FoonLudum Dare ExplorerLD47 → What Goes Around

What Goes Around

By omiya-games

View on ldjam.com

CategoryRankScoreCount
Overall5393.6733
Fun2833.8033
Innovation6693.4533
Theme6793.7433
Humor11612.0825
Mood8323.3631

Comments

2020-10-05 12:07

A decent fun game. The textures looked a bit weird, and the enemy variety is a bit limited.

shp 2020-10-05 12:27

Pretty good, it was pretty trippy trying to figure out where the enemies are and where the bullets are coming from, but it was fun

zevsehg 2020-10-05 14:30

Cool game! The gameplay alike "geometry wars 3". Good job!

szkocka 2020-10-10 08:59

What can I say, gameplay is feeling really solid and varied. ;) Style of graphics is nice too :D

blue-pin-studio 2020-10-11 01:47

Great submission, reminded me of the sonic levels where you have to collect rings while on a sphere like this. I like the twist that you can switch ship colors to get points, i wouldn't have known that unless i read the description on your page, perhaps consider adding a tutorial or something in game.

aeveis 2020-10-12 04:15

Nice, the movement around the sphere was smooth and the spawning animations were helpful. The grid sort of helps with aiming around the sphere which was interesting. nice job!

ursagames 2020-10-13 03:40

Your game was played on my stream ( https://www.twitch.tv/ursagames/videos ) on 10/12. Thank you for sharing your game with us! You can find the timestamp of when your game was played here: https://tinyurl.com/yy4oycvv

avavt 2020-10-15 07:05

What I liked: - Geometrical surface movement is really cool presentation! Maybe I'll try to make one some day. - Ikagura mix Geometry Wars is a great idea! I actually was just passing by but when I see the idea I simply *had* to try.

Was totally worth it. Slap some vfx on it and you'll have a totally dope game.

What I think could be improved: - Music sounds like sfx. It confused me and made sfx lose its, well, effect. I couldn't reliably deduce which sound means what happened. - I think the size of the everything should be smaller (relative to the big sphere/the planet) - But more importantly the **speed** of everything should be reduced to about 75% of current. At the moment because of speed and size it's not a danmaku game, it just feel like traffic in my city where your safety only depends on luck, and the only way to ensure you're alive is to stay still.

Possible addition: As mentioned above, after playing for a bit I feel like staying still is the best course of action. But honestly, if your player stand still on a geometry surface game, it basically lose the whole point. Geometry surface presentation is only cool if player is constantly moving. So maybe additional "flag point" or "capture point" could be good incentive for point-gaining.

yword 2020-10-17 16:30

Really cool and challenging shmup! Nice works. Maybe it will be better if the camera view can zoom out more... ^_^

grand-machin 2020-10-17 19:51

Really cool concept ! the game is pretty addictive and easy to play/understand ! nice concept

reheated 2020-10-18 04:53

Fun and addictive. The gameplay gets kind of chaotic due to the "wrapping" of the bullets. I like it! I imagine that there was a tough programming challenge to make everything work nicely on a sphere, so well done getting that working perfectly. I haven't played ikaruga but I gather that the basic mechanic is the same. But the idea to do things randomly and on a sphere makes it an interesting variation.

The music is great and I really like the strange 3D graphics. According to the credits, you did these yourself, so I'm a bit surprised to see that you've opted out of those categories.

eldogg 2020-10-18 13:05

Nice implementation of a spherical world, e.g., the player, enemy and projectile movement works really well. I appreciate the auto fire, although the rate was a bit low. Fun idea which fits with the theme.

ashkman 2020-10-18 15:32

It's a really fun game and I really like the fact that you included so many options (especially time scale seems like a really cool idea for a game like this) One suggestion I have is to include an option to turn off auto shooting, since the game is so chaotic it would be better to be able to shoot whenever you want.

thebooksnail 2020-10-18 18:15

I love the looping effect of enemies shooting around the sphere. I appreciate the auto fire. It seemed too easy at first for too long and then it got difficult really fast. The color mechanics was a nice touch.

omiya-games 2020-10-18 18:37

@reheated Thanks for the feedback. In regards to my reasoning for opting out:

* For audio, I used music from an older game, so it didn't seem appropriate to opt-in for something I didn't make during the Jam. * For graphics, this one is probably just me being really strict, but particle effects are all from Unity Standard Assets. Still, you're correct that the models and shaders were made by me.

luka0725 2020-10-23 06:56

It's impressive that you can finished a well-polished shmup game like this within limited time of game jam! If more unique mechanics could be implemented based on the idea I think it could be even more interseting. Also if the camera could lifted a little bit it would be better.

croze 2020-10-24 18:53

That music put a huge smile on my face lol, fun game too! I got like 7505 or somethin like that

coleslaughter 2020-10-25 22:36

[We played your game on stream this weekend!](https://www.twitch.tv/videos/781046795?t=01h26m21s)

I'll admit, the visuals did get me a little motion sick, but I liked the core idea here. I think if this game just had a little bit more time in the oven for balancing and design tweaks it could become something really neat. :slight_smile:

omiya-games 2020-10-27 03:20

@coleslaughter Thanks for all the constructive criticisms on the stream! I agree with pretty much all of them, and personally, I don't think this is my best work.

Surprisingly, as much as I think *Ikaruga* and *Geometry Wars 3* are really great games, my main inspiration for making this game was....*Lumines* and *Tetris Effect*. That's right, I was trying to make a musical schm'up: my original intent was using the *Ikaruga* color-changing formula to encourage the player to hit the space bar to the beat. There's bits and pieces of the original vision in the final product, such as bullet fires from both the player and the enemies, as well as enemy spawns, timed to the beat of the music. Unfortunately for me, getting the movement controls right on a sphere was a **LOT** harder than I originally thought. In addition, I had work on Monday, so that combined forced me to compromise the original vision to what we have here. I definitely think it was too ambitious (and with the current iteration, too random) for its own good, and would probably need to go back and architect an entire music-to-gameplay framework before revisiting this project again.