FoonLudum Dare ExplorerLD46 → The Vending Machine

The Vending Machine

By wrexialmt and Marie Launhardt

View on ldjam.com

CategoryRankScoreCount
Overall25461.8523
Fun25441.4723
Innovation25162.1123
Theme24292.6423
Graphics22222.5223
Humor18002.2722

Comments

sinamon 2020-04-21 13:45

Good effort.

Adding sound effects would be next natural step.

ecrush11989 2020-04-24 17:01

Pretty good game I like the art.

tatawanda 2020-04-24 17:12

Nice try. Too bad there is no sound and frankly a bit more gameplay. I would have loved to have animations or effects the more weed I take.

2020-04-24 17:18

The absence of sound effect is really noticeable

2020-04-24 17:59

Let's be honest, there is barely a game here. There's nothing, only a simple button to click every X seconds. I mean i could go for an infinite amount of time pressing that button every 30secs and get an infinite score and nothing would change with the game.

I can understand that for some reason you couldn't make an awesome game (i.e no time available, first time making a game, etc...), but it's still easy to see that the result is clearly not good. Even keeping the basic concept of a simple gameplay of pressing a button to light up buttons, which is not the best gameplay idea ever (though one simple to implement), there could be ways to make it somewhat entertaining. But it totally fails at that.

A game should convey something. So, how could you take from that basic concept/gameplay and add a meaning for it ? It could be fun, and waiting isn't fun, so it shouldn't be what the player ends up doing for the majority of his time. Also, challenge is fun. So, you could speed up the game a lot, requiring the player to be active, with lights always going off randomly, and the game speeding up overtime, so that it isn't infinite. Another upgrade could be clicking on a light instead of a button to light it up back, so that it's not simply spam click the button and 'free win' but that the player has to react to what's happening and act in consequence, adding variety. Another way you could go is focusing on a story, to convey an idea, and develop the story to give it a narrative.

Anyway, i hope you learn from your errors and make something better next time.

philip-sawyer 2020-05-01 18:21

I got over 9000 before I forgot about it and let it die :(. This is a bad game in itself, but it gave me some enjoyment switching back and forth to play other games so good job.

prothean 2020-05-03 04:02

The general concept is there, I'm personally a big fan of sort of background games like this (such as Cookie Clicker) but the final result was definitely lacking a bit of content. I would suggest giving the player something to do while they are waiting for the lights to go out, so that they aren't just sitting there doing nothing. Things such as maybe other random things breaking on the vending machine that they need to fix or maybe some sort of restocking the vending machine. In general even for games that are meant to run in the background, there needs to be something going on to engage with the player. From my time playing this game, it pretty much just seemed like a couple minutes of the player doing literally nothing and no real feedback to the player, then 1 second of the player clicking a button, and then repeat.

With all of that said, still good job on getting a game done for this game jam, that is always an accomplishment by itself. I look forward to the next game jam you do with hopefully some of the feedback applied.

2020-05-03 16:23

I like the basic premise of the gameplay, but it's much too slow, feels like there's not much real challenge to if you don't even have to worry about timing much - if all the buttons went out in a few seconds and you had to try and get as close to the last button as possible, this could work really well, but I'd left it open for what felt like a couple of minutes and half the lights hadn't even gone out yet!

There's also not much feedback when you click the button - some audio / visuals would be nice, but there only seems to be a tiny and easy to miss number that appears in the top right

pretzol 2020-05-05 14:27

The concept is cool, trying to keep a weed vending machine on, but man... this is really boring. I really like how you guys went for a non-gameplay approach, how it's more of an experience than a game (kinda like LSD Simulator... kinda), but things should happen a lot faster. Sitting and waiting for colors to turn gray isn't fun, exciting, or really interesting, especially when it takes a really long time for the later buttons to change.

Still, I love the idea. You, some random dude, is put in charge of keeping a literal weed vending machine from turning off. In order to make things a little more interesting, I have some ideas: - First of all, the weed effects (if there are any...) should happen at around 5-10 goodies, so it'll help keep the player engaged. - Maybe make the game a 3D first person game, and as you get more goodies, you'll hallucinate tons of weird stuff and be able to walk through weird worlds! - Maybe ditch the "keep it alive" gimmick (in a post-jam version) and make it an super weird exploration experience.

Those are just my thoughts on it, and I really like the concept, but the execution was very bland and boring. Also, it needs audio, the effects it can have on the mood of the game is crazy. Anyway, good luck in the jam!

whydoidoit 2020-05-05 21:49

I like the idea of wanting to wait to get more reward, but the pay off needs to be better. The feeling of not knowing how long works actually - but just need more reason to see what will happen and have that kick in early so I get the point. Interesting idea.

naca 2020-05-06 20:14

Your entry is clearly different from the rest for sure! :D I like to play weird stuff, but there's not much to do in this one. Or maybe there is, but I didn't noticed. My score: 1261

adhesion 2020-05-08 23:32

Interesting concept, but ultimately not much to it. There isn't much of a reason for the player to keep playing aside from making a number go up - that's similar to clicker games, but clicker games feel more interactive and like the player has more agency since you get upgrades to make the number go up faster. This just feels like interacting with an unchanging system, so it's not as engaging. Adding sound or other visual effects might make things more engaging for the player. The timing mechanic adds some interest but it just comes down to math, so I wasn't really excited about seeing how much the number would go up based on how many lights were out. If that were faster or less predictable it might be more fun to play with.