bereg 2020-04-19 22:35
Simple yet addictive game. Great job!
Foon → Ludum Dare Explorer → LD46 → LD46 - Keep it alive
By zwodahs
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 437 | 3.52 | 26 | |
| Fun | 692 | 3.08 | 26 | |
| Innovation | 569 | 3.22 | 26 | |
| Theme | 343 | 3.85 | 26 | |
| Graphics | 502 | 3.47 | 26 | |
| Humor | 557 | 2.66 | 23 | |
| Mood | 233 | 3.59 | 24 |
Simple yet addictive game. Great job!
I seem to have misunderstood something and died from an oxygen overdose. Neat game nonetheless!
@ssstormy oxygen overdose is due to a leaking tank. You will need to fix that :D
Hint/Spoiler
- Survive for 5 minutes - There are a few incidents that will happen each with their own effects
1. Broken wire - caused an increased in power output 2. Fire - cause oxygen pressure to drop 3. Broken oxygen tank - cause oxygen to leak and increase 4. Clogged Vent - cause oxygen level to fluctuate.
- You will also need to refill the power station regularly. - To see oxygen level and overall power level and output, you will need to be near the control station in the center. If you are near the power station, you will see the power for the specific station.
love the twist at the end, the red flashing give me some panic attack
Very nice game, and good art execution, If you ever gonna to post mortem, this will go great with some 8 bit sfx.
Very good game, what had to be done was very clear.
Neat game, not bad. I don't know what to do to not die really but it's a nice atmosphere for sure.
Hi there. Here's my feedback..
* I prefer controls with arrow keys when mouse is not used * I would have liked some kind of indicator (icon, sound, etc) what sort of incidents were active instead of randomly running around the map.
Overall it was a fun game, good job :)
Unclear how to fix oxygen issues
Kind of made my hand sore after a while with the W/A/S/D :(
Great graphics, interesting premise. Good luck! :)
Very good game, I had fun! It was a bit difficult to find the fires. If you ever add sound, could you add a fire noise and make it louder when you are near fire? That would help.
@saeedprez: Noted. Updated with the arrow keys
@goldfish-games: yeah... i feel you. I had reduced the win condition time from 15minutes to 5minutes because of that. My first map was way bigger than this and there was even more moving around. Oxygen issue are usually due to fire if it is going down, or the tank leaking when it is increasing.
@nikita-demidov : intentional that I don't want people to know where the problem is. Initially I wanted to add camera objects so you can put them in places that you want to see. Perhaps I will add it next weekend.
Cool game! I wish there was a better indication of where an issue is. If the intent was to make it difficult maybe it would work to have flashing lights or other random occurrences that could help you at least get an ideal for the general area where the broken wire or whatever happened.
Very addictive for such a small game. Interesting mechanics, and kudos for providing the tutorial and visual cues (like the flashing light). Figuring out issues was a bit challenging, but rewarding.
My sole complaint is the way the game doesn't end after 5 minutes. I legit believed that I either haven't hit 5 minutes, or there was a second ending in sight, and replayed several more times until I saw that I kept going for ~10 minutes and going for much longer won't be possible due to limited power supplies. The realization was a bit frustrating :D
The "victory" screen is the realization that you can't escape and you will always lose T . T perhaps should make it clearer that you can never win.
@eldar you manage to keep going for 10minutes? that's Cool, I suppose you finish all the energy cell ? That was the intention. The finite energy cell means that the game will only last 10 minutes or so, 15 if you managed to maximize all cells (swapping only when it hits 0).
Let me add a new game over screen today to indicate that there is nothing beyond that.
Very fun! I survived until I ran out of energy tanks and was hoping for a secret ending.
Very fun, frantic game. During my first run, I lost shortly after 5 minutes hit because a fire appeared immediately behind me while I was recharging a station, and I died on my second run after ~10 minutes from power loss. I like that you can see where everything is at all times but only know what's wrong when you're up close. If you continue working on this, I'd love to see (hear?) some sound effects added, I imagine the red flashes would cause even more panic with the right sound effect attached.
Nice game, I found the idea interesting and I like the mood you planted there but I think it needs sound design to really be immersive. I liked the ending twist but as I could go on with the tasks, I was waiting for a second ending. This has already been said but I felt it too so I wanted to share ^^
I think it needs some balancing on the difficulty. At first play when you have no idea what problem is caused by what, you die a lot (oxygen was mainly what I suffered from) and once you know how to fix each problem and how to prevent it, the 5 minutes wait is a stroll. The computer is a good idea and a useful tool but maybe it could make use of a clearer interface like signifying that there *is* a problem (red text or bleep noise) and maybe a dialogue box for the first time you encounter a problem("hmm. One of the oxygen tanks is probably leaking.")
These are just small things I think could be bettered but on the whole I found your game quite amusing and well put together. The graphics are nice too and the number of different actions to be performed is well balanced. The dev seems good too : fluid interactions with world, great fog of war, no bugs or crashes. Good work !
Nice game! I found it easy to play and understand, just wished there were a bit of music going on :). I liked the "end" haha, that was a cool idea! I did continue until I run out of energy, so thought that was the end, also liked the fact that things became a bit more intense. Would be fun to have a way to find the energy cells, or create some somehow to keep going until it becomes too hard? Also the UI could be improved a bit, I found the text at the beginning long and hard to read, it you break it up (show the first paragraph, then press space, then the second paragraph...) it would have helped.
This worked really well. It took me a bit to understand how everything interacted, but once I did it made sense. If you make a version 2.0, I would maybe make the whole thing visible with more frequent events, that way the player spends more time solving problems than they do looking around. But overall this was really well done. Nice job!
Thanks for the kind words and feedback @stevenjmiller @gnocchi @peterfiftyfour @kevinworkman
I had a lot planned for this initially. I wanted to have mini game for each repair but I realise that would take too much time and I might not finish the game and decided to cut them out of the scope a few hours in. I also had ideas for "Camera" so you can place them and have more control. I also wanted to have more type of incidents but I feel that would confuse the players way too much for this LD, so I also cut them and prefer to make a tighter game instead.
Planning to see if i can expand this ideas a bit more and polish it up in the near future =). Do follow my itch and I will post it there :D
Hey! nice concept. I the idea behind rushing around the base maintaining the equipment was a good one, but it was a bit rough having to just cycle around as fast as possible to try and find everything. I liked the LOS, and the way that was used to reveal the broken components, but I think perhaps if the centre control panel could be used to reveal broken things, I would have appreciated that. The simple art style was pleasant, some music would have gone a long way as well. Thanks for the game!
This is a strong concept! Played till the end and liked the twist.
I really enjoyed the idea of having to check back with the main computer to figure out what's wrong, the FOW effect really heightened that aspect. I think this idea could also work really well in a first person 3D game because the level geometry would obscure things too.
Great work!