FoonLudum Dare ExplorerLD46 → iNanny

iNanny

By weeping-rupee

View on ldjam.com

CategoryRankScoreCount
Overall17073.2827
Fun17223.0827
Innovation10733.3627
Theme2794.1327
Graphics11813.6627
Humor6893.3227
Mood14953.2427

Comments

toxichouse 2020-04-23 16:40

Pros:

-> The Art style is very clear.

-> The cutscenes are creative and fun.

-> The literature reference is interesting and clever.

Cons:

-> It's not clear how the baby can be protected.

-> Without a score or a progress bar, there is no sense of progression (endless loop).

-> The position of the levers felt arbitrary (a con of the random aspect of the game).

Thanks for the game :v:

kasperhangard 2020-04-26 21:20

Really cool game, with amazing intro. The movement felt satisfying, though i had a bit of a hard time figuring out if the baby could always be protected. All in all, really fun. played it for quite a while

puzzlemaker 2020-04-27 01:21

Intro was good, graphics and objective were clear, gameplay was crisp. Overall very good job!

exevirus 2020-04-27 01:45

Alright, you got me. I tried to win. Hint: don't lol. That RNG is an evil master. both guns often fire at once and the baby often slows down in the structure sections too, making defending nearly impossible when literally everything is green haha.

So while the game is frustratingly unbalanced, it is by far the most polished and well deserving game this ludum Dare, (~30 rated so far). The backstory is a great pop culture reference that is executed with humor and with pizazz! I loved the music choices and your opening cut scenes. I will be sorely disappointed if this doesn't make it to the top of the ratings at the end of the rating session.

slotha 2020-04-27 01:59

Awesome! I loved the intro (like all these other people) and I had tons of fun playing it! It's nice to see someone else using gamemaker! I loved the choice of music too! great job!

fajpaj 2020-04-27 02:01

Overall, quite enjoyable. I love the intro. The idea is interesting too. As others have mentioned, it's quite RNG heavy. I think one easier way to make the gameplay more engaging would be to decrease the lasers' time from lock on to fire. I often felt like I was protecting the baby, but the laser then took a while to fire, so i'd get blocked by a wall or something and then the laser would fire as soon as I wasn't protecting the baby. Overall, quite fun though.

pkenney 2020-05-03 16:33

I found this one very stylish. The opening movie reel was a very nice way to set the stage, and fit the overall style well. The robot had controls that felt very nice, and while there was a bit of initial confusion I quickly figured the game out (first thought was that I had to push the baby, took some fails to uncover the real objective).

The music and sound really sold the vibe, and also conveyed the important play events like lock-on etc. The randomness of the layout kept the game from feeling overly repetitive, but also created some janky situations from time to time where I felt a little cheated, but not too bad. I liked how there were two failure states, with both the baby and the robot at risk, and they way I had to balance them, especially once there were two enemies.

I didn't beat it. The best I did was get past several segments of double-enemy.

I think there's probably something even better hiding in the raw material you have here, something that feels a little more fair and puzzley that could deliver a more potent dose of that Oh-I'm-so-clever feeling for the player for manipulating the switches to change the map. I caught a few little tastes of it, but some runs went by without me getting any of that feeling. Really hard to sieze that in a gamejam, especially with procgen at play, but I bet with a little more time there's more here to mine.

Overall a very nice entry!

blay09 2020-05-06 16:49

Took me a bit to understand what I needed to do, then it took me a bit to realize I could intentionally trigger the laser early to prevent it firing at a bad time, then it took me a bit to realize I don't have to stand directly next to the baby to protect it (that last point is probably just me being stupid though), BUT eventually managed to reach about 60% on the progress bar.

I think a small scripted tutorial would help in getting started, because once you understand what you're supposed to be doing it's actually pretty fun. I also liked the choice of music and use of sounds. Good job!

gameovermexico 2020-05-07 13:01

I had fun with the robot, good intro!

bitpokit 2020-05-07 20:07

That intro was amazing! I really like the art and sfx too. Simple controls and good puzzle mechanics. Really well-designed and great humor too! Awesome job! :smile:

eduardogacn 2020-05-07 21:17

wow, good game flow, I really like the art of cinematics, good music too.

Nice job

duke 2020-05-07 21:20

First of all good job on providing some kind of context or backstory to the game play. Always a nice touch to be not thrown into game play the second the game launches :) the humor of it all was nice as well and the absurdity of the premise hooked me. The art looks fine, but a little mixed in quality. Like it's taken from incoherent asset packs and/or made by different artist without proper art direction (which is fine though, seeing that you made this alone). The soundtrack is a good pick that fits the mood perfectly. The whole industrial revolution meets robotic future with killer lasers is well thought out :)

The game play was a little confusing at the beginning. I tried to block the laser with my body, but it kinda just flew right past me, after which I thought that this wasn't a valid strategy. After 5 or 6 more failures, I blocked one shot by accident and recognized my misconception then. The blocking worked fine after that. I didn't really get the deal with the switches/traps and arrow floors, but I guess they're just there to be a hindrance for you to be able to properly block the lasers. After I came into a situation that wasn't solvable, I got a little frustrated. Having some RNG decide if you can win or not is not my favorite game design decision, to be honest.

All in all, still a pleasent experience. The game runs fine, controls are responsive and there didn't seem to be any major bugs :) Good job all in all

fabula-rasa 2020-05-07 22:08

I love your style! The old slides' intro, the graphics, the music, even the font (the Broadway one). I get the good old movies vibes all over.

It is a really well-made game, if a bit on the hard side when gods of RNG are not with you. The game has very positive energy and this sort of bouncy feeling that makes you want to try again and again :). It feels rather confusing at the beginning and takes a while to figure out what different stuff does and why. But it's all fun learning experience, in my opinion.

Great work!

skyeward 2020-05-08 02:47

Fun, innovative game with a lot of polish! The detailed intro cutscene and animated controls splash screen were really nice touches and add a lot of quality. The game is difficult, and it takes some trial and error to understand how things work, but it gets really fun once you get to grips with what's going on. The mechanics at play here are interesting, and not quite anything I've seen before.

Perhaps having a life system instead of instakill would be nice, so that your one and only mistake doesn't end the game. All in all, a really positive LD submission, thanks for the game!

gustavo-christino 2020-05-08 04:14

Nice.png

gustavo-christino 2020-05-08 04:24

Análise...

1 - Mecânicas, Aprendizado e Fluxo: O jogo tem a mecânica de proteger um personagem utilizando o personagem do jogador (PdJ) como barreira. Para que o PdJ possa proteger o outro personagem, ele deve navegar através do estágio de forma tática, acionando as alavancas corretas e se posicionando corretamente para ter êxito. Aprender a jogar foi facilitado por um tutorial em jogo, explicando através de poucas palavras e imagens bem-elaboradas. Outra parte do aprendizado compete ao jogador, ao decorrer da sessão de jogo, por tentativa e erro, conhecendo as diversas formas de interação com as peças do jogo. O fluxo de jogo começa com ares de dificuldade, demandando do jogador que perca muitas vezes até conseguir avançar. Do ponto de vista de um jogo apenas para game jam fica bom em termos de desafio, mas eu creio que check-points permitiram os jogadores experimentarem todas as mecânicas (apenas para ter o feedback de tudo por mais pessoas quanto forem possíveis). Em termos de jogo pós tempo de evento, creio que a dificuldade seria crescente, mas em um modo mais suave, permitindo aprender as coisas mais lentamente (assim estendendo o projeto), ao meu ver. Outra coisa muito boa é a parte procedural do projeto (parabéns!). :)

2 - Gráficos, Áudio e Narrativa: Gostei bastante dos gráficos durante o tempo realmente jogando (a cena antes do jogo ficou engraçada, mas seria a primeira coisa que eu sugeriria polimento). Entretanto está ótimo para tempo de evento. Parabéns. Senti falta de áudio, realmente poderia ter valorizado bastante se bem-aplicado. A narrativa não é o foco, apesar da introdução, dado que não há desenvolvimento narrativo entre diversos estágios e mudanças significativas no comportamento do PdJ ou mesmo explicações maiores sobre o que está acontecendo. Em caso de desenvolvimento do projeto (pós jam) talvez faça sentido mexer nisso, mas não seria realmente necessário (jogos podem não precisar realmente de explicativas assim). Seria uma possibilidade/escolha fazer o jogo mais narrativo.

3 - Cultura: Acompanhar o movimento de um personagem enquanto o protege de unidades inimigas. Fábricas. Robôs. Cuidar de alguém. Muitos tópicos sendo encaixado sem uma sessão de jogo divertida. Creio que o jogo já seja uma boa peça de exemplo do encontro desses nichos.

4 - Monetização: Creio que venderia para stores como itch.io ou mesmo poderia ser colocado (em caso de acréscimo de estágios) para jogar no smartphone (com propagandas, a baixo custo ou com um sistema de muitos estágios e quantidade limite de tentativas diárias e venda de mais tentativas, além de sistema de pontuação mundial).

gustavo-christino 2020-05-08 04:24

Analysis...

1 - Mechanics, Learning and Flow: The game has the mechanics of protecting a character using the player's character (PC) as a barrier. In order for the PC to protect the other character, he must navigate through the stage tactically, using the correct levers and positioning himself correctly to be successful. Learning how to play was facilitated by an in-game tutorial, explaining through few words and well-crafted images. Another part of learning is up to the player, during the game session, through trial and error, knowing the various forms of interaction with the game pieces. The flow of the game starts with an air of difficulty, demanding that the player lose many times until he is able to advance. From the point of view of a game only for game jam, it is good in terms of challenge, but I believe that check-points allowed players to try all the mechanics (just to get feedback from everything by as many people as possible). In terms of game after event time, I believe that the difficulty would be increasing, but in a smoother way, allowing to learn things more slowly (thus extending the project), in my view. Another very good thing is the procedural part of the project (congratulations!). :)

2 - Graphics, Audio and Narrative: I really liked the graphics during the time really playing (the scene before the game was funny, but it would be the first thing I would suggest polishing). However it is great for event time. Congratulations. I missed audio, I really could have valued it a lot if applied well. The narrative is not the focus, despite the introduction, given that there is no narrative development between different stages and significant changes in the PC's behavior or even greater explanations of what is happening. In case of project development (post jam) it may make sense to change it, but it would not be really necessary (games may not really need explanations like that). It would be a possibility / choice to make the game more narrative.

3 - Culture: Track a character's movement while protecting him from enemy units. Factories. Robots. Take care of someone. Lots of threads being docked without a fun gaming session. I believe that the game is already a good example of finding these niches.

4 - Monetization: I believe that it would sell to stores like itch.io or could even be placed (in case of increased stages) to play on the smartphone (with advertisements, at low cost or with a system of many stages and a limited amount of daily attempts and selling more) attempts, in addition to the world scoring system).

notgreat 2020-05-08 08:46

Great graphics reasonable audio, though I felt like the song didn't quite fit the feel of the gameplay. The story slides at the start were hilarious.

As for the gameplay, I found it to be good, but not amazing. I was quite annoyed when I found out that putting the robot on top of the laser doesn't actually stop the blast though. The non-grid movement of the world was quite annoying when paired with the explosive blocks, though I'm not sure why I found those significantly more annoying than the acid pits. The randomization seemed acceptable, good for adding replay value but very inconsistent in difficulty.

justcamh 2020-05-08 09:22

So you've heard already that the game needs balancing, and I totally agree. I feel like it'd be a good idea to guarantee that switches spawn in each block of stuff to give you some agency. Find ways of weighting the spawner to your advantage, proc gen is awesome but you need to ensure that each game is roughly equal in difficulty (and that it is possible to overcome every challenge). I gave it a few tries and wanted to keep going, but the introduction is quite a slog to get through... It's rather slow and it took about a minute of mostly standing still to beat the single laser section.

Otherwise though, the game was awesome, super stylish with its music and neat animation. The art was very impressive and it's cool how the music is a timer. I love the core design of the game, how you need to block the bullets, I just wish the proc gen did a better job at keeping it fair. Overall awesome game, you really killed it with the style! :heart:

gustavo-christino 2020-05-08 15:42

Thank you very much for your stream on our game! :) It helped a lot. @weeping-rupee

We have the polished version (we have made several corrections so far). :) If you want to play it too.

Again, thank you very much. \o

jeroenpx 2020-05-09 14:19

Loved the intro! :heart:

The art style and music were really nice, but the game felt a bit too punishing sometimes. There were very few places I could move to at moments which made it very hard and sometimes simply impossible to protect the baby. I tried a few times, but most of them I had game over because of things that seemed out of my control.

alexrose 2020-05-12 02:00

Damn once the second laser gets in it becomes so difficult lol, especially when the switches are like.. basically off screen. I very much enjoy the idea. I think if you worked on the RNG so that it's always solveable, this'd make a great mobile game. Obvs that's hard to do during a jam, rng woes are really hard to solve, that'd take me the whole weekend alone. Great game, great style. Nice one.