daitse 2020-10-06 11:49
Nice game ! Loved the humor ! Too bad you still have a few placeholder models. The story was fun, and the music very nice ! Congrats !
Foon → Ludum Dare Explorer → LD47 → Directive 399WH
By ygrichman and Jamie Slowgrove
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1015 | 3.35 | 23 | |
| Fun | 867 | 3.28 | 23 | |
| Innovation | 1214 | 2.92 | 23 | |
| Theme | 555 | 3.83 | 23 | |
| Graphics | 1292 | 2.95 | 23 | |
| Humor | 415 | 3.25 | 22 | |
| Mood | 620 | 3.57 | 23 |
Nice game ! Loved the humor ! Too bad you still have a few placeholder models. The story was fun, and the music very nice ! Congrats !
Nice little game, I liked the variety and storyline in the game.
Ayy I got the engine core to overload. Good writing, I liked the ship design, and there was an expected bonus minigame. Nice job, I had fun!
Nice job, I liked the direction this was going in. I was a bit confused on certain rooms not opening, although I think that's just because I missed the button prompt for interacting... maybe the interactable elements need to be better highlighted or something so that it is more obvious? I also hit a soft-lock on the mini game in the security room area where I locked a cube on a tile that raised another tile, and then I couldn't reset it, so probably should have a reset button in there or something.
The minimalistic visual style was actually awesome and fitting for an AI-gone-wild sci-fi thriller story. It was beautiful. The music was cool, though in that short amount of time it somehow managed to get repetitive. The mini-game where I had to move cubes around was cool, and a surprising turn of game design. I was a bit disappointed when I didn't get any other mini-games. In the end, it seems like all I had to do was visit each room twice. I understand this was made under time pressure, so if I ended up feeling like I wanted more of this content - you did a good job. The flash-light effect was awesome, and the story and mood were fun. Please get more mini games, and also beef up the story a bit. It looks promising and already is fun. Thank you for the game.
I thought both games showed a lot of promise and given that you essentially made *two* games for the jam you deserve double credit :D
Nice game you ended up with here. Fits the theme well and made me want to try and figure out what was happening. Good job!
Nice game! Fits the theme, I was being an idiot at first, didn't realize I could actually move the camera when I was playing the block game
Bravo, a very complete experience, even without that second ending! I spent way too much time in the "jumpy cube game" before I realized I can move the camera with the mouse, haha. I overloaded the engine in 12 loops, apparently -- it felt much more, but I spent most of the time in the minigame.
I think this game became my favourite! I feel like you guys managed to complete what you envisioned and that is very valuable thing to achive. Of course there could always be more content to add for a game but everything from mechanics to dialog to graphics are all great jam versions of what it could be. Playing and seeing what you guys have made here tought me a lesson which I will follow for my next jams. Thanks for the entry and I hope you guys are happy with what you created because I genuinely feel like you should!
regarding the it never works for macos: there is a workaround and detailed explination by @shaolin-dave in https://ldjam.com/events/ludum-dare/47/the-looper-encounter/important-note-for-mac-builds
The dialog boxes in the webgl build completely broke. Only squares of various shapes and sizes. The console didn't revile any errors. Hard to judge it/figure out what to do. I got so far as the security game (I won it). Massage me if you find out what's up/have a linux build
@voidsay Weird not seen any UI issues so far, what browser/resolution are you running? Also I've added a Linux build now, and attempted a MacOS build with that guide you linked. No idea if the mac build works though. Thanks
@ygrichman thank you for the build. With the text everything makes sense.
Here is a picture of the bug: ERROR.png
Clearly the text just isn't loading, but it also doesn't give me any errors, so it's a mystery.
I sometimes wonder when the plotting emotionless AI and its wacky counterpart will fall out of favour. Not that I don't like it, it just seems to be so common nowadays. In any case I start to be negative once again (probably my worst character trait) I really liked the way you guys made the character movement. Smooth and responsive, very good! (Homebrew or storebought?) There was a contrast between your two games, but if you were to introduce more "minigames" it almost definitely could be seen as consistent.
Just a dev question. Did you use textmesh pro for the texts in the rooms? Because I used textmesh for the first time this jam and mine looks kind of shit...
@voidsay I saw the text do that a few times when trying to setup textmesh pro. It caused all sorts of issues and its documentation is almost non existent. Might not use it next time. Character movement in the ship is just rigid body with apply force. I think the cube game used Unity's character controller
I have an idea regarding the text bug but this is just a guess. I'm thinking you're using a custom font that's not included in the game, and therefore not on the computer of the people playing it? If this is the case, put the TTF files for your custom fonts in a "Fonts" directory inside "Assets".
@shaolin-dave It is a custom font but it is included and I've tested it on computers that definitely don't have it installed. So I'm not really sure, I can't seem to recreate the bug with any hardware I have. It was my first time using TextMesh Pro so i'm guessing its something I've done wrong with that. Thanks for the suggestion though :thumbsup: