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No Way Back

By alexbljack

View on ldjam.com

CategoryRankScoreCount
Overall13393.4523
Fun15823.1423
Innovation564.1923
Theme18523.3323

Comments

manadream 2020-04-22 02:40

Really cool idea for how to control a character in am infinite runner. Definitely messes with my head, which is interesting. I think the difficulty could be easier at first to get used to the controls and then start ramping it up, but it shows what the game can do. Good job!

arity 2020-04-22 02:41

Nice concept! This could really be an awesome game. I think this demo shows what you can do with this idea, but is like the 3rd level or so in what would be the actual game, though. You could start the player in 1 lane and give them like a binary choice or shoot/shield and that introduces them to the mechanic in an more easily digestible way. Then move on to 2 lanes and introduce the movement thing. Sadly I didn't hear any music, would've been nice. Overall, great job! :)

trucverte 2020-04-27 17:48

Cool game. It's quite hard to avoid bullets but it's an interesting idea. You have a good base for something bigger!

almagor 2020-04-29 19:31

The concept is a "cash cow".

frozen-spirit 2020-05-02 12:24

Super cool idea. I think that the bullets did move too fast sometimes for me to be able to react and place the tiles and some quick sound could of brought the game to life. I also encountered a glitch in which the floor stopped spawing and I was unable to place the tiles which was strange. Nice work :]

almax 2020-05-02 12:29

Wonderful idea, and well executed. I did experience the bug where the floor didn't spawn, but restarting the game fixed it. Actually had a lot of fun!

panagiotis-iatrou 2020-05-02 12:31

Pretty fun though it was pretty difficult especially at start

alexbljack 2020-05-02 12:50

Thank you all for great feedback! I'm really dissapoined of music absence and lack of balance - this happened due to crical bug in final game build with properly changing cursor to direction blocks and it took me the rest of time to fix it. Anyway it was nice Unity experience for me and I plan to further develop this prototype)

badpiggy 2020-05-03 03:44

The idea was excellent. Don't think I've ever seen anything of this sort before when it comes to real time strategy. But the execution was a little off. The pixel art was nice and the game was rather challenging. Some more work into it and it could be great. Nice job :)

guladam 2020-05-04 14:48

Wow, absolutely brilliant idea. It was a bit hard to get my head around the unusual controls but its pretty fun, and challenging. Great job! :)

I was wondering: is there any advantage of shooting soldiers instead of just avoiding them?

dziek 2020-05-07 21:40

Simiarly to a few people here I struggled a bit with the difficulty, but this has been the most innovative thing I've played so far I reckon. Really like it as an idea, and it's a really strong interpretation of the theme. Good work!

amkingtrp 2020-05-09 11:25

very interesting concept, but very very hard to play; probably due to the speed it's moving at. I would suggest taking a look at an old Amiga game called "Brat" as an example of how you could potentially expand this - dragable icons and time to think of what to do whilst still being under pressure of a scrolling screen.

reallyqbert 2020-05-09 13:20

Really liked the idea of using commands as a gameplay mechanic. However, as others have pointed out, it's quite difficult to actually play using this control scheme currently. Perhaps a RTS or less reflex-y requiring game might have benefited from this. Having said that I think you're onto something here and should totally develop this further. Looking forward to see what you come up with!

BTW, perhaps you're already aware of this: but a couple of times when I restarted the game by pressing R, the tiles all became black and I couldn't place commands or move around. Another time the tiles were fine but couldn't change the commands.

quadtree 2020-05-11 00:01

Interesting concept, although I was never completely sure what the point of shooting was. It always seemed like it was more optimal to dodge, since you don't get any points for killing enemies. It's possible I was missing something, though.

I did also encounter the "no tiles" bug, but I discovered that refreshing the page fixed it. Anyway, nice job!