FoonLudum Dare ExplorerLD46 → of_t

of_t

By taffyko

View on ldjam.com

CategoryRankScoreCount
Overall2353.9725
Fun3073.8225
Innovation13233.2325
Theme14833.5424
Graphics1324.4525
Audio1414.0624
Mood644.2924

Comments

sciman101 2020-04-21 13:07

I'm really impressed how well put together and cohesive this feels. It almost feels like a boss fight from a much larger game. The aesthetic is executed basically perfectly imo, and you get a real sense of the environment. That said, it could be frustrating to play - I haven't reached the ending proper yet, and a lot of the time death feels like it comes from things I can't see. Cubes just outside my FOV, walking backwards over the edge, etc. This could just be me not looking around enough, but given the game's visual style I feel like being able to see things like the edge of the map clearer would make gameplay less frustrating. Either way, really nicely done!

primum-ludum 2020-04-22 18:26

That visual so cool!!!! It very srylish! For me it would be better if u make some worlds bout our goal… And that oneshoot cliff making me frustrating, like "why I fall? for what reason that cliff here?". And because of that cliff I found the beast strategy is "running around the force field". I don't know have u designed it or not, but for me it looked like an exploit) Great work!!!!

torcado 2020-04-22 23:17

man i love your style so much. this is so pleasing to look at and experience, really really good work. it's also really hard! I wish i was better at 3d shooters so i could experience more of the game haha. but man you tell such good stories just through world interactions.

flookz 2020-04-23 04:25

One of the coolest things I've played thus far. The gamefeel, simple and effective visuals, audio design, all of it. Clearly heavily inspired by devil daggers, if it was thrown together and mixed up with a survival/tower defense. Amazing job. Made it about 62 seconds once. Only thing I wish i could do is survive long enough to see more enemies!

taffyko 2020-04-23 20:36

thank you all! devil daggers is definitely a big inspiration for me and i'm really glad that i succeeded at bringing a part of that feeling and aesthetic to life in the way i hoped! and yeah, phoof-- it's really rough i will admit, could have used a little better balancing 'cause only a handful of people have beaten it, heh thank you for all the feedback!

jakemchugh1 2020-04-24 05:12

This is really cool! Just really really hard.

zfert 2020-04-24 05:12

Loved the aesthetic and the feel of the gameplay. One issue I had was how hard it is to see the edge of the arena. I fell off a few more times than I care to admit. This is fantastic and I hope you expand upon it further!

eran-haas 2020-04-24 05:13

This was fantastic. Was also going to mention Devil Daggers before I read the other comments. It feels like you brought your own feel to it though!

I love the crunchy audio!

It might just be my setup but it feels like the mouse sensitivity is set really low. I had to turn my settings way up to get it playable.

hellequinne 2020-04-24 05:35

Super intense, amazing style. I didn't always know what I was doing, and the game eventually made me seasick, but that's ok! Since you've already talked about Devil Daggers, I'll bring up hundredrabbits.itch.io/hiversaires instead. I think appreciate it if you don't already know it. Anyway, great job.

blushine 2020-04-24 05:46

Love the aesthetic. Super stylish. Obelisks are awesome. At first, I didn't realize that I kept dying because I was shooting too fast. I always ended up getting overwhelmed by a giant cluster of cubes, or the white orb spawns and kills me. My main strategy was just to hold down sprint and mash jump while circling around the obelisk. It worked pretty well, but I felt like I just couldn't shoot fast enough to kill the cubes faster than they spawn. I wish there was maybe 1 additional mechanic, maybe an AOE grenade, a knockback ability, or a melee attack, or even an exploding enemy that could be exploited. I did have a bit of trouble perceiving enemies behind me. A spatial audio system might have helped, or maybe some kind of lighting or particles around the enemies. It also seemed like there was some randomness in the enemy spawns. Sometimes the D20 enemy would spawn quite early and be easy to kill, but sometimes 2 would spawn at the same time, or they would spawn along with a big cluster of cubes. I also never quite managed to understand the cube movement either. It seems like they would sometimes aggro you if you got close enough, but they also sometimes just decided to bounce around super fast so it was really hard to dodge or shoot them. Sounds are good, except for the spatial perception issues I mentioned earlier. I didn't pick up on a strong connection to the theme. The obelisk didn't seem particularly "alive", and I spent most of my time focusing on killing and dodging anyways. Despite the difficulty, the gameplay was still very compelling.

picross 2020-04-25 05:32

Nice work! I like the visual style a lot. Cool mood too. I just found it incredibly frustrating. I took me a long time to figure out all the different things that could kill me, and which strategies to use. I think the game reminds me a bit of Devil Daggers. Great job!

lestat 2020-04-25 06:07

Nice graphics, and fun gameplay. Good job!

chambre19 2020-04-25 08:21

Hey great job on this, near perfect marks in my book. I will definitely keep playing this and I look forward to seeing if you continue work on it. It was fun and challenging with a great aesthetic.

I look forward to the next game you make, keep up the good work!

tolmera 2020-04-25 09:23

Would be great if you could write a little more about the game in the description - I've got plenty of time to read while my slow internet loads the page heh

730 2020-04-27 00:48

nice devil daggers ripoff

Just kidding, this is amazing, though it's hard af and I can't get very far, I'm not the best at aiming at things. The aesthetic is great and the sound design is almost just right. It's also juiced very well and crunchily. I hadn't read the description for the cooldown mechanic and it took me a while to realize why I was dying, only realized just now that the description was in fact in this page but not on itch. I only got up to a few seconds after spawning the second type of enemy, but I imagine there must be a couple more. I'm not good enough to get far enough without hours of practice. Congratulations on making such a solid game in such a short time.