FoonLudum Dare ExplorerLD46 → Planet Doom

Planet Doom

By nnnikki

View on ldjam.com

CategoryRankScoreCount
Overall2623.7130
Fun5943.1930
Innovation2283.6730
Theme6023.5830
Graphics1903.9230
Audio1173.7729
Mood953.8730

Comments

mantaraytv-games 2020-04-20 13:33

The controls feel responsive and feel great to use, but the screen shake and glitch effects feel very disoriating and annoying. The enemies can sometimes be hard to see because they are so small, but the rest is pretty fun! It's a good game with some bad parts, but I would never say it's bad.

nnnikki 2020-04-20 14:42

@mantaraytv-games Thanks for the feedback. Tbh, I just wanted to really give the player that feeling of impending doom, though I might've gone overboard with the screenshake. I never know how much is too much! Do you think there's anything else that could've been improved?

mantaraytv-games 2020-04-20 14:46

@mantaraytv-games Actually no, the graphics look very good, the controls are great, my only pet pieves are that the screen shake is too much, and that you could for example: add a white outline to the enemies and make them more visible that way!

myles-mccoy 2020-04-20 16:43

The screenshake is a bit much but in the end I think it works in your favor. The graphics are absolutely killer, I love the sound effects, and the win condition is extremely engaging. It's to difficult for me, but that doesn't keep me from being a fan. I also really enjoy the lore and terminology, very well done.

rich 2020-04-20 18:13

You absolutely killed it. Great job!

mark-kelly 2020-04-20 20:53

I love this game. The game is extremely challenging, but only a little frustrating. The pixel graphics are great. What I love most, though, is the sound. The music creates an incredible sense of urgency and dread, and the sound effects make every action feel great. Great game!

dev-dwarf 2020-04-21 02:56

I really liked the sound and art, and the design and story seem interesting. But ultimately I couldnt get far in because the extreme screenshake and random flashes of bright colors started to trigger my migraines.

agegorin 2020-04-21 09:44

I liked how you keep players under pressure by gameplay, music, and effects. Great job!

zyro 2020-04-21 16:32

Hey 89o, this is a great game. The gem of this game is its simplicity in fresh mechanics that work together beautifully (e.g the looping from bottom to top as a way to replace the lack of being able to jump). The players movement is fluid and precise, and the powering on of the 4 systems had me mashing my keyboard so much before the enemies came. The effects were brilliant for me as they made the game more and more frantic as time went on (although an option to turn them off would be good for people with epilepsy and other conditions). Something that could be improved: In one instance, i was being spawn camped by the enemies with no way to escape and i think the level design in general could have been improved a bit to encourage interesting routes to the 4 systems. Other than that, there is just things you could have added such as game modifiers as the planet begins to break down such as: gravity flips or inverted controls.

Overall, brilliant game with a massive sense of urgency!!

nnnikki 2020-04-21 17:25

@dev-dwarf @zyro I actually didn't consider epileptic people when making this, I'll make sure to do that next time, maybe also decrease the amount of screenshake. (I did that in my commercial game, I just didn't realize it would be important for a jam game).

cvetk0 2020-04-21 19:01

Huh, this one is intense. I have to admit I was completely disoriented for a while, and couldn't figure out how to outsmart the creeps. I did manage to get two terminals online, but not more than that. And honestly I think that was enough for my brain with all the shaking and beeping :smirk:. While it may be hard to keep up with this game for a longer period of time, it definitely gets 5 starts for the mood category. The doom is coming, and so are the troglodytes, aaaaaaaaaaaaaaa :smile:

megalink 2020-04-21 22:13

Excellent game man! Everything is very well-polished; the particle effects that release when moving around and landing for instance add so much life to the game. Artwork was great and very consistent throughout the entirety of the game. The music was almost unsettling, and when placed in combination with the sound effects were absolutely phenomenal in creating an atmosphere. The keyboard-mashing mechanic is effective and built around the intensity and chaos of the situation. As you've all ready gathered, the visual effects were definitely a little overkill and despite largely enhancing the intensity and sense of urgency, heavily intruded on the gameplay experience. The terminals were also a too visually hidden/ambiguous despite being objects of significance - perhaps they should be lighter and more eye-catching. Furthermore, you could have it so that there's some form of outline or highlight on them when touching to indicate that they're able to interacted with. Overall a really well-polished and unique experience, great work!

wert 2020-04-22 11:06

I really liked the idea of it but got a little sick of the constant flickering and screenshake. And I died way too often as I sometimes just didnt saw what was coming at me or being already there. Otherwise a really good entry just really hard for me

adriankrawczyk 2020-04-25 08:30

great!!

deadboygames 2020-04-25 09:50

All 5. Very fun and innovative. I really enjoyed the button mashing to hack like they show in the movies :D! Also the BGM is killer. Thank you very much for this game!

hadb 2020-04-25 10:56

If the idea was to have a stressful game, it worked! It's a bit frustrating not to be able to destroy the creatures (a shield system would be cool) but the whole thing is really good! The mood is superbly well rendered Goo job!

kszaku 2020-04-25 13:47

This is pretty solid entry. The idea of blowing up astronomical object, to stop evil alien infestation weirdly reminded me of the very first Halo game. The gameplay is pretty good, although it took me a while to get used to control scheme. The only issues I have are with the GOD DAMN SCREEN SHAKE and I kinda found the music to be a little off-putting.

huvaakoodia 2020-05-02 16:05

This is cool in concept. You know how the rest goes.

The screen shake and glitch effects are not too much, they are simply tied to the wrong thing. The 10 minute doomsday clock should be the driving force behind the effects. When down to the last few minutes it should get about as intense as it currently gets after about a minute.

I don't even understand what causes the shakes. Even when hordes of troglodytes keep matching into the core, the shakes won't subside. What gives?

At least the station at the top right is very difficult to hack when a near constant stream of troglodytes is falling just next to it. The inability to do anything about it is actually rather infuriating. *Better try again and start with that station then!* The troglodytes could use some randomness in their spawning and movements so that they don't always move through the same paths.

The one minute core meltdown combined with the 10-minute self-destruction sequence is rather strange. It would make more sense if the character could only survive for a minute without recharging at the core. This way there could actually be some kind of a visual on the dude (or a plain GUI element) indicating the current charge.

Little things in the end, yet they make all the difference in a world of headaches.

nnnikki 2020-05-02 17:30

@huvaakoodia Hah, just when I thought I finally used all my previous experience to make an actually fun game, this is what happens. Life hits ya hard sometimes. The energy is actually indicated by the color of the bolts in the core, and the screenshake is caused bythe energy, and the timer, and the amount of troglodytes. You're right, it would be better to send them to different places and I also thought about sending them in waves.

huvaakoodia 2020-05-03 12:36

Well, I should have mentioned that you certainly did a good job putting the project together. The presentation is proper and planet layout combined with the backstory do add a unique spin to it.

It is just a few small design issues causing a problem and the only way to get better at design is to keep playing things, making things and criticizing things. Jams are great for all of these!

jspacek 2020-05-07 05:37

Wow!! One of the most impressive full-package compo games I've seen yet. Gameplay, music, and graphics all have a very impressive level of polish.

Mechanics were overall very well thought-out, but not having any obvious way to avoid enemies in a pinch (no dodges, no attacks, no jump) was... unexpected. If the goal was more to plan ahead and path away from enemies, one might expect that they'd move slower, or that the screen would stay zoomed out further, or something to accentuate the "strategy" of path planning. If that was a design goal, that could have been emphasized or realized better.

Kudos once again for the polish on the finished product.

xart2012 2020-05-07 06:08

is linux version 32bit? can't run it on my debian 10 64bit ...

upd: can't start on 32bit too ...

uvwar 2020-05-07 21:17

Fun game! I liked the scrolling world and spooky music. The dark colors inside the planet and the very intense screenshake meant I had to stop after a while, though, because I found it hard to see/was getting motion sick.