agegorin 2020-04-20 11:59
Nice game! I realy enjoy this rapid gameplay.
Foon → Ludum Dare Explorer → LD46 → Protektor
By rujo
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 251 | 3.96 | 42 | |
| Fun | 69 | 4.13 | 42 | |
| Innovation | 2018 | 2.85 | 42 | |
| Theme | 1203 | 3.67 | 42 | |
| Graphics | 1082 | 3.72 | 42 | |
| Audio | 241 | 3.92 | 41 | |
| Humor | 1660 | 2.44 | 37 | |
| Mood | 939 | 3.53 | 40 |
Nice game! I realy enjoy this rapid gameplay.
I love this, the most fun game I've played so far! (Great music).
Such a fun game. I got strong ApeOut vibes from this! I love the 2D Ragdoll. A really solid game! Well done!
nice game, I like the nervous gameplay
Very fun gameplay. I would have probably preferred mouse and WASD, although the auto-aim included with these control scheme occasionally made me feel like a badass. One note on the graphics, it feels like the pixel art is using bilinear or similar scaling. "Nearest pixel" tends to look much better with this kind of thing and gets rid of the blur.
Awesome game! really nice graphics :)
Nice, I like the fast pace, feels like it might be good for speed runs.
Quite difficult at the beginning but really fun. The auto aim is quite nice. I would prefer wasd over arrow keys for the controls.
hehe nice synthwave, gameplay is reflexive, fun, and feels really nice. the shading is a little weird though since you have the top down ape-out eques walls but the walls shadows act like its at a angle
My favorite so far. I love the perspective. Great sound design btw.
Was fun to play! Liked the generous aim and I think the directional controls made it feel more unique than using a mouse. I couldn't beat the 6th level.
Pretty addictive. I played until the end, even tho the ramping difficulty was killing me! You really start to get a feel for it after a while tho, and you end up chasing those runs where you feel like a proper assasin haha. While it was short sharp and shiny I felt like the only thing lacking was some mob boss or something at the end, maybe with better AI and a machinegun or exploding grenades or something. That would have been a lot of fun. Solid work tho!
really fun!
Very fun! love the art style! The sound effects are amazing! The movement feels awesome! A very strong Jam entry. Good job, and keep it up!
Feels really good to play and the dificulty is right on the money. Well Done!
This was great! Controls feels really solid and shooting is so satisfying :) I like that everyone die after one hit. It gives a bit tactics mechanics to the game because I cannot just run and shoot. Also audio was great and visuals are pretty nice as well. It was very pleasant experience it kept me playing until I finished it! Very well done!
very nice hotline miami style game. I like what you did with the pixelated graphics effect. The aim assist also worked really well. Good job!
Nice game! The graphics were nice, the music was good, the gameplay felt good for the most part. Level 6 is where some of the pains showed a bit – I get that the escort mission-style play was for the theme (although is the hostage really an "it" :thinking:), but escort missions in games are rarely fun! The red VIP got in the way, or was too slow, and I generally wished I could just tell them to stay put in a corner while I clear the room; or alternatively there could have been a tactical mechanic for "protecting" the VIP with my own body, or by pressing a particular button to shove them on the floor or something. The slight auto-aim was nice, but sometimes a little bit unreliable (it felt particularly weird because of the slow turn speed I think). I liked that the gun had a limited clip size and reloading required to slow down. It was both funny and sad to see how often the enemies shot each other down. There was a minor graphical glitch: the bullets were visible through the walls (but such a situation is rare since there is not much shooting off-screen or from behind walls). Some more variety in the level decor, weapons, and enemies would be appreciated of course!
Game was really fun, I especially appreciated the target lock. I think for the levels with more routes I would've liked more optional starts to collect, but that's a small gripe. Great entry.
I loved the pixel art. The game was nice and fast paced as well. The auto aim helped nicely. I got rather frustrated when enemies who I couldn't see shot me around a corner, but it was great. Simple and effective and fun. Good entry :)
Nice smooth gameplay and good controls - strong Hotline Miami vibes.
I think I would have liked the camera to be a bit more zoomed out to lessen the trial-and-error aspect, and while it wasn't super frustrating or anything I don't know if the escord aspect made it more fun.
I loved the aesthetics of the game and it´s fast gamplay, I would have liked a faster respawn. great game!
very smooth and fun, we need more levels !
Absolutely astoundingly good game. Definitely the best out of ~20 I've played so far. It's so good that the only criticisms I'd give it are not what would make it a an even better Ludum Dare game, but would make it an even better COMMERCIAL game.
The one thing I'd work on is taking out a little more of the perceived randomness in the game. Although it's wicked good fun, a great proportion of the player's death feel like they were random or accidental, like they "weren't really my fault." This defies the principle of "Intentionality" in game design, where ultimately, the player should always end up feeling like they *deserved* their result, whether winning or losing. This game has a ton of intentionality, but there's just a little too much chaos that determines your success sometimes even more than you yourself do. Here are some of the factors contributing to that feeling of, "Hey, I just failed but it wasn't my fault!"
- Enemies are gray against a gray background. - The walls loom up and block your sight. - Enemies can see and shoot you (or your friend) from off-screen. - Your sidekick—whose AI is actually pretty great—often does dumb things, like getting in front of you. - The auto-aim sometimes doesn't shoot who you think it should.
Not one of these things is bad. In fact, most of them are really good: the enemy AI is great and they generally feel slow enough to feel pretty "fair"; your sidekick is great, knows to try to stay behind you; the auto-aim system is pretty great. The problem isn't any one of these things: it's the combination. There are enough "automatic" things going on in the game that add randomness and chaos and make it harder to translate player *intention* into the desired *action*. Again: this is occasional. If it were happening all the time the game would be bad. It's occasional and the game is really really good. But as the levels get harder and death becomes more common, the game becomes more hopeless because there are too many automatic or "blinding" factors that make you unable to convert intention into result. Is this making sense?
I actually think the solution is extremely simple. I'd suggest just two changes.
1. Change the enemy hat color to stand out just a little more from the floor. It's hard enough to see the enemies given the limited sight radius and the looming walls. They shouldn't be camouflaged. The player should never lose a level and think, "Wait—I didn't even see him there!" This single change will help a ton. 2. Slightly decrease the radius at which enemies shoot. If you make it so that enemies only ever shoot when their target is within—I don't know—two or three body lengths (measuring relative to the dead bodies on the ground), this will prevent a lot of accidental losses while keeping the game hard.
I'd play this game for hours if it were slightly less random (in that sense) and if there were more levels. Terrific!
One of my favourite games so far. That last level (and floor 3) were the hardest for me, but it's skill-based enough that I always wanted to come back. Very nice work.
Nice game I totally agree with what OldPeculier said.222.png
Really good - satisfying twitchy gameplay, interesting graphical style, and a great soundtrack. Nice work!
Just played the post-jam version as well (or the first few levels at least) and I had to come back and say that it's really impressive as well. I love the extra visual flair and the gameplay additions are great. I think I'll be coming back to this one!
thankyou @randomhuman @pengda @mike-cullingham @chromaphase @fer9001 @neontropics all the others and most of all @oldpeculier for you deep analysis and suggestion, it really made my day to see not only people playing and enjoying the game but also take some of their time to put down their thoughts about my stupid jam game :D thank you really!
I pretty agree with what you said and I'm working hard on the game lately in order to have the game improve more and more (in the limits of my time and ability) at the moment I'm developing a very powerful level edito wich will allow me to create a lot of new levels in a smaller time (at the moment the process of creating one single level is slow and tedious) but I'm taking down notes of what you said together with a list of other things I'm planning to introduce in the game and hopefully it'll all be in the next release.
(here's my twitter for upcoming updates: https://twitter.com/marcobandolo)
I love it, it's pretty fun, the way the enemies die, it feel good to shoot them! It's interesting that you die with 1 shot, but at the same time it's frustrating when you die multiple times in a row, and I don't wanna play this game being careful, I wanna play it like "Ape Out", it feels like it. So I would do one of this two thing. Or I make the "restart" instant, less time with the black and white screen (I like that effect) and absolutely instant reload of the scene (I know how to do it in Unity, don't know in Construct), and the other option that I would do is to keep that guy you must protect 1 hit kill, but the player could take a few shots before it when down, that way you can get that exciting Ape Out/Hot Line Miami and at the same time you can't be reckless because you must KEEP HIM ALIVE. Well, great game I really like it!
Hotline miami like. love this one.
Amazing game! I love the fast-paced gameplay. The visuals are wonderful (if maybe a bit too blurry), music and sounds are fantastic. If there is one issue I had with the game is that the camera is sometimes a little bit too twitchy, especially when you're suddenly changing movement directions. It would probably also be nice to directly control shooting direction instead of having to rely on auto-aim. Other than that, I loved it. Right now I'm trying to complete level 6, I'll keep playing it till I finish it. ;)
Loved it :). Super tough, espetially the last level which I had to redo at least 6 times. The controls are great I fel like I could become good at this then you're like ok then, BRING IT!, I love the fact that everybody can kill everybody else (which happend many times), I really enjoyed the 3D aspect of the set for embush, I wish the game was longer but hey and SPECIAL PROPS FOR THE MUSIC, IT'S AWESOME!!! It was nice already while playing but when it gets to the end whohoooo. I had to sit through the loop six times (I was kinda sad I had to stop it to come here post comments - I'll take another few spoons of it when I'm done. ) Well done. Good little game.
Really fun game with solid gameplay! It got really tough and I wanted to go faster than my character would turn :joy: Great work!
Also look forward to trying to post jam version later, it looks fantastic!
Fantastic few levels, however the https://www.vlogr.com/ last one felt like quite a difficulty spike! I love the concept, music, and graphics. My only complaint is that the camera felt just a bit too far to the right.