alchemic 2020-04-21 04:09
Interesting idea, it's like a sidescrolling RTS. Somewhat difficult. I won by going as fast as possible.
Could use some kind of indicator of which unit you have selected.
Foon → Ludum Dare Explorer → LD46 → Blinded by the Dawn
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 2361 | 2.82 | 22 | |
| Fun | 2358 | 2.57 | 22 | |
| Innovation | 984 | 3.40 | 22 | |
| Theme | 1404 | 3.57 | 22 | |
| Graphics | 2106 | 2.75 | 22 | |
| Audio | 1138 | 3.12 | 22 | |
| Humor | 1844 | 2.21 | 21 | |
| Mood | 2150 | 2.73 | 21 |
Interesting idea, it's like a sidescrolling RTS. Somewhat difficult. I won by going as fast as possible.
Could use some kind of indicator of which unit you have selected.
Interesting idea. I wish the beatles were a little more dodgable, they were like heat-seeking missiles. I liked the incorporation of Game of Life.
This is really a novel idea and I had a lot of fun playing it. My only criticism was that it was difficult for me to realize whether my moss was ready to expand or not. I made game full screen and I was able to tell a little better, curse my terrible eyes!
I really didn't understand how to play the game, so I can't really give feedback
The concept is nice, but I feel like the mechanics don't really fit the challenge, and things could be better explained. At first I didn't understand that you could create moss with right click, and that it killed beetles. When I saw that it worked as a shield I tried using it like that, but sometimes the building wouldn't produce moss, and I saw no indication of when that would be possible. It felt like I was rolling dice, and if I got unlucky the bugs would kill my buildings without me being able to react. At the end I figured out that the way to win was to just rush through the level and not even use right click at all.
Also, there was a lot of green and contrast, and even the cursor almost blended in with the background.
Hey @fryer, it was probably hard to see due to the same color palette being used for the spawned little moss guys and the larger moss spawners, but those moss guys were actually being created constantly when the spawners were stationary. The right click just controlled how the little guys moved, which is probably why it could feel inconsistent if you tried to select and move spawned guys that didn't exist. There definitely are balancing issues right now that don't really make using the spawns worth it though haha.
Hi I really like the concept of your game. I did find the controls a bit confusing/difficult - it's possible that I wasn't pplaying it properly, but it was fun to move them strategically as a clump to avoid the sunlight. I also love the mood/setting you have going on - I've definitely never played a game as moss before, and I really loved it! Way to go, congrats on finishing.
I couldn't really figure out how to use the spawned mosslings, since they didn't work very well as shields against those homing-missle beetles. It seemed like the only strategy worth doing was to run straight ahead as a group as much as possible. I agree that a selected indicator on the current moss would be very helpful; I struggled with that. I like the music a lot!
Nice work! The concept is really interesting. It was a bit hard to figure out what was going on at first, but once I did it was really fun. I think it might be nice to be able to box select several units and move them all together.
as for me, too much micro management: ) and need restart button! )
I found it easier to just move the mosses directly without using the allies at all, also as mentioned a restart button. The controls felt a little hard to use at times, when I thought I had selected a moss and then tried to move it. A highlighting showing the type of interaction you were engaging in would have been helpful so I didn't waste time and have to go back and try to remove the moss again.
Interesting idea though, with a bit more polish you might have a pretty solid basis of a game there. Maybe through in some more tricky variations to add some variety.
Cool idea but hard to actually play. I couldn't select my units half the time so most of them stayed in the same spot until the sun scorched them. It'd help if there was some indicator of who was selected(highlight the sprite or something.) Having those random homing enemies that the player can't stop at all made it kind of frustrating when I could actually move a couple guys to the right side of the screen. I'm not sure if there's a way to stop them or get rid of them but if there is then it should be said somewhere.