FoonLudum Dare ExplorerLD46 → The Wait

The Wait

By devilqube

View on ldjam.com

CategoryRankScoreCount
Overall24422.6925
Fun24752.3225
Innovation24782.2825
Theme16103.4725
Graphics19273.0025
Audio13912.7724
Humor20191.5617
Mood21282.7623

Comments

gablue 2020-04-21 19:00

Played it! Find it a very interesting concept. The presentantion was very good and I understood easily what should be done. It has so much potential! Said that, you have really to work in improving the main gameplay loop! The obvious ideas are: inventory system, crafting, etc. Those are standart stuff to be thougth. But I think the theme on this game should be really highlited! Maybe you could think with the many interactions you could do using the fire. It has to be kept alive cause it will cook your food, or, be used as a weapon against the enemies, and even, to try to call the attention of the authorities to your current position! The way it is, yep I know it is a starting concept and so, is a bit laking on the gameplay loop side. You have to think in ways to balance the main thing, keeping it alive, with other stuff like exploring (maybe you want a special kind of wood? and so on...). That said, let me complain about the controllers. Man! Why not traditional rpg like movement? This turning out was a bit annoying :sweat_smile: , but I get it. Time limit and so. That's it, hope I gave you some nice insights! Keep the good work!

edit: Also, let me add: why not create hand crafted world? This personal touch is lacking in some of those survivals. Maybe this in an additional story mode? Dunno, you tell!

j-c-one-bit-studio 2020-04-21 19:03

There is one thing which is killing me in this game. The floaty controls. It would be much more fun if it would be tighter (at least with keyboard). Otherwise, nice concept for a small game.

jsladovic 2020-04-21 19:06

It's a cool idea, was really surprised when I saw that the level was different the second time I've played it, well done on making a decent procedural generation engine. I'd try making the levels a bit shorter with an incrementing difficulty, but this is very good for a starting point.

vesper 2020-04-21 19:31

The turning function was painfully slow, so most of the time I just ran backwards to avoid it. And it could probably do with a higher difficulty level because I easily got through it with high stats on the first play through. That said though, it was a nifty little game with a nice central concept. Well done.

blloret 2020-04-21 21:00

The concept is good and interesting but it is too difficult due to controllers. When we tap on UpArrow or joystick on up, it's easier to really go to up and not in front of the character. Furthermore, little levels for beginning and learn the game mecanism would be good. Graphics are a good low poly job, well done!

2020-04-22 15:49

Good start! I included it in my Ludum Dare 46 compilation video series, if you want to take a look. :) https://youtu.be/BkQLNdwwwdM

amerigo-gazaway 2020-04-24 06:55

Cool idea, we actually thought of doing something similar during brainstorming but with a torch instead. Love the sound design as well, cheers!

adsilcott 2020-04-24 13:52

I can't seen to click the start button -- it doesn't do anything. Am I the only one having that issue?

nicolasjl9 2020-04-24 14:01

Pretty solid idea, loving the SFX and overall visuals!

gustavo-christino 2020-04-24 14:02

The Wait.png

gustavo-christino 2020-04-24 14:19

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica de manter recursos que acabam com o tempo através de explorar, coletar e entregar recursos na hora certa. Achei interessante que tenha recursos distribuídos no coletor e também na "base". Sobre o controle do personagem do jogador (PdJ): achei o giro um pouco lento em alguns momentos (mas aumentar a velocidade provavelmente levaria à instabilidade). Em alguns momentos a lenha demorava para sumir da mão (não sei se era na saída da fogueira que ela realmente sumia, isso me deixou mexendo perto da fogueira por um tempo sem ter certeza). As caixas de colisão das pedras atrapalharam o deslocamento um pouco. Sobre aprendizado: não demorou para aprender o básico do jogo, para concluir eu precisei de duas tentativas. Sobre fluxo: creio que o maior desafio seja realmente ir buscar recursos longe em um mapa proceduralmente gerado (ao que entendi), porque não se pode decorar onde estão os recursos entre uma partida e outra. Apesar disso (que é positivo), creio que o fluxo não se mantenha após concluir o jogo uma vez (nesse sentido, não sei qual seria a saída para uma possível continuidade do projeto). Para tempo de Ludum Dare o jogo foi muito divertido e interessante. Parabéns.

2 - Gráficos, Áudio, Narrativa e Polimento: Sobre os gráficos, primeiramente falarei sobre a iluminação, não entendi totalmente o porquê, mas a lanterna não fazia a sombra da árvore "sumir" (hahahahah, isso não é um problema, só tive a incerteza de ter coletado algo na sombra de uma árvore uma vez e a lanterna me ajudaria com isso). Achei os gráficos bacanas, especialmente em tempo de game jam. O som ambiente ficou bom, assim como a narrativa. Eu apenas apontaria que a dublagem lembrando jogos como GTA (PS1), LAPD (PS1) CS (PC) não me pareceram combinar perfeitamente (por parecer alguém falando pelo rádio). Como o personagem estava (ao que entendi) sozinho, faria mais sentido para mim outra abordagem. Digo isso como sugestão de polimento, porque para tempo de LD46 esteve muito bom.

3 - Cultura: O jogo aproveita de interessados por sobrevivência e também leva em conta questões sobre problemas que podem realmente ocorrer. Creio que existam formas de encontrar o nicho para entregar o jogo. Caso mudasse o ponto central da trama em vez de estar perdido, para estar resolvendo o problema de outras pessoas (como se o PdJ fosse um guarda florestal ou algo do tipo), creio que daria para criar um jogo com vários estágios com desafios diferentes e desconectados, ou mesmo um jogo com narrativa específica montada.

4 - Monetização: O jogo ficou muito bom como desafio para uma só rodada de jogadas. Creio que se aumentar o conteúdo possa ser vendido para smartphones ou mesmo no Steam (considerando-se polimentos e pesquisa de nicho).

gustavo-christino 2020-04-24 14:20

Analysis...

1 - Mechanics, Learning and Flow: The mechanics of maintaining resources that run out of time by exploring, collecting and delivering resources on time. I found it interesting that it has resources distributed in the collector and also in the "base". On the player's character control (PC): I found the turn a little slow at times (but increasing the speed would probably lead to instability). In some moments, the wood took a long time to disappear from the hand (I don't know if it was at the end of the fire that it really disappeared, that left me moving around the fire for a while without being sure). The collision boxes of the stones hindered the displacement a little. About learning: it didn't take long to learn the basics of the game, to conclude I needed two attempts. About flow: I believe that the biggest challenge is really to get resources far from a procedurally generated map (as I understand it), because you can't decorate where the resources are between one game and another. Despite this (which is positive), I believe that the flow will not continue after completing the game once (in that sense, I do not know what would be the way out for a possible continuity of the project). For Ludum Dare's time the game was very fun and interesting. Congratulations.

2 - Graphics, Audio, Narrative and Polishment: About the graphics, first I’ll talk about lighting, I didn’t fully understand why, but the lantern didn’t make the tree’s shadow “disappear” (hahahahah, this is not a problem, I just had the uncertainty of having collected something in the shade of a tree once and the flashlight would help me with that). I found the graphics cool, especially in game jam time. The ambient sound was good, as well as the narrative. I would just point out that the dubbing reminiscent of games like GTA (PS1), LAPD (PS1) CS (Personal Computer) didn't seem to fit me perfectly (because it sounded like someone talking on the radio). Since the character was (as I understood it) alone, it would make more sense for me to take another approach. I say that as a polishing suggestion, because for LD46 time it was very good.

3 - Culture: The game takes advantage of those interested in survival and also takes into account questions about problems that may actually occur. I think there are ways to find the niche to deliver the game. If I changed the central point of the plot instead of being lost, to be solving other people's problems (as if the PC was a ranger or something), I think it would be possible to create a multi-stage game with different challenges and disconnected, or even a game with a specific narrative set up.

4 - Monetization: The game was very good as a challenge for a single round of plays. I believe that if the content is increased, it can be sold on smartphones or even on Steam (considering polishes and niche research).

devilqube 2020-04-24 15:52

@adsilcot , I've tried it in Chrome and Firefox on windows 10. Which browser are you using ?

hwaet 2020-04-26 03:05

I was immediately struck by the voice and sound here! Voice acting is a rare treat for ludum games. I like the ambiance of this one. My first thought and only big comment would be the character controls could use some attention. Since running around gathering resources is so key, having controls that feel tight makes a big difference. Overall it's got great atmosphere, thank you for sharing this!

[edit] I forgot to mention that it's awesome that successive playthroughs start in new locations!

norris-eldridge 2020-04-27 02:04

I think the control scheme is a bit odd. I think maybe having the player point towards the mouse and then use WASD to move. Then like an FPS you'd be able to strafe. Turning with the A and D keys always feels a bit off to me unless is a racing game. Additionally, I wasn't really sure what I was doing during the game. I was picking stuff up and being told that I didn't have matches and that I needed to keep the fire lit but I really didn't know what to do about that. Am I supposed to drop stuff on the fire? How do I do that? Is this happening automatically? If so, when? I couldn't tell. Maybe some more audio or visual cues to let you know you're on the right track. You've done that a bit with the first bit of dialogue staying that the logs is handy. I think just a bit more direction on the outset and feedback would have helped a lot.

saltfactory-studio 2020-04-27 02:20

This is a great survival game where the player doesn't just worry about one thing. Having to worry about not just the fire dying but also your hunger and warmth makes the game much more interesting. Controlling the player could use some more work, since it doesn't feel very natural walking around. As a result, in my experience, that makes picking up food a bit more challenging compared to woods, probably due to its size. I really love the randomly generated level layout though, so each level brings a unique experience, like one time my camp was at the corner of the map. Great work and great entry!

congusbongus 2020-04-27 11:12

There's a lot of components here, a lot to like - like the auto pickup thing - but also unpolished aspects. Not a fan of the tank controls, it's hard to read what's going on, UI elements are too small. Impressive amount of work.

devilqube 2020-04-27 16:17

Thank you for the comments, the controls were something I was going to go back to and never did. I have an updated version which I may post as a post jam version, I'm not sure a new control schema would be in the spirit of the jam. One of the other ideas I didn't get to implement was wild animals, I imply them when the fire starts to get low via sound effects but it would be nice to maybe have them start to appear in the scene.

Originally I planned to have the whole weekend and Monday then ended up working Saturday and Monday so it didn't quite go to plan. Still I had fun taking part in the jam and finally managed to record the girlfriend's chihuahua for a sound effect.

honey 2020-05-11 16:52

It is obvious that you took a big bite, so many things stayed half-way done. I'm not sure why you went 3D when on tight schedule 2D would done fine if not better, but maybe you just wanted to, and that's alright, that's what jams are for :)

Weirdest thing for me was the movement, but you can eventually get used to it. Still for this kind of movement (and possibly any kind of it) the collision boxes were way too small, so that made it really frustrating, especially when picking up food. Also weird glitch is when you stop moving but the run animation is still playing, as well as playing animation for putting the log into the fire while character can move again all around the place. You really should've checked for that!

Still pretty solid entry, random world generation is interesting addition!