cottontshirtz 2020-04-21 01:35
It's hard to protect the city when watching it get blown up is so satisfying! I did have some trouble flying around, mostly it just took a long time to turn.
Foon → Ludum Dare Explorer → LD46 → Cardboard Frank
By Aurélien Montero, beardmage, Ethace, Le veau qui bave and Krocomo
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 576 | 3.77 | 37 | |
| Fun | 390 | 3.76 | 38 | |
| Innovation | 602 | 3.60 | 37 | |
| Theme | 984 | 3.76 | 38 | |
| Graphics | 550 | 4.08 | 39 | |
| Audio | 449 | 3.71 | 37 | |
| Humor | 449 | 3.55 | 36 | |
| Mood | 908 | 3.55 | 36 |
It's hard to protect the city when watching it get blown up is so satisfying! I did have some trouble flying around, mostly it just took a long time to turn.
It's one of those times, when working on polishing something random, you end up thinking it might be better if the game was focused around it.. Thanks for the feedback ! Did you use the brake/sprint often to turn around more easily, or was it the camera sensitivity ? Our intention was to make it a bit hard to navigate, so the player might destroy some buildings accidentaly on the way (It would be a shame to miss on those physics, right ?).
Fun game! I felt very powerful. I wish the boxes flew a little faster, and I wish they were easier to pick up. Nice work!
Hey @picross ! Thanks for the feedback ! For the boxes flight speed, it depends on the amount of time spent charging (Up to 6x the base speed after 1.5 seconds). A patch is on the way to improve most of what you said :)
Had an absolute blast with this one (figuratively and literally) what a great take on a city protector sim, nice graphics, solid gameplay with nice controls, everything feels so polished for a game jam game. Astounding work.
The music is excellent and totally matches the situation in the game. The 3D graphics were really tasteful which is hard to pull off in a game jam. Flying around actually felt pretty good. I felt like I could control my movement pretty well. I didn't exactly understand how the ammo system worked. Do you just have a set amount? I was hoping charging up your attack would make it look different somehow. That would make you feel a lot more powerful I think.
Hello @kent-reese and @scott-steffes ! Thanks a lot for your feedback ! Concerning the ammo system, you need to pick up crates that give +3 ammo each. There is an arrow pointing at those so you don't spend too much time looking for ammo ! I've tweaked the charging a bit, added feedbacks and reworked a bit the projectile skin, i'll probably upload a new version today !
Wow. It was really fun to play your game ! Graphism and gameplay were impressive, sound and music perfectly fits ! I destroyed everything when trying to pick ammo, but had an amazing time anyway ! Thanks for your entry ! :D
I had some trouble with the sensitivity of the moviment, but the game was a blast!!! Great graphics too!!! =D
Graphics and music were great 5/5. I found the input really confusing however some feedback on what direction you are floating would help (like a world space particle trail). Another trick is to make a particle field that is very sparse and covers the whole flight area (like just tiny particles that hang in the air) as it helps give the motion a reference point. Really fun but hard to fly. I did the best when I ignored all the input keys except w and just aimed with the mouse only so perhaps you could simplify your input.
I kept dying every time I tried to get ammo bc I couldn't slow down or turn fast enough and crashed into buildings. I suck tho so don't take it as gospel. Another suggestion for the flight model would be increasing both the drag and force slightly, as the extra drag would make it slow down a little faster when you reduce new forces coming in while the increased force would balance out the drag. It should give you a bit more of a burst feel and also come to a stop faster, which makes it easier to control. I liked the floatiness but found the keyboard layout hard to get my head around. An alternative might be asdw - strafe qe vertical but obviously that is up to you. I usually just aimed with my mouse so you really just need a 6 dimensional strafe.
Also I noticed you have multiple builds and might find it useful to look into using Butler on Itch.io as it will patch your versions for you. It looks complex but is simple once you read the manual page.
The browser version didn't load but desktop ran ok. Might want to look at reducing realtime lighting or the number of textures in the build, I suspect the browser is running out of ram.
Super fun procedural exploding goodness. Fireball shader effects and explosions were also super tasty. Could use some additional SFX to round things out. What tools did you use to generate the world? It looks like Houdini maybe? Did you use Unreal or Unity?
Great job, I hope you continue working on this.
Thanks a lot @dylan-fries for the detailed feedback ! I also feel that the control scheme is a bit off, I ended up using the sprint + brake (Huge drag increase) way more than the directional inputs overall. I'll look into it, because it's the first time I did a flight controller from scratch in a whiiiile.
I'll also look into using Butler later this week, it seems like a good idea (I'll prob add an option to switch qwerty/azerty so I don't have to build twice anyway). Glad you liked the explosions and the destruction, I had a lot of fun doing these !
The world was generated with World machine by our Level Designer, he wants to get into Houdini though. We used a cursed version (Latest) of Unity for this jam !
Anyway, thanks again for the feedback ! I'll check your game tomorrow, it might help seeing another implementation of a flight controller :)
Overall a fun game! It was satisfying to watch all of the explosions from the meteors (and some from myself). Makes me wonder how heroes stop themselves! Took a bit to get used to the controls, found it was much better to rely more on shift and spacebar. Keep it up!
The game was fun. The environment fit the action and it was fun to both succeed and fail. The graphics have a nice style.
Pretty good game, i don't know if i enjoyed more crashing into the buildings or seeing it blow from the meteors, and that made me stray a little from protecting the city. But the graphics and music are awesome, you guys did an awesome job there, keep it up!
this game is fun!!
Solid entry. Great art style and the effects! I was confused with controls, but it's good that you provided different versions of the game. I like the idea. Good job!
Very creative! Reminds me of making cardboard forts as a kid!
Nice game, really felt like a super hero! The environment is amazing and flying fast feels good. Performance sucked a bit on my laptop, that's why the game was quite hard for me. I also had problems finding ammo sometimes.
But all in all a nice experience. Here's my highscore:
Cardboard_Frank_Highscore.jpg
Thanks for the feedback @zubspace ! I did a first pass on performance, but unity's base physics are pretty costy (At first we wanted to spawn a way bigger city but had to go for a much smaller one due to performance). Glad you liked it anyway ! Concerning ammo, the green arrow always points towards the next ammo crate, and there is always one active at all times !
Nice entry! The graphics are great and the audio is really nice. But for such a simple game, the performace was pretty bad for me.
Overall the game is great, well done!