thompson 2020-04-21 03:39
Interesting Concept!
Foon → Ludum Dare Explorer → LD46 → Outta Juize
By kiln
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 932 | 3.60 | 44 | |
| Fun | 540 | 3.67 | 43 | |
| Innovation | 1218 | 3.28 | 42 | |
| Theme | 1640 | 3.46 | 42 | |
| Graphics | 647 | 4.00 | 45 | |
| Humor | 1609 | 2.48 | 35 | |
| Mood | 1297 | 3.35 | 41 |
Interesting Concept!
Cute game. But, when my Battery fell out and I had to recharge, I was really hoping I could hijack an enemy ship instead of jumping back into my own.
Nice art
I love the art, especially the explosions. The dynamic of judging when to recharge and doing it safely was also very good. I had a lot of trouble with the controls being relative to the ship's facing direction, almost invariable going the wrong way when it was facing the bottom of the screen. I appreciate the attempt to limit the power of strafing, which is often overpowered in these sorts of games, it was awkward at first but I think I got used to it. I was stopped by an enemy that seemed to have been stuck outside the level.
the idea is cool and the artwork is amazing but the controls are a bit confusing, an option to move un down left right instead of toward the mouse could be great :)
The game is nice, but could do for a little bit of explanation to guide the player along. Try to imagine being someone who has no idea what your game is about.
The concept is nice, and has a good balance to the different modes of play, between when you're inside the ship and outside of it. The art is simple, but in a professional and clean way, and the explosions look VERY nice. The controls also feel good and intuitive, with the dodges feeling snappy and satisfying to pull off. Other than the confusing start, nice job!
Nice art, ok controls (that could use an explanation or an alternate scheme!)
You could probably expand on a couple of mechanics, like others suggested, but I'm glad you made it this way.
Nice! Though the controls are pretty much horrible. Good solid entry!
@thompson Thank you!
@frozedon Thanks, and yeah I know what you mean! I had that exact same idea. Unfortunately, I just ran out of time, but I'm definitely going to keep working on it so we'll see!
@glazey Thank you so much!
@bmacintosh Thank you! I've heard a lot of varying feedback on the controls. I definitely agree that they could be better. I'm going to keep working on the game (I'm actually going to start from scratch and rebuild everything). I also appreciate you thinking I limited strafing for balance because while yes strafing was OP, the truth is I actually just couldn't get it to work while moving, so I made it so you had to be not moving to use it to hide the fact that it didn't work otherwise :sweat_smile: Also apologies that your game ended abruptly like that, I really tried to fix that issue, and the problem with random placement is that when testing it myself I never got that error so I thought it was fixed. Will definitely try to do better on that.
@zachary-rodrigue Thank you so much! When I started making it, originally I had move-towards-mouse controls like the final product, but at one point I scrapped it for WASD-movement before scrapping that and going back to move-towards-mouse. As I said in the last reply, I'm definitely going to need to rework controls. Moving towards the mouse seemed pretty central to the concept at first, but I'm definitely going to sit and think about it moving forward.
@dreamcastgh0st Thank you! I definitely agree about the explanation. Unfortunately, I just ran out of time and couldn't squeeze it into the game. I'm glad you liked the controls, they've definitely received mixed responses :sweat_smile:
@ldd Thanks! I definitely had SO many ideas when making this game that I want to expand it with. If I'm being honest, the game isn't even meant to be a wave-shooter, at least not the way that it is now, that was just my last minute "Oh s---, I need an actual point to the game" attempt to actually give the game some gameplay.
@helloletsplayers Thanks! I'll definitely be looking into the controls more.
Thank you all so much for your feedback, especially about the art! That's what I was most self-conscious about, and you've all helped put that feeling of doubt to rest. :blush: I'm honestly amazed at how positive and/or constructive the responses have been, but I'm even more amazed that people actually played my game. Y'all could've said you hated it and I'd still have been over the moon about the fact that you actually played it, so thank you! :hearts:
I love the artstyle! Controls could be better, but overall very fun and enjoyable
nice dynamic art-style, i enjoyed the attention to detail
@zalop Thank you so much! I do agree that the controls could be better. Will definitely work on that!
@xenith Thank you thank you! Glad you liked it! :blush:
Very stylish! I loved the unconventional control scheme - it really made me think strategically and consider every key press. Took a bit to get the battery thing straight away (I don't think spacebar is ever mentioned anywhere?). Also, "purchase new guns for your arsenal" - is that actually in the game?
@maniulo The "spacebar to exit the drone" bit is mentioned on the itch.io page for the game. Unfortunately I didn't have the time to implement an in-game guide for the controls, so that's totally on me.
You can purchase new guns, yes. When you press the Tab button, the game pauses and a list of things to buy w/ scrap collected from killing drones pops up. If you hover over them, it'll say how much scrap they cost and if you have enough you can just click and hold on the button and it should give you the gun.
Again, apologies for the unclear controls. Entirely my bad. :pensive:
NP, I guess it's time for me to replay and look at the shop then. :) (You should probably add the controls to the Ludum Dare page as well though.)
I found the controls a bit confusing and counter-intuitive, but the graphics were nice and the audio was pretty good too. After getting used to the controls, I enjoyed blasting myself around the screen and it became pretty fun, so good job!
Very fun game!
@tomyomy Thank you thank you! I can't take credit for the music, which was why I opted out, but for what it's worth, the SFX were mine.
@r2isabot Thanks! :heart:
I really enjoy the game just controls for me uwu. and maybe make charging safer? but I like the challenge owo
@thedoctoroftime Thank you, I'm glad you enjoyed it! Yes, I definitely agree that charging needs to be safer. I *intended* on adding more upgrades to buy, such as a drop shield or bubble shield, I don't know, as well as objects to use as cover. I have so many ideas for the game, so we'll see, but thank you for your feedback! :smile:
People didn't like the controls/movement? I think they were pretty slick. Only weird thing was pressing Space to exit and E to enter again. Increase bullet speed so people can hit things easier, and maybe add a laser pointer and its good to go! Thanks for jamming.
Nice game! Not a fan of how you controlled the character but I liked all the other ideas. fun game over all and nice look to it.
Really goes with the theme of the dare! Greato Jobu!
The game feels smooth and solid! I like how everything is very responsive and fast paced. Controls felt weird for a while but then once i got used to them everything was cool. I think what could improve it is adding some ui indicators for enemies outside of the camera, sometimes I had one or few enemies left in the waves and I ended up roaming randomly to find them. Great job!
Very cool style. I played for a long time and got an error( Безымянный.png
@abregado Thank you! I agree about the bullet speed, I was playing it a bit myself earlier and was finding some difficulties with that. Particularly the minigun. All the guns you purchase are meant to be upgrades from the main gun but the minigun almost feels like a downgrade in some respects. Will definitely rework that going forward!
it's nice to play this small game with upgrades and character oriented controls. I was surprised by battery pulling put idea that added complexity to game. Thank you for game experience)
The controls were tough to get used to, but it was fun once I did. One issue I ran into, it was a bit tough to get back into the ship if I parked it too close to the charging port. Nice and kinetic feeling shooter, good job!
@virtuaworlds Sorry about the controls! Definitely some mixed results on those. I'm considering multiple options, one of them *being* options to change the controls, as some people seem to like them while others do not. Plus versatility is always best in games. Thank you for playing though!
@god-colo Thank you! I'm glad you liked it! :blush:
@superpatch Definitely agree on the enemy indicators! It's funny because I actually realized after the fact that *you really don't need an indicator to find the charger*, I implemented that back when level had walls everywhere ~~which I had to remove for my sanity and time constraints~~ but I forgot to remove it. Definitely could've repurposed it for enemies though. Thanks for your feedback and compliments!! :smiley:
@danilshekarev So sorry you got a crash! Thank you for providing the error message though, that really helped. I *think* I fixed it, so I'll upload a hotfix for it. Glad you enjoyed it while you could though. :smile:
@morel-8 Thank you! Glad you enjoyed it. Truth be told, this entire concept started with the battery and was initially going to be some kind of racing game, but *I don't actually like racing games* so I made this instead, plus it just seemed to fit the theme. You're the *battery*, not the robot. You're keeping the robot alive.
@no-grapes-games Yes, I definitely messed up on that area. While not a reasonable excuse, at the last minute mark I figured "Well, you can usually wiggle your way out by getting in the drone and spamming strafe buttons." Not an ideal solution for sure (not even really a solution), but it was just time constraints. Poor planning on my part. Thank you for your feedback and compliments though!
Nice game, i really like the concept and the controls! good job :D
@game-coder28 Thank you so much! I'm glad you enjoyed it! :blush:
We really liked this game. It is very fast paced however and the movement takes some getting used to! Personally I would prefer if the thruster could be controlled by the right mouse button for example. Other than that it has a really arcade-like feel to it and the added strategic effect of having to recharger your battery decoupled from the ship is a very nice feature. Well done and thank you for making this !
@javasaurus Thank you! I'm glad you liked it. I hadn't even considered having movement bound to RMB, but I could see that maybe working. It would sort of make going backwards difficult, but I could make work around that. I'll definitely keep that in mind, thanks for the feedback!
Wow I love your game! I want more! The graphics are really good, I love the explosions omg. I liked how powerful you feel with the new guns. However I stumbled across some bug, there was some ennemis spawnig in the walls, and one time I got pretty far in the game, I had all guns except the rocket launcher when I died, and when I respawned I couldn't buy any of those guns anymore. I had to relaunch the game to fix it. Your game is great I loved it, good job!
@lucasp8 Thank you! I'm definitely going to keep working on it, so we'll see. So as to the "respawn" bug, the thing is there isn't a respawn mechanic. When you die, the game just restarts, so I believe the reason you couldn't buy anything was because you didn't have any scrap. I could be wrong, I'll look into it, but my best guess is that's the reason. As to the "spawning enemies outside" bug, yeah that ones my bad. I tried to resolve the issue but clearly I haven't yet. I will continue to work on it. Thank you for the feedback!
WOW! Its cool! You MUST continue working on this game. It can be really good point in your game-developer-profile! Something more with spending scrap, new guns, enemies or sth... well, it can be really good. Good luck to you!
@primum-ludum Thank you, I will! ~~Hopefully.~~ It's my first release and I've definitely had numerous ideas for it that I couldn't get to for the jam so I'm eager to get on them soon.
@kiln I replayed your game today, I forgot to mention I really loved avoiding tons of missiles while trying to shoot!
Btw, the bug of the guns is, when the game restarts, all the guns are still sold out. GunBug.png
my favorite so far, great work!
@lucasp8 Thanks for your feedback and bug report, I've uploaded a new version that *hopefully* fixes this issue, as well as some other things. I'm hesitant to *add* to the game before the Jam is done, I feel like that would go against the point of the Jam, so I'm trying to restrict any updates to just bugfixes and minor adjustments.
@dinaharison Thank you, I'm so glad you like it!! :blush:
Heya! I thought this one took a little bit of time to get used to. The instructions being on the LD page rather than given iteratively in the game made me miss a couple of things in the first playthrough. I liked the graphics and could see a lot of effort put into things like animation and explosion effects. These things got a little bit lost in the background, which was quite loud, visually. I thought the scenario felt a bit awkward, not being able to see very far from the ship, and never wanting to leave the centre node for the most part. The controls did a number on me, being based on the orientation of the ship rather than the screen. Really hard to wrap my head around. The upgrades were a nice addition, and I liked the rate I was collecting them. With some more time, I think this definitely would have been a much stronger entry. Thanks for the game!
Annotation 2020-05-02 120815.png I've loved the game, it's my favorite but I died with a bug, I was stuck in the wall :(
Some feedback/suggestions for improvement: - It's interesting how much the opinions on controls are split in the comments, haha. I have to admit that I'm definitely not a fan - I found them mostly confusing and frustrating, which is a pity, considering how important they are for playing a game like this. - The arena could be a bit more interesting. Just (maybe temporary and/or destroyable?) covers to hide behind would improve it, and if the player has more control over the movement, maybe even hazards? - I have to admit that I'm not too sure if getting in/out of turret did much for me. Maybe if you could've chosen between multiple turrets? Or entered enemies?
Graphics and sounds are nice. And I think playing as a *battery* of all things is a pretty cute idea!