bumdag 2020-10-05 08:01
Links are currently broken :( if you didn't know, maybe still in draft?
Foon → Ludum Dare Explorer → LD47 → Skinner Dungeon
By unluckyninja
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 402 | 3.25 | 22 | |
| Fun | 343 | 3.20 | 22 | |
| Innovation | 579 | 2.50 | 22 | |
| Theme | 502 | 3.07 | 22 | |
| Graphics | 348 | 3.30 | 22 | |
| Mood | 376 | 3.00 | 21 |
Links are currently broken :( if you didn't know, maybe still in draft?
I could not play it, can you update your links? They are broken.
Bruv you need to set it as 'Public' not draft I did the same earlier
@bumdag @daitli @cryptomnesic
My fault. I indeed forgot to publish the page. It's my first time joining a ldjam and make a playable game, and was in a hurry to catch the train. Didn't got time to have enough thoughts on avoiding mistakes when uploading the game. Thank you guys for the reminding. It should be available publicly now. Game page descriptions will be add when I arrive at home (about 10 hours later).
I liked playing this. Really enjoyed the roll animation! The tutorial area was a nice touch too. Game concept was cool the only drawback was I felt the combat was quite finicky leaving no room for error. The upgrades worked well to combat that though!
@sampadders Thank you! The enemy AI was simply set to attack you when close enough to it. I should have made it less aggressive..
Solid skinner box, felt well balanced and the graphics and animation generally communicated what you were doing pretty well! My only complaint is that the perspective makes it a little hard to tell what your weapon arc is in some directions?
@tjm Thanks, I may have been too strict about the sprite animation size, all of theme are 16x16 pixels, leaving few space for attackinr part... When testing I am also feeling it's not intuitive if the attack will hit. Next time I will set up with a larger canvas, and make sprite and collision sync better.
It's a fun and tight little action-adventure game. The grindy nature definitely fits the theme, and the combat roll is really satisfying. If you're looking to take it further, I think you've got a solid base here.
Really nice game! It took a little bit for me to learn how to fight the cute slimes. I would appreciate a damage counter or the weapon but it's my personal opinion. Good job!
I really like the approach. The pixel art looks pretty cute (and well expressed for the minimalism). I learned about the dodge after completing the game (I guess) xD. Don't know if it was me or wasn't that clear. But overall you should be proud for this compo entry! Well done!
I really liked it! And it fits the theme and especially the name very well!
Neat entry. Very good job introducing the mechanics in the tutorial to get the player used to them before the main game.
The combat was a bit simple; it would have been nice if there was more variety in enemies and you had a larger range of upgrades to purchase that affected how you fight (e.g. range on your sword). But of course 48 hours isn't a ton of time to add all this stuff in.
@judgezedd @athryell @hadryel @arzi @jeremy-ryan Thank you guys, really appreciate it.
I acutually have similar ideas before the jam, to mock the overwhelming "paying as gameplay" games in my country. But I'm more a dreamer than a doer. Most of my projects died at scaffolding. When LD started and the theme was out, I almost didn't come up with other ideas. I'd like to thank LD that it gave me a chance and motivation to finally be able to finish one.
As for the damage counter, I should have made a text label indicating how many times you have upgraded. But after finishing store functions, I still didn't have a start-to-end gameplay. I was busy catching the deadline and testing the game, then I just forgot it. I hardly had a clear mind at that moment (LD ends at 6:00 a.m. here). And I have considered a second monster. I even prepared sprites for it (A ranged purple slime). But got no time to implement it. I really need to practice more at coding and workflow. :P
I like the idea, The attack and rolling are good. missing the sound that could make more atmosphere. Good job
Really a great game for the Compo. Graphics are nice and I like the "souls-like" game play!
I'm impressed with how far this got in the jam, nice job. I would have really liked some sound effects or something though, would have added quite a bit to the atmosphere. The controls felt pretty clunky, I think partly due to only accepting one movement input at a time, and having motion completely stop when attacking. It made it entirely too easy to just get killed by the enemies, while feeling like the controls were to blame. I think if the controls were improved, this would be a really cool base for a full game.
I enjoyed your entry, I played until the enchanter told me to go through the portal but there was no portal o_O And I dig the micropixel art aesthetic.
Now for the biggest criticism: the controls feel really stiff, it feels like you have the if(up) moveUp(); else if (down) moveDown(); system going for your movement, which can lock out axes when pressing multiple buttons when play gets intense. That aside, a few more monsters and locations and you have the start of a promising twin-stick souls-like here.