FoonLudum Dare ExplorerLD46 → Defend The Crystal

Defend The Crystal

By da1amus

View on ldjam.com

CategoryRankScoreCount
Overall22552.9428
Fun21552.7828
Innovation22202.6928
Theme15483.5028
Graphics16313.3028
Audio1.503
Humor16462.4524
Mood19792.8926

Comments

izokia 2020-04-21 01:31

Mixed feelings. Game Felt really good all except for attacks. It's unclear if you hit or whiff your target! I feel like the hit box is none existent. The theme of the game is perfect and I had fun trying it out. Good job

jazambuja 2020-04-21 01:34

Really liked the game! Put sound and the game it will become great!

wet-band-aid 2020-04-21 02:47

It's ok. It doesn't feel like the player's attacks hit very well.

petrifiedapple 2020-04-21 02:48

The attack animation is strange and I couldn't tell if I was successfully hitting the enemies, having said that, I didn't last very long

baptiste-guerin 2020-04-21 09:58

I agree with the rest of the comments. I can't feel the hitting of the attack

tsombi100 2020-04-22 06:24

I think the game lacks sound effects and music. They would we a great edition to this game. Otherwise it was pretty great game

danilshekarev 2020-04-22 06:34

Something is wrong with the attack. The visual style is cool. Not enough sounds.

sparsha-dhar 2020-04-22 07:29

Nice game, but can't really feel the attack.. Would have loved if complete!

fififox 2020-05-12 03:52

The graphics are really nice, I just wish the attacks actually killed the enemies, because the game is already quite fun to watch!

kjscott 2020-05-12 11:18

Echoing the same as everyone about the attacks.

gallahron 2020-05-12 15:33

It could do with better feedback on attacks and some display of the player's health

specturnal 2020-05-12 15:55

I found out that I need to click directly on the enemy(or at least in front of it?) to be able to deal damage. The attack animation sort of contradicts it by displaying the effect as a piercing range. Would be helpful if there is more visual feedback and they are accurate of they represents. The graphics is pretty cute tho, and the movement animation is quite charming.

fractal 2020-05-12 16:25

Took me some time to understand that you need to click exactly on the enemy in order to hit them. But otherwise, it is nice!

voidsay 2020-05-12 16:32

Someone has a massive boner for the unity particle system.

Great art style (I like colorful particles as well). It was a little difficult to attack. I wasn't sure if I hit the zombies at all. Some score display would be nice.

witdarkstar 2020-05-12 16:32

Nice little game. Your attack particle felt offset and hard to understand at first.

anuradha 2020-05-12 16:36

I really enjoyed the look of this game, and I thought you used colour and the particles fantastically. A very simple concept as well, although a little controls screen would be nice. As stated by others, the attack is a bit misleading; we're trained by the majority of games to see little shooty things as the object that deals the damage (e.g bullets or the visualisation of a spell), so it did seem that the little particles would be doing the actual damage. I would recommend either having a weapon swinging/stabbing to show where the hit will land, having the particles themselves deal damage on impact, or emitting the particles in a straight line to indicate where the hit is. There are also way too many enemies; either reduce the number or make them one hit kills. A fantastic submission, I hope you polish it up and make it into a full game!

good-enough 2020-05-12 16:37

Nice graphics and general idea. I'd suggest 2 things to turn this into an actual game.

First, choose a decent endgame scenario. You don't want to just die and that's the end. One option would be to go with a level based approach and build like 5 small levels to progress through with more/stronger/faster enemies in each level. Another option would be to go with a high score based approach, and have the enemies ramp up in difficulty over time.

Second, like the first, you don't want to just kill your player without a real struggle. The player has invested time and effort, and if they just die, it's anticlimactic and leave them going, ..wut..? I'd put in some sort of respawn mechanic that keeps the game flowing, while still allowing for eventual defeat. One idea would be to use some of the crystal's health to respawn you when you die. That way, every time you die it has a real negative impact, but there is still hope. That hope is what will keep your players playing.

..haha, I ramble. unfortunately, this is all from personal experience, and my own jam games suffer from these same issues. :P