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Paradox Planet
Paradox Planet
By kingofsquirrel
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 552 | 2.88 | 24 | |
| Fun | 473 | 2.88 | 24 | |
| Innovation | 606 | 2.36 | 24 | |
| Theme | 584 | 2.59 | 24 | |
| Graphics | 553 | 2.63 | 24 | |
| Humor | 391 | 2.19 | 23 | |
| Mood | 562 | 2.26 | 23 | |
Comments
zoomer
2020-10-08 22:23
Cool little game, I like the idea of enemies killed respawning again stronger than before. Maybe a little more weapon and monster variety would have added more fun to the game but I know the time wasnt that much for that. Well done
Would be nice with some health drops and maybe other enemy types. Good entry!
It would be nice for there to be another enemy type. Still pretty good though.
Thank you @purpoappo @zoomer @pronomicalartist for your reviews, I know it would have been better with more enemys and weapons and maybe some drops, but I just did not have enough time that weekend, and it's my first ever finished game without a complete tutorial and maybe I'll keep working on it and add some more things!
japes
2020-10-18 09:52
Decent game, controls felt good and I like the twist that enemies spawn from the spot where they died. Graphics are great for a compo entry. Some background music would have been cool but I'm sure you would've added that with some more time. Well done!
simone
2020-10-18 10:00
Nice compo entry. Trying to convey the story through the game, instead of writing it in the tutorial would have helped :)
Also, I would suggest you to try to aim to give the player a scope (as small as it can be, for a 48h entry). Like find a hidden object, kill X amount of enemies, etc... it will give the player a sense of satisfaction knowing that he got to the end :)
elemel
2020-10-18 10:17
Well done on finishing a game. Controls were pretty good, main frustration being that it was sometimes hard to see the mouse pointer against the background. Aiming then feels imprecise because it depends on mouse position relative to player. I liked the concept of enemies coming back to life, levelled up. You have a good base game here. One tweak could be to despawn enemies that are far away (or have lived very long) and respawn them elsewhere. Now they seemed to get stuck sometimes, and I had to go look for them.
@japes Thank you for your review, I think it would need some music too but I just haven't had enough time for it.
@simone Thank you for taking your time to review my game, and thank you for suggesting more cool things I could've done!
@elemel First of all, thank you for your feedback! I thought about the idea of respawning ememys myself, but then decided not to do it because I want the player to explore the whole map and not be able to just stand in one spot
teto
2020-10-19 13:40
Nice little game with cute graphics. The enemies were really nice and animation was good with the little movements of the grass making it more dynamic. I liked the visual and audio feedback although the gun would still make the shoot noise if you'd clicked it too soon after the previous shot but the gun wouldn't shoot which made me think I was shooting a lot more than I was.
I have another couple of things that could add to the polish. One would be maybe moving the origin of the character to the middle of the body rather than including the gun as it was a little strange having him almost walking in circles instead of turning on the spot when the mouse was moved. That said, movement was really nice and smooth.
Also, the background was a little too busy and distracting for me. Maybe try making the tiles a little bigger and the contrast between the light and dark colur little less so the pattern isn't as in your face. The purple of the enemies stood out nicely against the green though and I liked the dead slime puddles on the ground as well which made it nice and easy to see where everything would spawn.
I'm sure there's lot's more you could have done with it given some more time but great game given the time constraints and well done!
Thank you for rating my game and leaving great Feedback @teto!
it could use some polish, especially in the audio department, you could for example change the SFX for shooting to play at the creation of bullets instead of at every mouse click :yum:
the graphics are holding up, the astronaut sprite was a bit unclear i felt, the arms could be somewhat clearer for example, but I'm just being picky haha!
Only "bug" i found was that upon colliding with the enemies stuck in a time paradox, aka, killed, I was taking damage as if they where still alive, also they can be pushed around by the other enemies while in this state.
The idea in itself is fantastic, and it works as it's supposed to i guess so props for that haha. Only thing i was missing was a way to replenish my health, and with this kind of concept, some power-ups or upgrades would be a nice addition!
i thought the slime graphics were cute. it has kind of a slow build up, but was more enjoyable with more enemies, however, it got really tiring to have to click for every single shot with so many enemies. some kind of character progression like getting a better weapon would have been good. some kind of way to break out of the loop and win would have motivated me to play more.
also, i think the environment visuals were good, but the level design itself was too big. there were some obstacles and stuff which was cool, but too much open space, so i felt kind of lost, or like, the obstacles didn't really matter because i could just hang out in open area.
jollyjoe
2020-10-23 21:44
Awesome!!!! brings me back to the flash games of the 90's point and click and shoot. the best and in a loop crazy. great work!!!
@kekkodude Thank you for your great Feedback! I know that the art and sounds are not that good, but that's just me being a bad artist. For the killed Enemies, I do want them to be "poisonous" even after they're killed, I even said that in the Tutorial and for being able to be moved after they're dead, I tried that, but I am pretty new to Unity and I did not find out how to do it. But Thank you for the other great Ideas how to improve :smiley:!
@sakura-magika First of all, thank you for the feedback! I know that some things would've been very good if I had implemented them(other weapons, healtdrops etc), but I had almost no time that weekend. For the leveldesign, I never did a game like that before and was hoping someone would give me feedback for the design!
@jollyjoe Thank you!
I must say, this is pretty good for a first game! Though I didn't really seem to figure out the connection of the game with the theme of the jam. Other than that, there's definitely lots of room for improvement, some more feedback when you get hurt (perhaps a mild screen shake), some polishing would be nice (e.g some post processing effects), and some more interactions (more enemies, more abilities - like a dash or some sort of power up). Of course, it is your decision if you would want to continue working on the game, but you could use some of my suggestions that I mentioned for your next game too :)
Thank you @danial-jumagaliyev for your feedback! I don't know yet if i'll continue working on it, but if I do I'll consider your ideas and suggestions. For the theme, you are basically stuck in a loop with the same enemys respawning where they died.
@kingofsquirrel oh! I get it now, you should probably clarify that in the game's description ^^
@danial-jumagaliyev I actually did, in the Tutorial description of the game :)