FoonLudum Dare ExplorerLD47 → [WebGL/HTML5] Murder Loop

[WebGL/HTML5] Murder Loop

By leorid

View on ldjam.com

CategoryRankScoreCount
Overall4023.2524
Fun3993.0825
Innovation3593.1925
Theme5722.6525
Graphics4563.0225
Audio4712.3624
Humor1503.1324
Mood4952.6824

Comments

indiedevdan 2020-10-04 23:27

The characters and physics are fun :)

lestat 2020-10-04 23:38

Nice graphics. Fun game overall. Good job!

tort60091 2020-10-05 01:10

This ragdoll so fun. You just need melee weapon instead of projectiles. I like the orange style graphics this reminds me cs custom maps ^^

I tried complete stairs challenge 20 or more times and finally done it )))

I don't know is it last room or not. Any way thank you for fun ) Screen Shot 2020-10-05 at 3.51.30 AM.png

pkenney 2020-10-05 01:18

I did it! I made the whole loop!!

I spent quite a while with this, because it has a cool air of mystery about it, and a mix of combat, exploration, and cube-soccer. The animations and models are wild, too, love the mohawk and the unusual walking.

Part of the issues, but in a strange way also part of the appeal, was that the procedural animation seemed to get corrupted over time. After I had been playing a while, my guy would stagger around, sometimes spike way up into the air, shatter into pieces and then reform with twisted limbs. This corruption was another form of challenge, and you did a great job of giving me tools to deal with it, including some really smart choices like: the frequent checkpoints, the killplane beneath the level for when I clipped down into space, and the K key for when I clipped into other invalid areas. In fact, the whole options menu was vital, as it let me set my mouse sensitivity.

I appreciated the short bursts of combat, but I was glad it wasn't the main focus of the experience.

I got to a part where I went up an elevator and got a 7-gate, but my corruption was so extreme by then that I couldn't move forward.. at first. I would get 3-4 pieces together and then clip away, respawning, and my work would be undone.

I actually started writing this review having quit there, but I went back and gave it another shot, and I made it through that darn 7. After that it was a breeze to complete the loop.

If I could tweak one thing about the game it would be the make the cube-kicking a little more generous... maybe have a special "cube kick" layer, and put like an invisible "plow" collider in front of the player so they can herd the cubes slightly easier?

A very interesting and memorable experience, nice!

leorid 2020-10-05 12:36

@indiedevdan & @lestat Thanks a lot for playing, glad you had fun :D

@tort60091 You somehow managed to clip throught the wall, you are basically at the center of the Map where in theory should be nothing but the cold vacuum of space (but because you should never be able to see it, I mad the top and bottom floor just giant cubes - the small cube in the middle is exactly at (0,0,0) ) Melee Weapon is also an interresting idea ^^

@pkenney Thats awesome - thanks for every single word in your comment :D The corrupted physics happen because FixedUpdate (the physics update loop in Unity) can't keep up with all the calculations - the more enemies you kill, the more physic objects exist in the game world and it seems like some of them didn't stop moving and their calculation never ended. I thought of "bugfixing" the cube kicking after finishing the game .. but I had no idea where to start because of (literal) edge cases.

And I want to thank all four of you for your feedback :)

I guess most questions can be answered with one Walkthrough, so I made one:

https://youtu.be/_ey5qHuptSg

ausstein 2020-10-05 14:03

Hmm the elevator did not seem to work for me, so I played up to that point.

I love the ragdoll animations, they are great!

You were not kidding when you said aim for the limbs. As a seasoned FPS player i was giving them soo many headshots and nothing happend :D That's a nice touch.

I really liked the funny descriptions like "I don't know why it's called healing station" :D overal great job, cool entry!

leorid 2020-10-05 14:08

@ausstein The elevator was literally the last thing I added - you can see the "ending" in the walkthrough. Still glad you liked it :D

julius-vander-arend 2020-10-05 14:20

The dismemberment and procedural animation is very cool, quite impressive for a compo, nice job

niterich 2020-10-05 14:57

It's always great to see a jam game with such a visual pizzazz! The rubbery limbs looked amazing, and the graphics were consistently blocky (in a good way!) and had a very pleasing colour palette. I was also really gracious that you added an options menu to adjust the mouse sensitivity, as I usually find the default options to be waaaay too sensitive.

That being said, I have to agree with pkenney and say the bugginess of the game dampened the experience somewhat. I got sent to the center of the map so many times from using a healing station, or kicking the cubes around, or even just turning my character too fast. If all the lose physics objects are giving you trouble, have you tried making the blood particles disappear after a while? or at least remove their Colliders and RigidBodies once they've settled down?

dusho 2020-10-05 15:00

my limbs were really all over the place.. I wish you could shoot to the cubes instead of footballing them together.. also kicking cube to the healing box is a bad idea

leorid 2020-10-06 00:08

@tort60091 , @pkenney , @niterich , @dusho Physics Bug on low-end PCs should be fixed now - when you respawn, all dead enemies and blood gets despawned ^^

fabdynamic 2020-10-06 18:14

* There are some wonderful game play innovations here: * enemy heads turn into points which combine and then you kick that point block around and then * the point blocks are what unlocks doors for different amounts of points. * The graphics are great. * The shooting is good, * its pretty bloody for a voxel game the blocks drip blood. * I think it should say like "hit escape or space to play" to remove the UI at the beginning and let you have mouse look automatically.

Thanks for making this game. I also loved hearing about how necessity helped you innovate several of the key gameplay mechanics. Awesome!

aless 2020-10-08 00:13

The walking animation is so fun idk if that was intended but lol SFXs are very pleasant and despite the lack of background music it is a very entertaining game