FoonLudum Dare ExplorerLD47 → Souless Loop

Souless Loop

By calapout, craftwill and okammii

View on ldjam.com

CategoryRankScoreCount
Overall10443.3421
Fun7343.3921
Innovation15512.4421
Theme12323.1521
Graphics13262.8921
Humor8992.5519
Mood13592.7621

Comments

shan-hsgames 2020-10-05 18:20

I like this kind of colorful games. Gameplay was fun and smooth, and graphics were cool. I liked it overall!

mrwahloh 2020-10-05 20:22

Nice! I like the monster graphics and animations.

purpledartfrog 2020-10-05 22:59

Looks very good - crisp colors :thumbsup_tone1:

:purple_heart: :dart: :frog:

2020-10-06 01:25

So much fun 10/10 Will play again in the morning120611344_636032943707804_3740272104251126232_n.png

rhewid 2020-10-06 07:11

Very nice gameplay - liked the graphics. Overall great game :)

craftwill 2020-10-06 15:34

Very happy some people finished the game :)

probeprob 2020-10-06 16:58

Great game. I like how you can dodge attacks, although it is not that easy for normal enemies. I think a healthbar for enemies (especially the boss) would be nice. But also without I'll try to defeat the boss with 14 attack.

etrealjunior 2020-10-07 10:22

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

samdemaine 2020-10-07 22:37

Hey nice job! I like the graphics and controls are nice! could you check out my game? :D

dak001 2020-10-07 23:19

great game idea. I just keep dying for almost five times, even so very fun))

fabula-rasa 2020-10-07 23:35

The final boss is scary and he/she/it sounds like Godzilla! So I guess the loop is the "endless" loop of grinding :laughing:

honey 2020-10-09 11:03

Hey, I know the time is tight and it probably took lots of it just to get this up and running and it's still a great job from you guys, but the point of the jam is feedback, isn't it? So take this as a suggestion for improvement, not dissing your effort!

I had fun from the beginning, but then the gameplay got a bit samey. You know - your attack frequency stays the same, even when upgrading your shield, the basic green enemies still deal you the same amount of damage, and most importantly, all the enemies are the same. They may have different animations, but mechanics wise they're the same - they aim at you at constantly, they attack at the same distance just directly forward, they just deal less or more damage. Once you realize that, the experience turns from fun to grind.

I think that there're basically two ways out of this, depending wheter you want more diablo-like aproach or more souls-like approach. The first one you should vary your gear - different attack timing, different area of attack, and spice it up with some skills and magic, that can help you in a tight spot. That way the player always have some interesting decisions to make.

The latter one needs more thought out movement patterns of both enemies and the player. You need more visual/audatory hints - that the player is ready to attack again, that the enemy is going to strike and so on. For this to work, you need to "dumb down" the enemy, or better said not make the enemy so perfect - the enemy has to have some chance to miss the player and the player has to have some chance to dodge the attack (or block or parry it). Give the enemy some rotating time instead to snap-aim it to the player, some decision making time, some stun. Give it predictable but still challenging enemy attack patterns.

Right now, you stuck somewhere inbetween, so once the player realize they can't even properly dodge, nor do anything except for sword swing, then it becomes just the game of grind and rising numbers, and there's barely fun in that, unfortunatelly. As for me specifically, I prefer the player-skill based design as opossed to in-game-skill based, but the choice is yours in the end.

But all of this probably is way over the scope of game jam game, at least for me would be for sure, so it's more of a "dig into this in the future" suggestion, which I feel is a strong part of a game jam :)

Apart from said above, I never got lost, confused or anything, so you did a pretty good job with overall design. Only thing that lacked information for me was the player animation - I would like to know better what is my weapon's reach as well as when I'm ready to attack again. Without it it's just spamming LMB and hoping for the best. Still, no bugs, no getting lost, well done.

I died a first few times before the timer ran out, so when I finally reached the end of the timer, it scared me for real! :)

Overall you did a great job!

craftwill 2020-10-09 19:42

Waw, thx for the huge feedback, not everyone goes to that extent. Your points are valid, this game is clearly stuck in a weird in between, I'm working on a very similar game right now but with moba controls like league of legends. I may switch to this game style's of gameplay in the future if i can't make the moba controls funny. So Thx for your time, really instructive.

honey 2020-10-09 19:59

@craftwill Thanks, I try my best to be of some use :) Wish you best of luck with further development!

flatkiwi 2020-10-09 20:46

Nice game, however i feel like all the enemies are a bit samey. They all use a pinching/claw attack when they get close, and eventually become really tedious to kill. As honey said, the game just kind of becomes a matter of getting upgrades and slowly... slowly.. getting your numbers high enough to start overcoming enemies. This idea could be good, but it's not executed too well. Good job for the time given nonetheless!

barravelbzh 2020-10-10 10:07

Game is nice, i spend 20 minutes playing it. I wanted to improve my character. I discovered the boss after 12 min+ playing and was a good surprise. But then i see there was no dodge mechanics. Unlucky. Still a great game. theme is not respected though.

blacklambert 2020-10-13 00:25

Nice game, but it needs some polish. The progess is too small in my opinion. It takes a while to beat even the enemies in the second area. The controls are a bit clunky and a dodge mechanic would have been great. But it was fun to play anyway.

areywarlord 2020-10-14 16:57

Initial impression was - okay, one more roguelike. But then I found out that you really need to explore your enemies and to find a strategy to defeat them all.

Good job!

squeed-fingars 2020-10-16 17:20

I really enjoyed playing through this! Although as others have mentioned it would have been nice for there to be a little more input player-wise as opposed to simply watching numbers go up, I personally really don't mind this kind of gameplay, I thought it was a fun gimmick and could be expanded upon in a fun way, such as with more upgrades. I liked the old-school manner of dodging attacks, the final boss is somewhat easy to cheese though compared to some of the enemies, theoretically you could very well kill him your first time around if you just move in to hit him twice and then back off before he attacks for a while. I liked the art design, it all fit well together, and the audio was picked from good sources as well. Overall a solid entry, I am always a sucker for top-down hack-em-ups.

botskills101 2020-10-16 20:18

I LOVED the game! It was so fun and when I started I just couldn't stop, though it could use a health bar for the monsters.