mmmcgill1232 2020-04-22 01:48
Interesting concept! I think the game could have really benefited from more visual and audio feedback. I wish the enemies has some kind of health indicator to let me know how close I was to killing them.
Foon → Ludum Dare Explorer → LD46 → Battle of the Blades
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1914 | 3.18 | 21 | |
| Fun | 1819 | 3.02 | 21 | |
| Innovation | 886 | 3.44 | 21 | |
| Theme | 1548 | 3.50 | 21 | |
| Graphics | 2119 | 2.73 | 21 | |
| Humor | 1.69 | 15 | ||
| Mood | 2210 | 2.65 | 21 |
Interesting concept! I think the game could have really benefited from more visual and audio feedback. I wish the enemies has some kind of health indicator to let me know how close I was to killing them.
Quick reminder to get more players: Use a thumbnail for your game. Otherwise your game is presented with this grey box. Some great Games are not played because of a missing thumbnail ... You can still change it by editing your submission page :)
GreyBox.png
@mmmcgill1232 thank you for your feedback! I planed to mostly squash bugs and add sounds and particles to the game on the last day (I literally had the code ready for them) but then I ran into a lot of bugs and didn't have time to add any more features. @pilarius thank you I did not know that I could still add it! Edit: ok I just added a thumbnail thank you so much for telling me!
@technodragon253 good that you did what @pilarius said. I clicked the game because i saw the thumbnail and liked the art. else i wouldn't have tried it.
i like the game. would be nice to see when enemies are getting damaged. took me a while to figure out if i had to hit them with the blades or hit the with the centre. make them red or blink or some visual indicator. this is a game well done as it keeps me engaged throughout, requiring me to react quickly and constantly.
not really a bug but maybe my screen is small. I did not know for a long time that I could move to the next level after all enemies in the first level were done because i could not see the top of the screen. maybe a blinking arrow that appears after the level is cleared would guide players.
I haven't seen many jam entries with multiple characters and upgrades! I liked keeping the blade spinning quickly as my health! I got to the 4th room.
My main suggestion would be adding a HP bar to enemies, and making the enemies a brighter color so they're easier to see.
constructive feedback: I think I found a bug, if you do not touch the controls at all from the start, there is a chance all the enemies will die quickly and you will be free to keep spinning. positive feedback: Art and game mechanics were good. Also, music add some ambiance. :)
Congrats!
Original and intuitive concept, but needs more playtesting. I selected the two-blade character, and essentially won by running in circles around my enemies and hitting the speed-up pad over and over, until encountering a bug that prevented any further progress despite all enemies in the room being cleared. An interesting remedy to this problem could be to have multiple speed-up pads around the room, with only one activating at a time, so that the player would be forced to confront the enemies and move around the room, rather than move back and forth between and away from the room's sole speedup pad.
Still, a very interesting take on the prompt, and something I certainly haven't seen before. Mazal tov.
interestanting concept, nice job, just one thing i think the predict line its a little desface, the bullets go more higger.
Interesting, although I didn't see a purpose in going through the levels. I believe it would benefit from a clear objective, whether it's an highscore or hints to an end level. For 12 levels I always got a 1 extra bonus upgrade, with seemingly no differentiation, besides some aestetics. Discarding an upgrade doesn't have a purpose that I could think of. Maybe have the player decide whether they will get more damage in spite of less speed?
Nice idea. The thing I missed the most like mentioned before is some health indicator of the enemy, or maybe even something like the more damage the enemy takes the smaller it gets. And for me the control is still a little slow, I would like to have a faster movement for the player. One last thing is that, for a big part of the game, you can just stay on top of the light because since that is going to recharge you, you almost always win. One alternative that I think would be nice is that, every time you recharge in one of the place, it disappear and move to a different location, this way you force the player to always keep moving. overall it's a really nice game
@pillitoka I do agree that I need to make a damage indicator as well as a next level indicator (although I did put a sentence in the description about that). @mikesalyh Thank you for your feedback. I agree I sould have made a health indicator. @matt2728 I will have to look into that bug. Thank you for your feedback. @hypermania Thank you for your feedback. That is a very interesting idea! @wikers Thanks for the feedback! @jishin That is an interesting bug you found. Thank you for your feedback! @sharbelfs Thank you for your feed back! If you want to go faster you could try the 2 blade spinner.
Really neat idea with loads of room for more ideas, I found that the most fun way to play was circling around the room back to the health/spin square periodically. With all my deaths from straying too close to the bottom wall. Found the sudden death from getting to close to the edge brutal. The projectile enemies were neat but I didn't find them interesting to fight against as they just hid in a distant corner as I circled near groups of them on the verge of death to get some chip damage on them while distance seemed to be the most reliable way of avoiding their attacks.
Out of curiosity did the slowdown 'friction' occur when I was damaging the enemies with the spinners or only on collisions? Reading the description I was playing assuming it was the former picking them off one by one and had a lot of fun with that playstyle.
Interesting but there isn't enough feedback so I have trouble knowing when I am hitting someone or getting hit.
@platyp Thank you for your feedback! At first I did intend to make it so the projectile enemies try to keep a certain distance from you but I had more important things to implement. @uppitydonkey57 Thanks for your feedback!
Cool game with some replay value thanks to the different blades. I really liked the upgrade effects on the blade, but I think the enemies could be another color. It was a bit har do distinguish them from the background. The music is also really good and gives the game that ominous mood. Good job!
@dankar Thank you for your feedback!
Interesting idea! As a suggestion I would probably say adding some feedback for damaging enemies, and enemies damaging you would be great. Also, some work with palette would be great, since readability of the screen is a major problem here. Services like this https://coolors.co help you create palettes with nice contrasting colors that look good together. Anyway, good entry, hope you'll update the game!
That's a cool concept! Feels good seeing a game that's twisting the theme in an original way. The music and art were pretty cool (apart from the enemies :smile: ), gameplay is fun too. Took me some time to get used to the controls and stuff, but after that - I pretty much flew through the levels. I wan't sure if the game was infinite so I stopped after I got to max length and damage=10. Also, blades turning into lightsabers - super fun :D
@quadape and @alexfsmirnov thank you for your feedback!