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Floyd's Fire
Floyd's Fire
By binaryprinciple
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 847 | 3.03 | 46 | |
| Fun | 939 | 2.67 | 46 | |
| Innovation | 690 | 3.09 | 46 | |
| Theme | 834 | 3.26 | 45 | |
| Graphics | 483 | 3.51 | 47 | |
| Humor | 773 | 2.15 | 34 | |
| Mood | 500 | 3.23 | 43 | |
Comments
I love the lighting and simple artstyle.The movement looks and feels nice.
The game gets repetitive though. I found the combat boring and often unnecessary. I straight out ignored 90% of the ghosts I encountered. This feels a lot more like a prototype than a short game. I would remove the ability to skip levels and add either a final objective or make a highscore showing how far you made it.
Good job
Thanks @patrickjr. Glad you like it! Wanted to keep it simple and clean, the movement and lighting feedback is great, I was afraid that people were gong to complain.
I agree with your assesment.
I wanted to build it up to an exit or final boss, maybe RPG it up a bit with stats, also sound is something I wanted to add.
I thought about the skipping levels, I thought, well if people get bored they can skip up just to make the board more interesting.
I was thinking on continuing to work on it later on, add different type of enemies, high scores or survival.
Nice game! Lighting looks indeed grand. Thing is: I couldn't really figure out how to win the game. Maybe it's not neccessary in every game to have a way of winning though.
Art style is very pleasing! Kinda hard to understand the rules though...
Like said above, I also find the lighting and graphics really fitting!
For the ghosts, I also ignored as many ghosts as possible, as it seems never worth to fight them, as you always use more fire to kill them that waht you can gain of them (because of the several hits). You also lose some precious seconds moving back and forth several times to kill them.
But in any case, the game was still fun, and I enjoyed playing it! (Quite sad that you weren't able to implement the audio!) Good job!
stmatn
2020-04-20 20:45
Nice little game. I like the graphics :) Battling ghosts seems pointless, since they seem to always cost more than they give. It also seemed that the light will not go out if you keep moving. Finally an end goal would be nice. All in all nice work :)
stmatn
2020-04-20 20:45
Nice little game. I like the graphics :) Battling ghosts seems pointless, since they seem to always cost more than they give. It also seemed that the light will not go out if you keep moving. Finally an end goal would be nice. All in all nice work :)
reisn
2020-04-20 21:20
I like the idea and also the look + feel! :) I must admit that I didn't really understand how I fight with the ghosts so it kind of became mostly speed running the levels for me
Nice game, took me a few goes to understand the rules though. Graphics were good as well. Did find out I could skip every level by pressing space as well, I assume that was left in by mistake haha!
itskdog
2020-04-20 21:37
Nice mood for the game. Audio would have been nice. Good Ui system. everything felt clean and easy to read.
I made it to the Nikki Shelter, which was 110 I think, before a blue ghost blocked my path with his 2 torch demand, while I only had one left. Now I guess there's one ghost more.
Very atmospheric game, especially the lighting and the design of the caves, they make you get really absorbed in moving around the ghosts. In later levels it seemed like ghosts were blocking the only path forward more and more, so they became a good challenge later on, where one had to balance the need to move forward and the need to collect flame, I thought that was neat. All in all very enjoyable, great job!
lestat
2020-04-20 23:08
Interesting concept. Cool game. Good job!
Great idea, but it seems like you could use some balancing in your spawners. Flames spawned very rarely for me, and the ghosts always took more flame to kill than they gave back. Otherwise, I really like the art style, and I'd love to see you develop this idea further.
dm2684
2020-04-21 00:47
Nice game, Good job!
gquibao
2020-04-21 02:43
I really liked the concept of the game. The graphics are really good. It's simple, but the game looks amazing. You did a great job with the lights and also with the gameplay. I had no issues with bugs, but I had a hard time with the flame spawner. The flames were really really really scarce. I think it could be interesting if they had fixed strategic spots, instead of randomly spawning. Also I ended up avoiding almost all of the ghosts. Considering how rare the flames were, I couldn't fight them more often. Great work! You did a great job!
gagouman
2020-04-21 03:27
Loved the ambiance and mood, seemed really polished. A nice little soundtrack and another reason to fight the ghosts would have been nice, I ended up not fighting them most of the time. Overall great submission!
Hi Everyone!!!
Thank you very much for taking the time to play and rate Floyd’s Fire.
I’m so happy (and proud) to hear so much positive feedback, I’m not the best at modeling or animating, so I went for a clean style hoping it would save me time in the long run. Adjusting the lights took a while; used to be darker, so I decided to made it more visible considering the brightness and monitor types (TN, IPC, etc).
The fire spawning.... yeah it should be better. I completely agree. Here is how it was coded: a flame will last X amounts of seconds and those are equivalent to X amount of points, the lower the light, the less fire points you will get. The spawn time should be better, also, smaller flames could populate more often. The spawn time, flame duration and prefab are in a scriptable object.
Ghost fighting animation was in my todo list. Facing your fears by been in the same spot was a decent work around in my mind, but it could use more juice or weight.
I was thinking: well, what can ghost give you? How can I balance it against fire? What if they increase the amount of time that takes for the torch to go off. By default, loses 1 point every 2 seconds. Meaning that you need to take a strategic decision: can I afford to lose fire as long has the flame last longer? Can I wait enough for new fires to spawn?
So at the end of the LD here the list of things that I could not implement in time: - A difficulty manager. - A sound manager (background sounds and random noises, like the wind or raindrops). - Better spawn rates. - Different enemies.
It was my first time building the project, so I regret not building it for other OS or a HTML5 version.
Your feedback is great, and I love how LD feels like a true community of people having fun, providing constructive criticism, giving a chance to everyone, a time to show you creativity in any way possible. To all of you thank very much. All of you put a smile on my face and a sense of proud that honestly I lost a while ago.
I will continue to work on it, polish it and who know, maybe one day release it.
Oh,..... the cheating button, well I had it for testing but then I was afraid that people got bore of the difficulty curve and wanted to give a way to speed them up and try it under different scenarios.
this is good for such tiny time, nice
I like the 3D tiles mostly. The lighting is also done tastefully. I'm not overly fond of the way the character looks when he moves, or the character itself. The game seems to be lacking things to do. I didn't play long enough to fully explore it, but the controls themselves seemed accurate. I imagine it would be difficult to put everything together in just 3 days. So for that, i think you did a pretty good job. Time constraints are rough... Would have been a little more interest (of course) with some audio, but I understand the limited time factor. Good luck with the jam! :)
barelos
2020-04-21 09:17
It's a nice little game, In general I love the aesthetics but I think that transforming the player avatar to be an abstract shape like the rest of the objects in the game it would be tied up better. The gameplay is nice but gets repetitive after a while. There seems to be no reason to risk fighting ghost because the fights take more fire than they give back. I found that just by going straighet to the exit I get the most progress. I think that making the ghosts chase you or block the way fighting them would feel more natural. For this short time reaching this nice a mood in such short time is amazing. Great entry!
runuchok
2020-04-22 11:00
You nailed artstyle and overall feel, but i think you didn't have much time to put up a good mechanics. It's too simple and very unessesary. I ve suggest you to make a limited timer. Like every level starts crushing down at spawn point and you need to make to other side as fast as you can while gathering fire on your way!
Beautiful art style. love the concept. but I think it would be better is Health or Oxygen is used insted of Time. But overall it is great. :v:
Like many others, I quite liked the art / visuals of the game. I think some nice ambient music or sound effects would have gone a long ways towards setting the mood. The intro text was a bit small, it would have been nice if that intro UI was dynamic. I noticed that it stays the same size fullscreen or not. Additionally, I didn't really get what I was meant to be doing with the ghosts. I just kept trying to find a path around them or ran through them quickly. I think a mini tutorial would have helped a bit on this front.
aj-jones
2020-04-26 03:56
Really like the art, and the movement is extremely satisfying! Nice work!
Hi!
Thank you very much for your time and feedback, still very excited to be part of this community and have a chance to do something new.
I'm taking into account your feedback, and I decided to move forward and keep on developing a better version of Floyd's Fire, who know where it might get me, but I'm having a lot of fun.
I'm glad you enjoyed the overall look and feel, and as you mentioned there's room to grow on game loop and mood.
- I implemented sound in the newer version using a mixer and scriptable objects, and currently evaluating the gameplay based on your comments. @lazzydev72 you are right, oxygen would make more sense... what if it's taken from the ghost's last breath.
- @norris-eldridge truly I need to make significant improvements in the UI and setup a tutorial. I think that after sound this might be next point (UI), to make it smoother.
- Maybe setup different types of caves and challenges like a time challenge ( @runuchok ).
- Balancing needs to be done ( @barelos ) and set better purpose for the enemies.
Again, thank you!
Cool game! It had a good mood and the lighting was really well done. The movement looked quite cool, even though it was simple, and it was quick, allowing you to have more fun playing! I mainly just ran through the levels as efficiently as possible because the ghosts just took my fire. I found it fun and the art style was great. Improvements: work on the mechanics more next time, definitely find the time for the audio next time, and @runuchok nailed it with the idea of a collapsing level (with more flames spawning also). Good job overall though, something to be proud of!
The art style and the mood are very nice. The system needs polish though. Basically I could only move ahead and avoid the ghosts.
A fun little game with a nice atmosphere! I was also amazed at how many levels you managed to create. Some sounds would have been nice. Overall still a great game!
I love the art style. The ghosts and their status information are so cute! Although I feel this game needs some balancing, the game system to collect fire in cost of time is cool.
Thanks for your feedback!!! And your time for playing Floyd's Fire.
@emperor-eagle I'm working on some changes where the level start and end point might be on a different position and added a timer. Next step, cause a disaster once the timer is done.
@khaoz-fang Yeah, I need to polish the game loop, give more reason for fighting the ghosts.
@generictoast Thank you!!! Now that I added sound the atmosphere got better, make me think of directing to a type of "horror-action".
@notan-lemon thank you! True, I'm working on setting difficulty levels and improve those spawns. Maybe add new enemies.
I played all your games, so much creativity and awesome mechanics in each one. Feel very happy to join the community and share a bit of my effort. I'm waiting for the new LD.