charliegray 2020-04-19 21:44
I really like the artstyle of your game. And i like the idea of having enemies that attack you and enemies that attack the flower you need to protect.
Foon → Ludum Dare Explorer → LD46 → Flower Defense
By evolving
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 796 | 3.11 | 84 | |
| Fun | 858 | 2.82 | 84 | |
| Innovation | 998 | 2.55 | 84 | |
| Theme | 506 | 3.69 | 84 | |
| Graphics | 178 | 3.96 | 83 |
I really like the artstyle of your game. And i like the idea of having enemies that attack you and enemies that attack the flower you need to protect.
Nice Job! I really like the pixel art for everything. I agree that the split between things attacking you and attacking the flower is good. I think the hit area for the sword is a bit on the small side. I was having trouble hitting things sometimes.
@bradcode Thanks for the feedback! I'll increase sword swing radius for (Alpha?) version)
The game looks amazing
Great looking art did you use the unity tile system?
Love the art, very well done there! I wish there was a way to attack up/downwards tho!
@tomeks Yep. I used unity tiles with kind of overlapping.
@ioan-pop I,ll probably add spear in the alpha version, that'll allow to atack towards the cursor.
Honestly, the best thing here is the graphics. I think the sword needs to be faster and have more **umph** and the player health should be signified.
Having something to show player health would have been really helpful. I wasn't even sure if I was taking damage until I was flashing red. Fun little flower defense game.
@supergamersgames Yea. I Know. About sword. I agree, that it should be faster, but faster attack = more dps = enemies die quickly = no chellange. To speedup sword it's needed to add more complex and strong enemies for the ballance.
Art style looks great! I wish it was available on Mac for me to try :) Good luck to you either way ;)
Arrrrrttttt! I thought about doing melee in my game. I think I need a lot more thinking about how to do it effectively xD. So thus firing some projectile until i can figure it out. I loved the snails, the powered dust, and the trails left by the snails. Indications when you were hurt, and such. :-) Nice.
Cool map and art style! I liked that the snails actually have slime under them! :D Really cool. I missed some UI, but overall I had a good time play this game :) As a future improvement, consider putting more stronger weapons in the game. The enemy could drop them if you kill them.
Game looks very nice, especially the particles. The sword swing feels a little bit off.
Nice art.. :) Was missing healthbars for both player and enemies and maybe a faster swing. Nice job.
yay art
Yea. The particles rock ^^
You've got the basis of a good game down; i'd like to see wave variety, and maybe some upgrades.
As feedback, I was expecting to dash in the direction I was moving, not facing. Also there are some blind spots where the sword doesn't reach, vertically. I'd have liked to be able to aim upwards.
@ironygames I'm going to turn it in somthing like classic Zelda + ETG.
Neat game, I liked the art! It does feel like something is missing, some sort of player progression would help I think.
Nice Art!! I can't against the wave of 3 snails, how to pass it?
@wekaj I'll add progression in the future
@lalada It's possible to hurt 2 snails an a time
best art i've seen so far in this ludum dare. the enemies sometimes bugged and couldn't find the right path to get to the flower tho.
The graphics and gameplay is simple and pretty good. But the game needs some music and a better game over screen. Overall a pretty good jam game. Well done.
I love the graphics I just think that the attack is too slow and it stops it being satisfying to kill enemies
A really pretty game with a lot of potential. Could use a little more polish, but hey, it's a gamejam. Either way, I think the dash should have a cooldown, but deal damage to the enemies.
I like the aesthetics - however it all blends a little bit into eachother :smile: not too bad though
Congratulations on the entry :thumbsup_tone1: :purple_heart: :dart: :frog:
good, but i can pass the map-border, should fix that i guess
The art is absolutely beautiful, very well done! I either won or lost after some different colored snails came up, I'm not really sure, nothing got to my flower so I think I won?
These graphics (as mentioned by pretty much everyone) are truly beutiful. You realy know what you're doing! The enemies are funny, as they're SNAILS! Attacking could use a bit of tweaking, but overall it's still amazing. Kudos!
Oh man, the art is wonderful! Good work! Some feedback on whether I won or loss would be good, but otherwise good!
Beautiful Pixelart. I had my fair share of fun switching between defending myself and the Plant. I would appreciate to get some Feedback from the Game and a real Menu would be nice as well.
the piexel art is good
Hey man! So I think you created really **fun** game, I enjoyed messing with it. Here are my notes on things that I liked / disliked
**Good stuff** - good implementation of Ludum Dare **Theme** - beautiful pixel-art - very cool looking animations (especially grass and water) - interesting mechanic with two types of enemies, - different types of snails, adds variations to game difficulty
**Things that could be improved** - user experience -> the biggest grip for me with the game was that I wasn't sure if goblins did any harm. It felt like I could just ignore it and nothing would happen. I really missed Health Bar for player, but it looked like player couldn't be killed. - I also would like it better if Flower would have some health bar/durability so game won't end the second first snail touches it. - I was missing some sort of _ closure _ to the game, when Snail hit flower than game was over. There could be added UI for score that shows how good player did, how long he managed to Keep Plant Alive and so on - game would feel more natural if there was some background music
Overall I think you did amazing job for such a short time.
Nice pixel art, and the snails are very cute, really. :slight_smile: A bit of HUD for health (both player and enemies) would help and then some progression, as was said before. (And some music maybe?) Good job overall!
Controlls a bit hard, cant aim up and down. Also - some ui or game state feeback would be good. But overall good direction and decent art
@croze Yes! Cogratulations!
@saviqq Thanks for your awesome notes. I'm going to continue developing this game into something Zelda like, where defense encounters'll be one of the main mechanics. It's early prototype and there is a lot to do. I'll start polishing soon)
I really liked the game but i do think some more feedback on health for the player and enemies would be nice.
Things that work: - Art is great. - Animations are smooth and nice. - The concept is great, It's almost like half tower defense but also with mobs that target the player? There's a game here for sure. - It's possible to dash into the water and get kinda stuck, but it looks as though you've got some mechanic to pop the player out which is a nice touch.
Things that could be improved: - When I initially played I expected the dash to go in the wasd direction I was holding rather than the look direction. - I think there needs to be a UI. - I think a few more mechanics are necessary, not tower defense stuff necessarily but potentially a way to slow down enemies or block them or something. Just to break up the loop of dashing to a group of enemies and hacking at them before dashing to the next group.
Nice work!
Art, animations and mood are on point!
The gameplay felt lacking however, the sword fighting got repetitive and uninteresting rather quickly :(.
I was brought back to C64 times. Good old C64 times. Your art captures that feeling perfectly, and it took me several minutes of realizing I was playing via mouse, and not a joystick.
100% pure nostalgia, I love it.
The Graphics are pretty nice. It would be nice to have a heath bar or something to tell you how much health you have left.
Oh man the graphics! This is one of the best looking games I've seen so far. It would be nice if the sword moved a bit faster as it feels a little unresponsive atm. Fantastic job!
Graphics are great, but the combat feels a bit janky.
Absolutely love the pixel art. I think it's missing out on some more sounds and HUD elements to give more cues to the player. First time I lost and got no feedback so I assumed a snail ate my flower. Good game overall.
The graphics are great! Love the snail look and the goblins. I was a little confused at first because I couldn't tell where my life was at and if I was even being attacked.
I think the combat could have used a bit more polishing. The graphics however look pretty great!
I have to agree the art is amazing! I found it a little jarring when the game just went back to the title screen after a snail touched it. Other than that is was a great little game for a 48 competition.
Pretty cool game, idea is cool, i really liked animations of enemies, AI could be improved, because now enemies just run staright at you, without any pathfinding, so you can just stuck them, Main Menu could be improved, because it's just a play button on default bacground, but still it was pretty cool gane
While solid overall, the controls felt quite loose, and the creativity wasn't there for me.
Very nice graphics
Hey! So I thought what you were able to accomplish fit the theme of this Jam very nicely. I really like the asset design and the character feels great to move around. Those are my favorite things about it, but now I'm gonna write about the negatives.
+ I would improve your overall combat mechanics as that is where the game has its biggest flaws. + Hit detection is very inconsistent and as the player I feel as though I cannot reasonably distance myself from the enemy in a way that feels fair. + The way it feels to make contact with an enemy is akin to having slices a butter knife through air + the sound effects could use some improvement, this is highly subjective for me, however, because I am no sound designer so take this one with a grain of salt. I like how swinging the sword sounds but it just doesn't fit a sword kind of sound + I mean the world has no boundaries near the top of the map but Ill chop this up to time constraints so no big deal there + Giving the flower more health would have made the game a little more balanced in my opinion + The delay on the dash mechanic should not exist, if I press a button, as the player, I should receive immediate feedback
A really fun little game, and Im sure with some more time it could be a fantastic rouguelike or action rpg, or what ever you would turn it into. Good work!
Nice graphic! I think adding some kind of range attack can help improve the gameplay. Since it would give more choice to different playstyle. Overall, good game made in 48hrs!
First a minor nitpick: You named your zip 'LDGame'. A lot of people do that, and if you're reviewing games, it can get very confusing very fast.
The art is cute!
The level ends abruptly after you lose, there isn't even a sound. I know from experience that this can confuse players. ("What'd I do wrong?", "What just happened?") In that same vein, it'd be nice to see some visual confirmation of the hp of the critters and I don;t even know if the main character can get hurt or if the red-hues damage they appear to take is just for show or not.
Some music would really spice this up!
Oh, for others playing: the left mouse button was slash for me, not space as is written in the description.
Nice pixel art! I liked the enemies being snails, as snails are both evil and pretty cool. I think it would be well served being a little more forgiving to the player. Instead of instant death, have the snails munch away at a healthbar for the plant. The game is a little bare bones at this point, so there are a lot of ways to go with it. Well done, even if its a little limited in scope right now.
hey! nice game! too bad you were first to take the name so we had to opt for "flower defense 2" xd
gj, mine game is also about flower defense, check it out if you want!
You've got a lot of skill in your pixels, but this really needed more communication with the player. The sfx and "hurt" shader were nice to have, but in the future I would recommend that you prioritize some UI to communicate the game state with the player. How much HP do I have? What wave am I on? How many enemies have I killed? Those are all questions that when answered can really help the player to feel more "involved" in playing the game. As an aside, if your only menu scene option is "start", I'd just launch straight into the game scene instead. Overall, nicely done and I hope you come back for more in the future! :smile: