FoonLudum Dare ExplorerLD46 → Keep Them Away !

Keep Them Away !

By spacestrawberriesstudio

View on ldjam.com

CategoryRankScoreCount
Overall22622.9324
Fun23362.6124
Innovation25002.2024
Theme21373.0924
Graphics20202.8824
Audio10663.1824
Humor16502.4523
Mood21352.7524

Comments

dovahkciin 2020-04-21 13:56

You should but a webgl version :)

maryush28 2020-04-21 14:35

I will start with negative (constructive) feedback:

The catapult costs are too high. The game gets boring before you can collect money to buy it.

Playability is max average, which is mainly due to the low pace of the game. You could have increased your fire rate per purchase earlier on first buys, and then let it decrease slowly. If there were more shots, more opponents etc., it would be nicer for my time to pass. Look at this in the context of the Defender 2 game (android).

Instead of pointing your opponents directly at the player, you could set them NavMeshAgent (if the game was made in Unity), they would avoid obstacles.

And a flower at the end - shooting 90 degrees from the mouse target. Apparently negative, but it increased the level of difficulty, making the game more interesting.

cheers!

spacestrawberriesstudio 2020-04-21 15:08

Thank you for your feedbacks @maryush28

lukebenkart 2020-04-21 15:10

Nice Game Overall! Some feedback - The catapults are really expensive, and the aiming was a bit wonky with how yo set it up.

darottio 2020-04-21 15:15

Although I'm not sure if shooting 90 degrees was intentional, It really did add some interest an difficulty to the game! Nice job!

spacestrawberriesstudio 2020-04-21 15:17

@lukebenkart thank you for your feedbacks

spacestrawberriesstudio 2020-04-21 15:22

@darottio Thank you for your comment

aaron-taube 2020-04-21 19:31

I hate to echo previous sentiments, but I did enjoy playing the game. Need to be able to get to catapults way faster, and the mouse target thing is definitely annoying.

spacestrawberriesstudio 2020-04-22 06:14

@aaron-taube thank you for your feedbacks. Your feedbacks help us to improve our game and also improve ourself.

naughtybird 2020-04-22 15:55

This game reminds me about Robin Hood! :) But for me it was quite hard to control the character. Also the game becomes quite boring after two-three waves. Maybe it would be more interesting to increase the amount of mechanics. Anyway, nice job!

postmeridiangames 2020-04-22 16:17

With a bit of tweaking, this game could be more fun to play. Each wave is quite long. Perhaps, you could make them shorter and more challenging. There also is a small issue, with the aiming of the arrow (t's 90 degrees off). Nonetheless, I still had lots of fun on this. With those tweaks, it could be even better ! :)

amazura 2020-04-22 16:32

i manage to max all the stats :laughing: so, everyone complaining about the catapult, yes it's expensive but i think you don't need catapult on the beginning wave but i don't think it's work on high wave either.. i mean it can only attack one enemy at a time. you still need your effort to defend it. invest on bow, it's worth upgrade.

by the way.. good job on making this and i love the music, it kept me playing :smile:

~.PNG

spacestrawberriesstudio 2020-04-22 17:53

@amazura thank you for your lovely feedbacks . Have fun !!

spacestrawberriesstudio 2020-04-22 17:54

@naughtybird thank you for your feedbacks.

spacestrawberriesstudio 2020-04-22 17:55

@postmeridiangames thank you for your feedbacks .

bitpokit 2020-04-23 02:56

This is cool! It's like a tower defense game, but YOU are the tower! So fun and cool art too! Great job! :slight_smile:

multiplexor 2020-04-23 03:41

Nice gaame, very well implemented, I love the way you made firing the bow not be just pointing and clicking but it actually takes some skill.

The only thing I would change is that the fortress has far too much life (or the knights hit not enough), and there never feels like you are in a real danger of loosing (even when there are many many knights around). But that's a minor flaw. Well done! Keep it up!

random-thoughts 2020-04-23 09:23

The main problem I have with the game is the weird aiming where its aiming 90 degrees off from my mouse. I also wonder what the point of the obstacles are as it doesnt block my arrows and instead just creates areas where enemies get trapped. Maybe have the enemies move around it and have the obstacles block the arrows so you create areas where you have to respond faster. This being your first game jam though, don't worry too much about it, you'll improve in time. Hope to see you in the next one :)

ivan-garcia-filho 2020-04-24 03:13

Coll Entry!!! Kinda "weird" and funny the enemies coming with the wrong forward direction!

emperor-eagle 2020-04-28 03:20

I enjoyed this game and had fun! Cool graphics that worked well together and the game worked really well! I would advise spicing the game up a bit with easier to access upgrades and a faster tempo for the gameplay. I could easily tell what was going on as the design of the gameplay was intuitive and good overall. The mouse aiming was a bit strange being 90 degrees off, but I felt it worked quite well, as if you really were rotating a turret, rather than just pointing and aiming. So definitely keep that! Overall, a bit unique in how you are aiming the turret yourself, and an overall nice game!

honey 2020-05-07 19:40

I don't think there's any point in adding power ups and enhancements before the game core loop is fun. I don't mean to be mean, more of pointing out the stuff that I think you should focus on next time for your game to be much better.

First - you should actually take the time to prepare your sprites so that they'd face the mouse (and enemies face whatever they heading towards), which was not the case in my playthrough. In Unity, the sprites need to be facing certain direction or need to be rotated inside parent object, which is then rotated via script. Aim would be and feel milion times better had you taken the time to do this.

Also the pacing is very weak. You should never make your game fun by buying upgrades - nobody gonna want to buy them unless they already like playing the game. You should make your game fun without upgrades, and then make it even fun-er with them! The arrows should fly fast from the beginning, the shooting should feel responsive and snappy.

When you get aforesaid right, then try to add some visual feedback - how do I know if I can or cannot shoot right now? By just clicking and seeing what happens? Is there a better way? You don't need to have complex animation, maybe have just two or three frames with ready and recovery poses, or maybe just change the color somehow. Just let the player know, they need to know, it is crucial!

When you done that, focus on enemies - are they fun? Are they ACTUALLY a threat to a player or are they just a cannon fodder? Some enemies can be just cannon fodder, but some need to be actually threatening to the player, otherwise there's no challenge, no preassure. Then you can mix and match enemy types, so that the player actually has to prioritize which one to shoot first, e.g. low threat enemies and high threat enemies.

After you have this kind of game, that is actually fun to play on it's own, then you can ask yourself "what would make this game even more interesting/fun?" Whatever you try and find good you can make as an upgrade. But never put all the fun somwhere in upgrades, nobody is gonna play that far (at least outside of game jams).

BUT!

This was your first jam, and you actually finished a game that has menu, some content, is playable, isn't broken somehow (didn't find anything at least), stuff just works. That is a huge thing and you should be proud of yourselves! You tackled all the different parts of game development and struggled through it and finished your project. Next time you'll be better, faster, smarter. Work on what you did, build on the good, improve the not that good, carry on! See you next jam, looking forward to what you can do next time with all the feedback you got! :)

weeping-rupee 2020-05-07 20:40

Hey, nice entry. I played it on my stream-- the VOD is here if you are interested:

https://www.twitch.tv/videos/614164278

spacestrawberriesstudio 2020-05-08 03:28

@honey Thanks for your great feedbacks, we will work very hard for the next jam !

spacestrawberriesstudio 2020-05-08 03:30

@weeping-rupee Thank you for playing our game in your stream it made us very happy !!!

honey 2020-05-08 12:31

@spacestrawberriesstudio Work smarter, not harder! I would recommend you to study all the awesome resources out there and maybe try to add stuff you learn to this project, so you can see how stuff is changing.

Besides Unity knowledge base itself, which is more technical, there are plenty of design or both tech and design resources, especially YouTube is full of great stuff, e.g. videos of GDC talks (check also GDC vault, which is paid, but contains full archive of talks) but also other content creators (could recommend Game Makers Toolkit, if you don't know that).

Stuff's just out there, go and get it! And most importantly, try out what you've learnt, do some small projects focused on one simple thing, or expand this one. Grow! KEEP IT ALIVE! :)