chris-fagan 2020-10-06 10:03
No link
Foon → Ludum Dare Explorer → LD47 → Stealth Line
By doc-moustache and hippolytea
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 671 | 3.58 | 25 | |
| Fun | 977 | 3.19 | 25 | |
| Innovation | 235 | 3.87 | 25 | |
| Theme | 1480 | 2.75 | 26 | |
| Humor | 986 | 2.42 | 22 | |
| Mood | 538 | 3.63 | 24 |
No link
Can't play game, no link...
Good job guys. Nice game
really really cool idea! kinda reminds me of frozen synapse but more of an emphasis on stealth which i love. The pathfinding is also pretty well done.
Cool idea, the music definitely sets a vibe. It's hard to tell where the zombies will be once you reach them, so it becomes a bit of guesswork. Could be well served with a "slow down" and "speed up" button, giving you some minor control. Also could use a pause button since it's full screen, so I had to alt-Tab out.
Game is great! Really interesting setting and mechanic, really enjoyed!
You should rename your Source link to Windows.
The game itself is pretty solid. You could ramp up the difficulty a bit by making the passable areas a bit narrower, so timing gets more important. At the moment its relatively easy to find a route which is zombie free all of the time. The greatest difficulty at the moment is the character having too much momentum and therefore not following the route precisely.
I think this is a really interesting idea, although it could really do with some quality-of-life improvements. Once I worked out the controls I found that my main problem was basically this: since I had to draw out the whole path all at once, then had no way to stop and wait on the way, and couldn't see where the zombies are planning on going, my success (or lack of it) always felt like it was totally up to chance. This could definitely be solved with a bit more fine control, or requiring less precognition from the player (or, if the zombies follow a predictable path, maybe give the player more indication of this like having them leave footprints or a trail or something), but like I said I think this is a really original concept and a surprisingly polished game for the time limit. You should be really proud of this, and I hope you keep on making games in future! Thanks for submitting!
One of the most original game of the jam i played until then. Good work guys. Maybe add a speed modifier to see the patterns more clearly. Congrats.
What an incredible game! I loved it, great job
This is a very fun and immersive game, well done! Sometimes the dudes strayed away from the path and had to return... I'm not sure if this is because of me drawing the path wrong or if they got lost or something, but that added to the suspense of seeing what would happen. I think it does lack some progression and end goal, though, so after some attempts the game starts to get repetitive.
Overall, very nice job! Congratulations!
Oh, and my game has a Windows port as well now. You can check it out if you want! :)
Good game with strong concept, and solid level. At first I was thinking it is hard, but quickly defined route which lead to victory in several tries, I'm not sure what happened next, other survivors just ran straight to the exit. Would like to see more levels or variations. Good luck.
Pretty interesting concept. I feel like the zombie movements weren't clear enough and it seems both the player and zombie pathfinding is a little drifty. Some of the zombies didn't seem to detect me, but it was unclear whether it was because I was behind them or not. If that was the case I'd say either scale the zombie and player models up or maybe just change their FOV to a cone facing where their eyes face.
Other than that, great job. I could see this being a really cool puzzle game, perhaps some survivors would have to scavenge food and reach the exit, or maybe more puzzle elements could be added such as sending multiple survivors to different positions to cause distractions or pick up guns to defeat a zombie, etc.
Cool idea! I liked the game! Please visit my game too and rate it!:)https://ldjam.com/events/ludum-dare/47/the-dumb-robot
The idea is nice, and the atmosphere created by the music and voices is a nice touch. As it was said before though, I wished there were a little more to do. My feeling is that any path could actually work if I was lucky enough. It's not missing much, for instance you could add a button "stop/start" to give instructions to the character while he is on his way, and that would bring an all new dimension to the gameplay. Why not different terrain types too, that would have a different ranges of noise, but choosing the less noisy means a longer path or something like that... I could continue but you got the idea : you got a good basis to build on and actually make a game that is very innovative and fun to play!
Nice entry!
I liked the idea and graphics that were quite cool ( maybe introduce a bit of zoom ? ). Unfortunately, it was only one map and I felt like zombies were not trying to catch me at all even when I got into their 'spot radius'. Apart from that, after drawing a line and making it for the first time, the second time the survivor went the completely different way than I have drawn before!
I like the execution of some mechanics, wish there was more wariation.
Nice job nontheless!
Great idea but was a little bit too hard for me. It would be awesome if there will be a way to do something while a character walks like to speed up or slow down. But it's a LD and there is always not enough time for new features :) Anyway, great game!
**It would have been cool to have a key to switch from top view to "infield view" a bit like on your image in the description.**
Well done for the mood :-) . I really love Metal Gear Solid so anything that is a bit stealth genre I love. The Theme is "a bit" far there tho. And it would have been cool to be able to interact a bit more on the character when he is walking. Checkout our game if you have a minute :-) PS : for the metal gear solid like cone of view of the zombies did you do the code yourself or there is an open source or asset to do that ?
..Somehow I'm always impressed by the path finding. It is nothing super complicated, but always magic to see the characters avoiding obstacles as they would have a kind of self consciousness...
:thinking: Maybe I need to take some rest I'll go to bed ahah
I love stealth and I when I saw how the game worked I was looking forward to playing around with it to try and beat it but...I got to the end on the first try and it felt cheap, like I just got lucky.
I think for this game to work you need to add something for the player to do during the walking. I think something as simple as pressing space to stop would add a lot more depth. You could lead the player to an area near a zombie and stop them behind an obstacle while waiting for the zombie to pass. You could add nodes in the world for the player to interact with, like a switch that triggers an explosion or something to try and kill a zombie.
Force the player to determine the path before starting. and allow them to interact with the world as their character follows it.
Overall good job on this submission. It's very well made for such a short amount of time
@dama @mikew @sean-holloway @usenrame @kruemelkeksfan @jofish @randomlockness @somogy @tex-killer @capt-theo @matchaflavor @rushikesh-charapale @rolly @mikoziq @badabooom63 @satolas @skleembof
Hello everyone! First of all thank you for the time you took for playing, rating and commenting our game, this really mean a lot to us!
We plan to improve the game in the following months, using your feedbacks and what we want to prioritize we will add :
-more levels
-gameplay during the walking (run/slow down and maybe more)
-two camera type (a preview one, like the one in the actual game/a third camera like, for the walking part) -more feedback
-polish and polish and polish
We also have one or two ideas to make the game more "learn and die" than "randomly win or die".
So again thank you, we hope you had a great ludum dare and follow our itchio accounts if you would like to see what the game will become after some extra work.
@satolas We code it ourself, but by following those two tutorials:
youtube.com/watch?v=mBGUY7EUxXQ&ab_channel=Unity
youtube.com/watch?v=rQG9aUWarwE&t=1020s&ab_channel=SebastianLague
Also we didn't use all the "detect the noises from the player" stuff from the first one.