jag 2020-10-05 21:41
I dont see a download link for your game :o
Foon → Ludum Dare Explorer → LD47 → Gravity Blade
By chainedlupine and Sindri
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1091 | 3.31 | 23 | |
| Fun | 787 | 3.35 | 23 | |
| Innovation | 1514 | 2.50 | 23 | |
| Theme | 1532 | 2.64 | 23 | |
| Graphics | 983 | 3.35 | 23 | |
| Audio | 644 | 3.35 | 23 | |
| Humor | 1 | |||
| Mood | 1176 | 3.02 | 23 |
I dont see a download link for your game :o
Download link will be posted very shortly! The final build came in juuuust under the wire because of the final push to get the boss working. It's on the way, and will definitely be done before Submission Hour ends!
Go me, I decided to use custom code in the Godot engine and now I am stuck waiting for it to compile the 32x and 64x versions for Windows.
Linux builds will -- come later. Maybe tonight?
UPDATE: Win64 version uploaded! Compiling the others, now.
In case folks didn't see, the download link is up and running!
Very colorful!
I’d love to play if you port it to Mac/Web!
It's a good game, but mechanics are simple and i didn't find there something ambitious. But overall it was funny and relaxing
Lovely game. Really liked the graphics and colors. Well done for this entry.
Cheers
I fired up the game and so anyway, I started blastin'!
A nice horizontal shmup with a clean and crip style.
This game does well: - :medal: great minimalist r-type revival - :medal: cool, driving music - :medal: crisp sprites and very crisp collision checking - :medal: butter smooth scrolling - :medal: the snare mechanic is pretty interesting
Could make this even better: - :heavy_plus_sign: X / C may be ok to shoot, but on a gamepad, the buttons are mapped to the right hand - :heavy_plus_sign: I was crabing gamepad support - :heavy_plus_sign: add some explanations and teasers, screenshots etc. to your game page on LDJam - :heavy_plus_sign: more juice could make this a real winner
All in all a very nice throwback to my horizontal shmup days. Thank you :)
I really like how although the enemies are basic, they each require a different approach. Also, didn't expect a bossfight but once I found out I was really hooked!
The graphics were also very nice, especially the projectiles; the sound was alright, but I would've liked it if it changed according to the level of your weapons.
Nice shoot'em up game!
Here are my feedback:
_Positive points - Good art style - The ship is really responsive - Cool SFX and music
_Negative points - A bit simple in term of mechanics
Overall: gg for your work!
It took me a while to figure out how to use the Graviton Snare mechanic, but eventually I figured it out. Music is okay.
@snowinn Okay, here you go: https://chainedlupine.itch.io/gravity-blade I don't have access to Apple equipment but I can always do an HTML5 build!
@thygrrr A lack of gamepad support really killed me! I wanted to have it playable with my Xbone controller but we ran out of time to implement button binding. Or implement any kind of options at all, really. XD But I am glad you enjoyed!
@ovrbi @edalbung The lack of enemy variety was disappointing to me. There were ideas for different kinds -- particular, a simple enemy that would attack while you were fighting the boss, so you would have a chance to power up your attacks mid-fight -- but all of that had to be left on the cutting room floor.
@chainedlupine Two words: New Unity Input System.
And the PlayerInput class. Really makes it easy to bind buttons and actions and even Interactions. (You can also easily implement it in pure code instantiating a InputAction set and wiring its .performed delegates.
Hasa few pitfalls, sure, but... Especially the hold to charge and tap rapidly actions would be trivial to get and bind to the player.
Great job! The music was good, the gameplay was fun, and I loved the graviton snare mechanic. I think you had enough enemy variety and the controls felt good. Nice work!
@thygrrr I'm not using Unity, though. :grin: I do have a very customizable input system that I built for my current big project, but it wasn't jam-ready. Next time!
@chainedlupine Lol and I was thinking "this prolly isn't Unity, tiger, what are you doing." Yet I hit send like a ~~champ~~ chump.
Edit: and I think I even took note that this was a godot game when I played it...
the game is cool :)
+ I really like the mechanics of absorption, it works well and makes you want to take risks.
- The respawn deserves to have a time of invincibility or clean the screen to be safe. The projectiles can be hidden by the enemies that we absorb which gives unfair situations.
The project is simple but it is fun and the problems mentioned are simple things so the game does not depend on it.
bravo.
nice game ! everything fits well together and it was fun! good job
so polished!
Interesting game mechanics, but I feel like you should work on the responsiveness of the Graviton Snare. Maybe it's just me, but I kept killing enemies by accident and wasn't able to charge up my gun much. Besides that, it's a nice side-scrolling shooter with original mechanics :slight_smile: Good job!
@annie-owl Thanks for the feedback! More intricate controls on the snare mechanic are actually directly on our list. We tried to refine them a bit more, but really had to crunch working on the boss first. Glad it's a requested feature!
@kaiomoi Thanks for the feedback! Unfortunately instant respawn was something we had to tolerate to get the game in on time - we actually wanted to do a more classic Gradius "return to checkpoint" respawn system, but just couldn't implement it in time. That's definitely on our list!
Good music and general vibe! The snare controls did feel a bit loose to me and I did have trouble getting it to do what I wanted.