zashers 2020-10-06 05:55
It doesn't seem your web version is working.
Foon → Ludum Dare Explorer → LD47 → The Looper Encounter
By shaolin-dave
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1288 | 3.14 | 49 | |
| Fun | 926 | 3.24 | 47 | |
| Innovation | 988 | 3.16 | 47 | |
| Theme | 1071 | 3.34 | 48 | |
| Graphics | 1332 | 2.88 | 48 | |
| Audio | 1038 | 2.45 | 46 | |
| Mood | 1400 | 2.66 | 47 |
It doesn't seem your web version is working.
Version (Mac) not loading :(
It seems to me that none of your links are working
@thorn itch has been giving me a lot of issues, but I think I have the download links fixed. Could you please try again?
@mrmaico I reuploaded a different Mac build as well, if you could please try. If you still have issues, I'm wondering if it's the normal permission issues that a lot of Mac builds have. Please let me know what error messages you see.
@zashers Yes for some reason Web is only loading like 90% and then giving up. I can't figure it out tonight so I'll have to research it tomorrow. I'll let you know if I get it fixed.
A clean, simple but responsive game with some nice enemy behaviours to add a little challenge.
I feel like some music and visual effects would have sold the concept a bit more, but, overall good job!
Like your game, but all the time i wanted to mowe up and down with W and S keys.
I like the game and graphic features! Keep it up!
This game was a very solid entry ! The game looks good, the mechanic of looping around the enemies and killing them was both creative and very fun to use. I'd like to see there be more enemies faster because it started off pretty slow. Great job!
this is a cool game, i liked the fun and simple concept. i slowly got better at the game as i kept playing.
i'm not sure if this was intentional but i found that when i pressed s to create a loop and then s again to speed it up my score from the last session would persist, thus going straight from 0 score to 300. good work though!
@human-writes-code - Thanks. Yeah I was trying to add move visual effects, especially emphasizing the ability to get more points with combos, but I suddenly had to quit a few hours early. I might update that in a post-jam version.
@pinkpanterus - I considered up/down movement, but felt it was better to stick near the bottom of the screen because of the loop capture mechanic. Using up/down controls was a choice to make the whole game easily playabe with one hand. Do you think the game would be better with vertical movement, or with the shooting/looping controls more separate from the movement?
@melvinng - Thank you. Unfortunately aside from particle effects I actually had to skimp on the graphics, the ships are still using placeholder assets, I intended them to be 3d models.
@snowinn - Thank you. I actually slowed down the enemies and made their swarms smaller later in development. In the past my judgements have suffered because people found my games too hard, and I figured my own game probably seemed easier to me that it actually was. I might have to add difficulty changes in a post jam version.
@samelgamedev - The speeding up when you hit the loop button twice was actually a glitch that I noticed during development, but decided to leave in as a feature. I figured the slowdown might be tedious after awhile, and thought players might like to speed through the loops a bit. As for the score persisting between sessions, that was DEFINITELY not intentional. Thanks for brining that to my attention.
Thank everyone for playing and rating!
"@pinkpanterus - I considered up/down movement, but felt it was better to stick near the bottom of the screen because of the loop capture mechanic. Using up/down controls was a choice to make the whole game easily playabe with one hand. Do you think the game would be better with vertical movement, or with the shooting/looping controls more separate from the movement?"
Yes, I beleive so.
WSAD - moving LMB - shooting RMB - loop catching
Please make your bullets bigger, and the enemies, and the player character. This game could really benefit from the Nuclear Throne treatment.
I liked your game my congratulations, I also did one if you want to know, and give me your feedback I am very grateful, this is the link https://ldjam.com/events/ludum-dare/47/resurrection
Nice reinterpretation of Galaga and the likes :)
The looping mechanics is an interesting one. Although, sometimes it behaves strangely, since I'm capturing the ships that are outside the loop. Is it bounded by a rectangle or something? :)
Very nice and polished game mechanics. Something I haven't seen before. Ship movement is really good. Yet it gets monotonic quite quickly, different kinds of enemies or a boss would make it more diverse. Also different skills like more complex loop shapes would make it more fun. But within the time constrain the game is very much complete and impressive. Great job!
I loved what you did with the theme ! i think the concept is very nice and you made a very smooth gameplay, i wonder what you would do if you decided to push the concept further :)
Quite an interesting idea! Have I missed the health bar by the way? I seemed not to find where is the indicator of my life.
Good idea, I liked the fact of "not stun the enemy right away but waiting until he is close to another one to score more". Maybe a little screen shake and HP UI would have been nice ! Great Job ! :)
Hmm... Nice concept! I feel like playing refreshed version of Space Invaders but it was fun! As mentioned previosly, HP bar would be ok. And I think elements in loop shouldn't escape from it simply by passing loop. And also Audio Control would be very helpful.
@EVERYONE - Thank you so much for playing, rating, and suggestions.
@samelgamedev - I fixed the score bug, just wanted to thank you again for letting me know about it.
@pinkpanterus - I still disagree with vertical movement, but your thoughts on using mouse buttons is a great one and I should have implemented it. At this point I think that'd count as a "new feature" so I'll have to wait till post-jam to do it.
@blubberquark - Thanks for the suggestions. I did make the colliders on the bullets and players slightly larger than they look to make it a bit more forgiving, but when I overhaul the game post-jam I'll probably do a lot of artistic changes as well. I'm also a big fan of Nuclear Throne so I appreciate the suggestion and probably will look to it for inspiration.
@etrealjunior - Thank you very much. I checked out your game and rated as well.
@invader - Noticed the Galaga inspiration, huh? The capture loop works by picking a spot in front of the player, rotating around it (while dragin a trail), and once the movement is done, placing a sphere collider at almost the same point for a split second. It's a sphere instead of a circle because of the way I oriented the game. The collider is slightly larger than the capture ring because in playtesting it was frustrating to JUST miss a capture. Also, the center is slightly closer to the player to be extra forgving for enemy/projectiles that are REALLY close to the player, preventing cheap hits-and-escapse.
@mykola - Yes, time constraints, as usual, lead to some sacrifices. In post-jam I'll add more variety
@tori - I have considered merging this idea with a more general shmup I abandoned years ago for post-jam, we'll see how that works out.
@tamail - I lost a few hours of dev and the health bar was something that didn't make it. Actually, I had to ditch a power-up system as well. As-is, you have 10 hits. My idea was that you'd start with 5 hits buy could earn more as a bonus with combo captures. I really wish I'd had time to implement that.
@aune - I'm glad you picked up on that strategy, I fear that players might not get that. I wrote in the "hints" section but already know most people don't read them. I ran out of time for the HP UI, I'd wanted a screen shake on imact and even a zoom-in on capture to go with the slow-motion. Maybe post-jam
@szatku - I actually thought very late that I should put a collider on the trail so that you could use it as a wall to trap enemies. I even initiall had the player choose if they'd loop clockwise or counter-clockwise. But, it was another thing cut for time.
I liked the nod to the classic arcade games. Only issue I had is that it felt to easy. I sat still for a considerable amount of time to see how long it would take for them to hit me cause I noticed they weren't really shooting directly at me. Other than that the controls felt smooth and it worked great.
Fun game, but not challenging enough
Neat idea. Wish the game was a bit easier at the start (give me more time to figure out the "loop trap"). It was way easier to just shoot the enemies and not trap them.
Great game! it is fun and easy to understand. great work!
I enjoyed playing it. Good work!
I was a bit surprised that the trap was only triggered directly in front of you, meaning that the stunned enemies further away cannot be surrounded. Otherwise good game.
Interesting idea and pretty good execution.
The description mentioned that combos gave more points, but it wasn't really clear how much while playing the game. Could be nice to have some indication on the screen of how much the combo you made was worth.
Good game! It was fun to play!
Nice game! :)
It could be intereseting if you could somehow combo the traps or somehow do them at different locations than at the bottom - now oftentimes there's quite a lot of just waiting to do as enemies are not flying close enough.
Nice idea and simple gameplay, fun to play well done!
@sirred - Tried to have a random offset to simulate imperfect aim or leading the player, might've overdone it. With more time I would have had enemies ACTUALLY lead the player, maybe I'll do that later.
@cerins @mbrezu - I'll have to work on the difficulty curve, and incentivize trapping over shooting (i know most people don't care about high scores anymore, originally trapping enemies would be the only way to regain health but that was cut for time)
@r3l0ad1 @morpheuszero @macmist - Thank you, don't be afraid to leave some critical feedback too.
@oxropy - That was intentional to incentivize taking risk and letting the enemies get close before shooting, but I could have made that more clear, and come up with a plan for stunned enemies to ofar out of range.
@jeroenpx - Yes, another thing that was cut for time, but I'll add a lot of visual/audio feedback for successful combos late.
@zebrainflames - I think mainly I just need to make the enemies more aggressive so they'll spend less time away from the player, but I'll consider different capture mechanics as well.
This game is really cool. You did a great job incorporating the looping and that gave this game a nice twist.
Interesting mechanics, but pacing is a bit slow. I'd prefer faster gameplay with different enemyes behaviour and faster deaths. I think in score based arcade games it's important to kill player early to show goal and prevent bore. Either way, great job!