juanv 2020-10-05 22:19
I liked your game!
Foon → Ludum Dare Explorer → LD47 → Loopin'Space
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 299 | 3.89 | 41 | |
| Fun | 132 | 4.00 | 41 | |
| Innovation | 57 | 4.19 | 41 | |
| Theme | 122 | 4.23 | 41 | |
| Graphics | 340 | 4.05 | 36 | |
| Audio | 655 | 3.34 | 38 | |
| Mood | 668 | 3.50 | 39 |
I liked your game!
Looping environment is quite a cool concept, well done. The game is fun to play, but the boss is bit unbalanced in my opinion. Graphics look nice and overall this game feels polished. I like it! Thanks for making it.
Very interesting design! It's a bit too hard for me so I can't keep alive for too much time. Still, the controls feel good and the graphics are cool. Great work!
Game is hard, but I love the concept and graphics look super clean.
Hey! I liked it the idea! I could be playing all the day! Good job!
Nice job! The game is fun to play, but also really hard (at least for me). I like the particles.
The audio and art work super nice together. Some music would have really sold the whole thing. Interesting game mechanic. I mostly just stayed in the center and tried to get a few ships with one rocket. I get why moving while your missile is traveling would have been more difficult to implement but that would have been fun!! Especially since then you could try to get even more ships while you the missile tries to correct its path to get back to you. Good job!
I think this game is amazing. The design is super elegant and there is a lot of attention to detail. The only improvement I could think of would be to add some music in order to give it more atmosphere
Easy to learn, hard to master. Good execution. Well done!
The learning curve was really steep, but once I finally got it, it was a lot of fun.
One thing in particular, I kept dying around 1000 points, and the first 500~ points worth of enemy ships are way too easy, I felt like I was going from braindead to absolutely insane attack pattern instantly with no smooth transition
Otherwise the mechanic is really neat, and while really hard to get a grasp on initially is a lot of fun once you perservere long enough to actually understand how to use it effectively, there was a fair bit of depth that just came out of the mechanics of the map and enemy behaviour, which was awesome, I almost ragequit after 10 deaths but it was worth sticking it out when I finally 'got it'
ı had fun playing the game, the mechanic was well suited to the theme, nice work
Greetings from your shameless promotional GIF! :D
The quality of life details are really impressive: the plumes that warn you of baddies, the star conveniently positioned right in the centre. I get the impression the skill ceiling on this is high. Bookmarked for later.
Nice gameplay! I can't remember having played anything like this.
Sometimes the missile crossed several times the screen before reaching back to me. I don't know how exactly how I did it and cannot provide steps to reproduce :(
Otherwise this is a very enjoyable game and one of the best I've seen so far.
It's so satisfying to see it blow enemies on the way back.
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Played a lot of rounds of it. The game was very tricky to understand first, but after a few tries, I was firing the engine like a virtuoso. As satisfying as grabbing the boomerang you threw (I'd assume. Never actually done it). It was a very good execution, and it's impressive that something so "simple" can be this engaging. (For those having trouble with it, at least for a while, it's better to stick towards the middle, to avoid missing hitting yourself.)
Kudos, and have a fantastic rating period! 🐳
@owlycode that is unfortunately a bug, it should never have to wrap more than twice, but sometimes it misses you on the second pass and then you just have to wait for it for long enough that you usually just die :c.
It's linked to lower framerates, so playing the windows version will help in that regard. I could fix it but for fairness' sake I won't until the rating phase is finished ^^.
@3mpty Noted about the difficulty curve, it was planned to be improved further but time was unfortunately lacking for that. Keep in mind there *is* an element of randomness to the spawns, so you can get unlucky patterns that can be hard to deal with.
@jordan-kelly I'm so glad at least someone noticed those small features. Those extra touches can make such a difference ! Hope you enjoy it when you do try it :)
C'est un super concept, il marche très bien, le concept est extrêmement simple, mais a une grande profondeur.
Tout est très polish. On prend vite le coup de main et ces addictif.
bravo :D
@kaiomoi heyyy, un autre franchouillard :D, comment t'as su que j'étais francais ? Merci pour les compliments ^^ Je suis passé par ton jeu aussi :)
C'est une coïncidence bienheureuse, je suis très mauvais en anglais alors je fait toujours plusieurs traduction avant de poser un commentaire, ton jeu est le dernier que j'ai testé hier du coup je suppose que j'ai copier coller un peut vite le paragraphe sans avoir relue ^^ En tout cap je suis contant d'avoir testé ton jeu à l’improviste, il m'a beaucoup plus.
This was really fun! The art style and sound effects were exceptional. It's a really clever mechanic as well, forcing you to think smart about how you fire. I also liked that charging up more decreased your ship speed. Perhaps the only thing missing was some music--that would really add to the great energy you've got going already.
I have to say, I wonder how the controls would feel if it were more like asteroid (up/down to accelerate and decelerate toward your mouse) rather than just WASD. It took some time to break my inclination toward the former. You might also make the hitboxes a bit more forgiving, as a few times I felt like I should have destroyed an enemy when I missed.
@hawkin Glad you like it, thanks for playing !
Asteroid-like ('Inertia based' as we called it) controls were already on the table and would have probably been implemented as a 'hard mode' of sorts, but we ended up focusing on other things before the deadline. It would have made the game, which is already pretty hard, a whole lot harder, as they make the game a lot less reactive. Also I'm not sure how well it would have meshed with the 'slow down to charge' mechanic.
Noted about hitboxes, the best fix would probably to increase the size of the hitbox for the 'reactor missile', that would make '1 pass' loops a bit easier as well as making enemies easier to hit.
Really cool concept! The idea of making the projectile loop around while you can't move is very cool! The movement of the projectile felt a bit weird at first as it always looped back to you after the second time it passed. However knowing this made it even more tactical to play and made you think more about your positioning!
A great concept! I didn't get a very high score, but I did have fun :)
@stracker that makes sense. Maybe not inertia based per se, but I still wonder what just the directionality change (up arrow to go toward the mouse, down arrow to go back) would feel like. As you predict, it would probably make it all even more challenging :)
pretty fun game, challenging as you have to anticipate the ships before releasing your rocket! Great entry!
I enjoyed the mechanic, and overall this seems very well polished. Good enemy variety and sounds. I was a little confused about what the mechanic really entailed when I first started up, but I quickly got the hang of it.