ilopes 2020-10-06 00:41
awesome game plz make a part 2
Foon → Ludum Dare Explorer → LD47 → Repeater
By mingle-chen, revanj, Cookdoo and Stuffalo
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1482 | 2.90 | 22 | |
| Fun | 1357 | 2.80 | 22 | |
| Innovation | 1613 | 2.25 | 22 | |
| Theme | 935 | 3.50 | 21 | |
| Graphics | 1347 | 2.82 | 22 | |
| Audio | 1031 | 2.50 | 21 | |
| Humor | 1050 | 2.31 | 21 | |
| Mood | 1340 | 2.78 | 21 |
awesome game plz make a part 2
Sometimes invisible enemies attacked me. I had fun playing the game. Good game!
I like how the game looks. Didn't really see a point to the time limit. Yeah it kills you and resets you but that just got in the way, made the game longer rather than enhance the experience. Nice work.
It's fun! :)
Fun game.
I especially loved the Pencil behind the ear, nice touch. The slow bullets where a bit weird, though, I could literally shoot people following me by shooting forward. Great fun nonetheless.
Nice job! It’s pretty fun, I liked the music building up but then it just stopped suddenly but the sound efx still played? The looping mechanic is interesting, sending you back to the spawn point if you don’t reach the next one in time
Nice art and sound! i couldn´t find any time bubble... Congrats!
This is such a well made game for 72 hours. It has all the simple hints that made the interactions fun. Though I have to say after I while I don't know what to do, and the looping mechanism seems to be hindering progress (because you can destroy and create of course someone will try to do some builds?). But still, awesome game, and thank you for the experience!
I can see a lot of care and love has been put into this project ! I think some of the collisions need some rework, my character sometimes just move back for no reason. Also the sound is cool ! The shotgun sound was unexpected haha cool game ! good job don't stop :)
nice work on your first jam! after collecting three keycards i had trouble finding my way any further-- i enjoyed the music! though it doesn't appear to loop unfortunately, heh _(fix this by selecting the audio in godot's filesystem, going to Import, checking "Loop", and clicking reimport)_ -- the projectiles were also quite slow moving and could be outrun by the player, heh, i'd recommend giving them a bit more velocity when you instance them
here are some general tips i would give towards giving your future godot projects a more cohesive pixel art aesthetic! * in Project Settings -> General -> Display -> Window * under Size, set "Width" and "Height" to a **low** resolution, appropriate for pixel art. you'll want your sprites and assets to be properly tiny too, **no upscaling!** this all serves to create a more authentic aesthetic where pixels are rendered at their true sizes and are constrained to _real pixel sizes_, no more pixel art sliding around in HD unconstrained by the pixel grid! * further down under Stretch, set "Mode" to "viewport" and "Aspect" to "keep" -- this will allow you to then cleanly scale up your low resolution game without stretching, distorting, or blurring the game * your game will now boot at a very small resolution, where one pixel in the game is one pixel on your actual monitor -- multiply `OS.window_size` in a script to scale up the window at runtime, e.g. `OS.window_size *= 4` to make 1x1 pixels in-game equate to 4x4 pixels on your monitor * by default, assets in godot are imported for high-res 2D games which will cause pixel art to appear blurry, you need to change this by selecting sprites in your game's filesystem, going to "Import, clicking "Preset" and selecting "2D Pixel", and then clicking "Reimport"! -- do this for all your assets, and in Preset select "2D Pixel" and "Set as Default for 'Texture'" to make it automatic for any new sprites you add to your game!
hope this helps!
Nice game! Player movement speed is perfect, nice and fast. I like the pixel art. The use of the theme was perfect, and almost exactly how I used it in my entry. Good job creating a lot of checkpoints because long resets are not fun.
This game has all the mechanics it needs to be a great entry, it just needed a little more polish to really make it shine.
I recommend taking a look at these videos
Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 2013
https://www.youtube.com/watch?v=AJdEqssNZ-U
and Juice it or lose it - a talk by Martin Jonasson & Petri Purho
https://www.youtube.com/watch?v=Fy0aCDmgnxg
**FRIENDLY CONSTRUCTIVE CRITICISM:** First thing I noticed; the bullets are REALLY SLOW. Speed em up. Maybe the enemy bullets can be slow (but not that slow), but the player bullets should deff move faster than the player. The player's yellow bullets are not easy to see against the white floor tiles. The bullet sprites would also look better if they were bigger.
Is it me, or is the bazooka super under powered? I was expecting a huge one-hit-kill explosion? The SMG fires semi-auto like a pistol?
Something else that would help is visually distinct areas or a map system, it's easy to get lost when everything looks the same. Maybe zoom out the camera or, or make the rooms smaller with more distinct shapes if you don't have the time to make extra tile sets, maybe more wall decals or blood splatters. OR have more unique enemy waves; this room has 3 zombies, this room has 2 zombies and a shooter, etc. Persistant dead bodies could help, or bloody footprints? (red blood not slang blood lol)
Just something to consider.
I got the 3 key cards and couldn't figure out where to go, and everything looked the same so I gave up.
Overall Good job on yall's entry! Congratz!
@jjoeyay I considered doing true low res(256x256) in the jam but wasn't able to make it feel PICO-8ish. I never knew I could upscale it at runtime. Thank you fellow Godoter, it helps a lot!
@ismael-rodriguez I always had some trouble with "adding juice to the game" personally, So I'm definitely gonna finish these two videos. We ran out of time in the 72 hrs jam so bazooka power, bullet speed/size, and enemy body is definitely something we should fix. I never thought of a map system though, and considering how many times I've got lost doing play test and how many people were lost playing... Yes we probably need that as well. Thank you for the recommendation and advice!