xentiie 2020-04-20 18:27
A bit buggy, but still fun to play !
Foon → Ludum Dare Explorer → LD46 → Get off my Planet!
By crumblybread
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 823 | 3.07 | 23 | |
| Fun | 576 | 3.21 | 23 | |
| Innovation | 939 | 2.71 | 23 | |
| Theme | 808 | 3.31 | 23 | |
| Graphics | 522 | 3.45 | 23 | |
| Humor | 460 | 2.89 | 21 | |
| Mood | 736 | 2.92 | 23 |
A bit buggy, but still fun to play !
Pretty fun game, I like how you made a good main menu, but more indication of what you are doing is needed. I wasn't sure if I was actually buying anything in the ATM.
Nice top down shooter! The controls were really clean and easy to grasp, love the shop, but a sound effect when you buy things would have been nice to confirm to the player that the purchase went through. The robot lazers I wish were bullets just like the player (could have even reused the prefab to save work effort?) But great entry!
This was a pretty fun defense game. Good job throwing the shooter + upgrade system together in just 48h!
The largest areas where I feel it could be improved are: * Hit Detection: The shots always seemed to hit a little under the cursor position, so you had to aim "above" your target. Would have liked to hit exactly what I was aiming at. * Distinct Waves: I wasn't sure what constituted a wave in this game - it felt like small or large masses of enemies just sort of appeared randomly. * Easier early levels: Even once I figured out the basic gameplay loop, the enemies took so many hits to kill, either I or my tree would die faster than I was able to spam click and reload. Starting with lower health enemies and ramping up as the game progresses would be good. * UI Tooltips: The store had no indication of how much anything costs or how big of a bonus it was going to give. If not tooltips, then just a short description beneath each button listing the price and effect would be good. * Weapon Differentiation: Having two different weapons was cool, but aside from auto fire and less damage (?) on the rifle, I wasn't sure what the purpose of having a second weapon was. Was one of them more effective on certain enemies? I had no way of knowing.
All that said, I did enjoy the action, and making a few improvements could turn this into a really fun little shooter!
@jason-woerner Thanks for the feed back. You just summed up everything I was thinking 30 minutes before the deadline :laughing: -The hit detection is not really a hit detection problem, but the thin is... I drew the cursor a but lob sided so the center was not in the center of the sprite. That could be easily fixed, but I have no plans to touch the project any more. It was made just to challenge myself, and It came out as it is. -Honestly, the wave system is just random. Every wave between 2 and 8 enemies are added to the total and every wave the number of cannons and axes is completely random. I just wanted to feel like there was some kind of system in the background :sweat_smile: . Also there is a 20 second period after killing the last enemy until the next wave comes. -Even before I started coding, I knew the balance would be nonexistent. The values of the upgrades, the upgrade benefits themselves, I just tried to do the best I can. (Try buying firerate for the rifle twice, the chceapest upgrade, starting at five and the value is just ridiculous) -Even when I was play testing I noticed a real lack of response from the game to the player. I would have loved to add pointers showing where the enemies are, hit markers, that kind of thing. But I am not good with UI and had no idea how to make it. I will try to improve in the future. -I made two different weapons just to show i can gave two (or more) weapon slots. You could have more types of Primary and Secondary weapons, the system is in there, i just wanted to add a dynamic and a feeling not losing hope when your ammo runs out. One being more effective on certain enemies is a really good idea, will consider it in the futute. Than you for playing my mess of a game. This helps me a lot, knowing what my weaknesses are will help me in the future and I already started training in sound design. Thanks to you all!
I know what you mean - UI work usually takes up more of my time than most of the core game mechanics. I ended up trying to go with a game that didn't need a lot of UI on this one exactly for that reason ;) Again, great job for such a short time period. Designing a game from concept to completion that quickly is no small feat, so congrats on finishing it!
This one's pretty fun ! Well done, thanks for making this. In terms of the theme, I am missing the link a little bit I think, but that could just be me...
And as you probably've read in the comments above, there are some "classic" bugs in here (such as the aiming that's to the bottom left of the cursor, the typical mistake there is not to take into consideration the width/height of the cursor). As for UI work... It is very cumbersome, which is why I try to avoid it in 2-3 day jams. They need the proper time and effort to make sense and I fully understand your design decisions ! However, a little bit more "metadata" and information on what to buy would have been nice, since that's in my opinion one of your core mechanics. Great entry and would recommend playing again!
I liked the models and the UI, they really shined on this one :smile: I had some problems with the aiming, which made the game quite challenging. Other than that, a great entry! :slight_smile:
Nice game. I would've loved a sound effect when running out of bullets I had to always keep an eye on my ammo count instead of being able to concentrate on the game. and then I didn't quite understand the enemies that shot lasers? there didn't seem a way to really avoid them other than to kill them before they kill you.
@javasaurus Thank you for your feedback. The link for the theme was keeping the last tree on earth alive :sweat_smile: Yes, i know it is not really that playable, I will try to do better in my next entry. Thanks for playing my game again!
@inkedsplat I am really bad at sound design, like relly really bad. The two sounds that are already there, rifle shooting (which is really me banging my shoes together) and pistol shooting (me cracking my belt) took me more time than I was comfortable with. And for the laser enemies... RUN!!! :laughing:
The game is pretty fun. The art is attractive, and I don't mind the static animation. I like the sound effects, but the biggest problem with the game I think is the lack of juice, it is hard to tell if you are even hitting enemies sometimes. The formula is tried and true and always fun. Good job!
The art was great especially the game over screen nice work on that! I noticed you already addressed the hit detection issues so I won't bring those up but with a bit more game-feel (like particles/screen shake on-hit) it would've been covered up a bit more.
The idea is fun, but the game feels really unfinished, and there is not much happening right now.
It's a good shooter and I had a lot of fun with it, but I ran into a few glitches while playing the game.
A fun little shooter which could use a little polish. I think that for your first jam you have made a pretty impressive game here honestly. There are obviously a few things that are missing or not working as intended, but all in all this is a super solid entry to the compo!