pagetb 2020-04-21 17:16
Really funny game!
Foon → Ludum Dare Explorer → LD46 → Global Warning: The Smogocalypse
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 2333 | 2.85 | 48 | |
| Fun | 2386 | 2.53 | 46 | |
| Innovation | 1805 | 2.97 | 47 | |
| Theme | 2396 | 2.72 | 47 | |
| Graphics | 1926 | 3.01 | 49 | |
| Audio | 1500 | 2.52 | 46 | |
| Humor | 1724 | 2.37 | 42 | |
| Mood | 1878 | 2.97 | 47 |
Really funny game!
Good to see such ambitious game, we also try something in that ambiance but WebGL restrictions are strong...
Cool game, guys, keep up the good work
I'll be honest and say that I didn't get too far into the game. The camera was way too sensitive making the game too difficult for me to control. I do find that has game has a lot of potential and I do think the art style fits the game. Still good job.
Interesting idea. Something I would never think of. Good job!!
Quite ambitious entry ! Congratulations ! I like the rotate around the planet flying and the possibility to get out of the ship, starting another type of game mechanic. As @john-snyder mentionned, the mouse is a little bit too much sensitive but that's manageable after a moment. Great work !
I bet with a little more polish this would be pretty fun. I played through the TP factory and started the Tire Factory. Ran into a bug in the tire factory where I was stuck in the jump animation, sliding endlessly. It's a neat hybrid -- but I most enjoyed the music + graphics aesthetics
well, the flying is really cool and i like the aesthetic of the game textures and colors. the music is pretty calming. the shooting part is pretty rough around the edges, but i kinda liked it too. mouse aim doesnt really work, however that made it more challenging. good work.
I really wish I could give more feed back on the game but it seemed to be bugged when I opened it. I tried launching it 3 separate times but the ship would just be stuck in the air not moving. I could rotate the camera around but nothing else. The game also seems to just freak out if I try zooming out and starts jittering like crazy
There is a bug when you have a controller plugged in the keyboard controls do not work but you still have to use the mouse for steering. You kinda made 2 games in one, it seems you could have gotten lots more out of the concept when there is only one type of gameplay. It has the ingredients of something cool that just needed more time.
it was kind of hard to control and when you were on the ground I would have loved to springt. But I can see how giant your game is with the diffrent things you do maybe focus your time next time on something smaller. I also had black walls creeping up on me. I stil enjoyed my time with global warming which is a great theme here
I kinda didn't like this game, the camera is too sensitive while the jumping isn't sensitive at all. When jumping you have no ability to aim your jump which feels off for a platformer. Like your note i found the laser really annoying.
Thanks for the feedback @wolfier @wert @davision @gavin-camlin and everyone else. I wasn't really happy with how this turned out for the jam, so I put some more time into it and published a post-LD HTML5 version. It's definitely better than the previous version, but am still not 100% happy with it. Can't really put my finger on it tho. If any of you feel like giving it a second try, I'd appreciate hearing what you think.
esta bueno¡ muy bueno¡
The post Ludum dare version if definitely better than the original. Fixing the oversensitive camera definitely made the game a lot less annoying and the inclusion of visible markers of where you can vault up made it really fun to attempt to pull off multiple vaults without touching the ground. I will say though that i think that you should give the player more agency in that department since the game likes to choose which direction you can go when vaulting even when it directly conflicts with the game design itself.
Nice game loved thr graphics but can be a bit improve but still a great game.
Entrei em uma fábrica, infelizmente só consegui interagir com uns quadros na parede (não sei se meu objetivo era destruir todos eles, mas com a minha mira travada para frente eu não pude atirar em quadros em andares superiores). ^^'
I went into a factory, unfortunately I was only able to interact with a few pictures on the wall (I don't know if my goal was to destroy them all, but with my aim locked forward I couldn't shoot pictures on the upper floors). ^^ '
Wig-Global Warning.png
Avaliação...
1 - Mecânicas, Aprendizado e Fluxo: Fiquei bastante tonto e curioso enquanto navegava pelo céu do pequeno mundo. Tentei pegar todas as moedas voadoras (foi levemente difícil). Infelizmente não tem um contador para saber o número máximo (teria sido bacana). O controle da nave/avião foi um pouco difícil/impreciso, mas acabei me acostumando. Seria bom ter alguma orientação no sentido GPS para saber se está mesmo onde pensa que está (num mundo redondo há alguma desorientação). No que diz respeito ao personagem andando, a câmera dele também atrapalha um pouco e está lento (se tivesse forma de acelerar seria bom). Mirar o tiro também facilitaria, ao exemplo de segurar um botão (parando de andar) e continuar mirando só o tiro (se a missão for mesmo quebrar os quadros nas paredes das fábricas). Ao sair da fábrica eu notei que todas as moedas e o contador haviam zerado (oh, no). Sobre o fluxo de jogo: achei interessante poder navegar livremente no começo, mas senti falta de desafio e de apresentação de objetivo.
2 - Gráficos, Áudio, Narrativa e Polimento: Achei o mundo (terreno) muito bem elaborado e interessante. O personagem principal teve um modelo muito interessante e a forma como a luz reflete nele também valorizou bastante. Para tempo de game jam o áudio fez o trabalho dele, mas muitos polimentos poderiam ser feitos (combinando áudio e uma trilha que poderia levar a sentimentos diferentes, aventura-ação etc). Dentro do jogo eu senti falta de narrativa, apesar da apresentação externa (em tempo após Ludum Dare poderia investir nisso (se o plano for dar continuidade ao projeto)).
3 - Cultura: Creio que o jogo tenha por objetivo chamar atenção sobre o aquecimento global (por conta do nome) e de formas ativas de confrontar os grandes vilões (fábricas sem responsabilidade ambiental e outras fontes). Se o jogo for polido e muito bem trabalhado em cima das verdades por trás de tudo isso, creio que possa funcionar como ferramenta de conscientização (além de forma de entretenimento).
4 - Monetização: Por ser um jogo que foca esse tema, talvez o ideal seja entregar gratuitamente ou render dinheiro através de fundos que investem em projetos desse tipo. Mas, com o desafio e a jogabilidade ajustados, creio que o jogo poderia vender para Steam.
Evaluation...
1 - Mechanics, Learning and Flow: I was quite dizzy and curious while sailing through the sky of the small world. I tried to get all the flying coins (it was slightly difficult). Unfortunately there is no accountant to know the maximum number (it would have been nice). The control of the ship / plane was a little difficult / inaccurate, but I got used to it. It would be good to have some guidance in the GPS direction to know if you are really where you think you are (in a round world there is some disorientation). Regarding the character walking, his camera also gets in the way a little bit and is slow (if there was a way to accelerate it would be good). Aiming the shot would also make it easier, such as holding a button (stopping walking) and continuing to aim only at the shot (if the mission is to break the pictures on the factory walls). Upon leaving the factory I noticed that all coins and the counter had zeroed (oh, no). About the game flow: I found it interesting to be able to navigate freely at first, but I lacked a challenge and a lack of objective presentation.
2 - Graphics, Audio, Narrative and Polishment: I found the world (terrain) very well elaborated and interesting. The main character had a very interesting model and the way the light reflects on it also gave a lot of value. For game jam time the audio did his job, but a lot of polishing could be done (combining audio and a track that could lead to different feelings, adventure-action etc). Within the game I missed the narrative, despite the external presentation (in time after Ludum Dare could invest in it (if the plan is to continue the project)).
3 - Culture: I believe that the game aims to draw attention to global warming (because of the name) and active ways to confront the great villains (factories without environmental responsibility and other sources). If the game is polished and very well worked on the truths behind it all, I believe it can work as an awareness tool (in addition to a form of entertainment).
4 - Monetization: As it is a game that focuses on this theme, perhaps the ideal is to give away for free or to raise money through funds that invest in projects of this type. But, with the challenge and gameplay adjusted, I think the game could sell to Steam.
Nice idea!
I liked this idea of a small world, and allowing to fly around and land on factories was a nice idea!
I also liked the sound, it makes the environment feel like old gen games, which I enjoy!
What I didn't liked so much was the movement, I prefer using A and D for walking sideway when on ground and the movement of the spacecraft was a bit strange too, maybe using the arrows to pitch and roll would feel better.
I felt the factories a bit empty there could be some autonomous robots that fight against the main character, but I imagine it wouldn't be possible for the jam time.
It is a great concept, probably it will become a very nice game after some polishing, congrats!!! :thumbsup_tone1:
Cool entry! I think that you aimed for more than you could release within the Jam time frame, and you could pick it's best part and polish until reaching something neat and cohesive!
If you aimed just for the ship part flying around the planet collecting carbon from the factories or the third person game of a bot left on a factory to collect the wastes of the previous civilization you could mostly ended with something even better than the quality you've already achieved!
The Tires factory is huge and too dark to understand the whole scenario silhouette! The donnut Factory is thousand times better because it''s well lit, and i could experience the robot doing some parkour on the bars!
If You polished audio and graphical art assets, you could use them to show more about your game's lore! there was no robot engine sounds, ambience sounds that could tell more about the place, like the sound of the factory itself, some reverberation, some pistons and industrial and metallic slams, pressure and hydraulics.
What are the coins for? I wish I could do something with them so that I'd be incentivized to collect them. Flying around was fun. I liked having music for that part, but it made the factories seem too quiet. Man a lot of criticism in this post when I mean to say I liked it. I can tell it was a really good idea with just a little less time than what was needed.
A reward for completing a factory would have a large impact. If the land around the factory became greener it would be very satisfying and drive the need to destroy all factories.
Well. It's abmitious project!
wow, good game
wow
Nice game man! It seems like I can't find more objectives other than collecting coins. The graphics are surprisingly good but unfortunately the sounds and music not suits well for the game idk why. Other than that, nice game!
Good graphics, but what to do after collecting the coins, good job!
@gameovermexico I know it wasn't clear at all, but the main goal was to land at the factories and destroy them on foot. The "Toilet Paper Factory" and "Donut Factory" are really the only complete levels; the other two don't have much work put into them. Collecting all the coins in a factory after destroying all the TVs turns it into gold on the world map. The coins in the flight mode serve no purpose but to give you a reason to fly around.