gargantus 2020-04-21 12:19
The link doesn't work
Foon → Ludum Dare Explorer → LD46 → Walter and Water
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 2490 | 2.55 | 21 | |
| Fun | 2446 | 2.42 | 21 | |
| Innovation | 2448 | 2.36 | 21 | |
| Theme | 1619 | 3.47 | 21 | |
| Graphics | 1788 | 3.16 | 23 | |
| Humor | 1197 | 2.86 | 20 | |
| Mood | 2307 | 2.41 | 20 |
The link doesn't work
you might forgot to set your itch.io site to published?
It looked good on the cover pic, fix the link :)
The link to itch page doesn't work. You probably left it at private (it's like that by default).
very nice game
I couldn't find your page
Sorry guys...the link is fixed now. Thanks @linluk @fabula-rasa
Some sound would really add to the experience here. It feels kinda creepy completely silent - especially with all the red demons after you :wink:
Also, I could not find a way to actually water the plant. I gathered all the water bottles, avoided the enemies, went to the plant and tried various keys - nothing seems to be watering it. Maybe include some controls description on the page.
I liked the graphics on the enemies and the general concept is nice. We also actually went with protecting a plant (a tree) theme for this jam :smile:
I don't understand how to water the plant, i can't drag the water or click on the monster.
I couldn't figure out anything on this game, but the graphics were nice! :D
No idea what was going on, but it was fun. Nice one :)
Well, at least I had fun falling down off the platform several times; also, once the enemies stacked on top of my player and each other, they managed to shoot me towards the sky :D
Graphics were nice and I like the way the character turned. With that said, it's impossible to actually water the plant, you can just fall out of the world and then you have to just close the game and reopen it, as it doesn't restart itself. The enemies tend to go in the exact same place, essentially turning themselves into one, and they don't actually seem to do any kind of damage. Also, the plant can't actually die, the bar just seems to stay on the lowest value it can have.
Used your source code to recompile for Linux. :penguin:
FYI: When you upload unity source code you only need the following folders: - Assets - Packages - ProjectSettings
This saves you some cloud space, uploads faster and loads faster on foreign machines
It seems like you're new to gamedev. I can tell that things didn't pan out and a lot of features had to be abandoned. That's OK. I noticed your effort in your code. Keep up your work and hopefully you will improve by next time.
Initially I was confused by the controls. They appeared to be tank controls, but then I realized that they are directional controls and you need to wit until the character has turned into the right direction, witch was cool, but I had to get used to it.
The mechanics seem a little broken. There wasn't much to do and the things you could do didn't seem to affect anything.
The models where complex :thumbsup: , but rough. Did you use the build in 3d editor of Unity? If so you should definitely switch to a better 3d editor (like Blender). If these aren't your models (I have a hard time figuring this out in Jam entries) you can ignore this critique.
- You add one water to the plant when the player hits it. You should change the "CollisionOnEnter" methode/function to a "CollisionOnStay", so water is added while you have contact to the plant. Also increase the amount by witch it is increased. - collecting water dosen't do anything :shrug: . Add a storage value to the player that is increased when colliding with a bottle. - plant health only goes down. there is no function to increase it. Was it meant to be a timer to bring all the water? If not replace it with a water counter. Also the pot is partially obstructing the plant hitbox. - you probably had a good intention with the GameManager script (did papa Brackey had something to do with that?) it should contain the gamover and victory functions as well as the level loader - you had great aspirations with the enemies using a nav mesh (I haven't worked with it yet) I assume it didn't go so well. Good save with the move towards tho :thumbsup: (didn't know it existed) - you removed the enemy damage to the player. Probably because of some access rights issues (object oriented programming is confusing when you just start :sob: ). I would suggest to make a function in the player script to reduce life that is called when hitting an object with the enemy tag. There you could also parse the enemy damage value that you can get from the collision info.
You should lock rigid body rotation and in this case the y axis location, this would reduce the falling thru the floor (if you're going for a more goofy, everything is a mess approach, then you shouldn't of course :wink: ) either way the character should have a continuous collision detection, so he dosen't glitch thru objects. Add a few boxes with colliders set to trigger to detect when the player leaves the game area and ether respawn or game over.
Hope this wall of text didn't come of rude. I had good intentions, but I suck at expressing them tactfully.
Controls were easy to understand, gameplay design also relatively straightforward. As others have stated, it doesn't appear you can do much other than collect water bottles and run around the stage/fall off of it. That being said, if damage were implemented, and you had a method of spawning new bottles/extending the game, this seems a simple yet fun design!
I am happy that i managed to pick all the water bottles, but i didn't know what to do after. The ennenies and the chracters sometimes diseapear in the ground, or i can get evicted from the ground and never come back. The game could have a more polish i think. Howewer, i like the ennemies' graphics.
Good game loved it.. Graphics style matches the game logic...