flopo 2020-10-05 10:44
Can you please upload a Windows/HTML5 version? I can't play the game.
Foon → Ludum Dare Explorer → LD47 → SPACELOOP
By gwinnell
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 121 | 3.77 | 22 | |
| Fun | 201 | 3.52 | 22 | |
| Innovation | 487 | 2.87 | 22 | |
| Theme | 492 | 3.10 | 21 | |
| Graphics | 104 | 3.95 | 22 | |
| Audio | 77 | 3.75 | 22 | |
| Humor | 301 | 2.53 | 17 | |
| Mood | 189 | 3.45 | 22 |
Can you please upload a Windows/HTML5 version? I can't play the game.
@flopo Will do when I can! I do already say this in the game description. :thumbsup:
This is a great example of a simple, yet replay-able game, nicely done! :)
I can feel how Mac/Linux -gamers feel when they see windows-only games now.
@flopo @nobleboy It's up! :smiley: Hope performance isn't so bad for you. My engine wasn't really designed for 3D!
Very fun and addictive yet simple. I love the whole aesthetic and music. One nitpick tho, is hard to aim or have a good look of the enemy sometimes. Good stuff!
I was hyped for your game knew it would be good (from devlogs) and yet I wasn't disappointed, only downside aim with mouse might be better choice
I really liked the old school style of this game. Congratulations for making something that clean in such a short time.
Another great game. Challenging but not too hard. Very satisfying to play. Doesn't run in palemoon. No errors but I'm guessing it uses webassembly.
Love the tutorial bit. The audio and graphics are really neat. I do find the crosshair a bit misleading. And it is a bit irritating that it is possible to control with the keyboard but not restart the level... Not much to complain about otherwise... Maybe a Linux version? ;)
Great solid entry.
Nice entry. The feedback on enemies that take more than one hit is a bit too subtle and I found that looking at the crosshair made aiming even worse for me.
Glad to see a built-in tutorial. That's often overlooked and for someone like me who likes to just jump into the games, it really helps. I like the aesthetics you have here. I did find it tricky to position my ship in the proper place in order to shoot where I intended. I wasn't able to get very far because of this, but maybe it's just because I'm getting old...
Thank you for playing and for your great feedback everyone - I agree with all of it! I hope to play your games soon if I haven't already.
1. I will see about rendering the crosshair over the enemy if it is on the current 'aim line'. 100% this should happen. @dunderroffe @jharler 2. I will consider making the enemies with > 1hp flash white and get knocked back a bit when hit. 100%. (I'm still proud of my first proper hit effect animation though!) @klianc09 3. I let myself fall down a time hole polishing UI transitions and such. I should have taken a step back and thought about the gameplay a bit deeper. (This always happens to me...) 4. The only thing I'm not too convinced on is the mouse-aim idea. I agree it was tricky to aim, but not sure this is the solution. I think this might make it even trickier to aim, because you won't be able to judge the angles. I think point #1 should rectify it. Honestly though, I left this out because my 3d maths isn't up to scratch, and how things are built in my engine would have made this quite difficult! I will definitely give it a go though, in conjunction with #1, and see how it feels. Next time! @mlkvr 4. @someone Yeah, Emscripten, I think that's WebAssembly. :slight_smile:
Thanks again! :smiley: :heart:
I love it, nice entry !
Great game; the music and visuals go very well together!
Aiming took a while to get used to. I think levels could be longer if you spaced out the pickups a bit. Also, the loops aren't noticeable unless you miss a pickup.
But the gameplay was fun and satisfying!
Awesome shooter, and very impressive to be using your own game engine!! The transition between levels felt insanely cool - the sound, animation etc. really works well together at that point. Music/SFX were excellent and fitted right in with the visual style for me. As mentioned by others, I hugely appreciated the tutorial too - made it much easier to get into the swing of things! :smiley:
You got me spaced! 🚀 An awesome addictive arcade shooter brings my old childhood feelings back again. The game feels very complete. I loved the combination of your game design elements and the sound. Looping through the space with that crackling sound. Your UI elements are very intuitive, and your tutorial was truly user friendly. It took me a while to get to the end boss. But the fun factor in the game pushed me further. Lucky I got him beaten the first time, if not I wouldn’t stop the entire night. 😎
I dont really have any suggestions what you can do better. I just had sometimes problems in the edges with the cross-hair to get my aim correct. I belive the parallax of the cursor was not 100 % correct in the edges. Maybe I am wrong, but I just wanted to leave my feeling.
This is a spectacular entry, well done! 💪👍
Beeeeautiful game! Really stunning UI, transition animations, and particles. I love how simple the built-in tutorialization is at the beginning (I want to remember that trick for my next game). The controls feel really responsive and warping to the next loop is really satisfying. I did feel a bit confused around where I was aiming -- sometimes it's because the crosshairs are white and blend in with the stars a little bit, and maybe also because my tired brain couldn't compute the angle fast enough. It looks like you're already thinking about it but it's just one little thing in this otherwise perfect game. Awesome work.
I really like the SFX and BGM. That is a cool warp effect too when you get the pickup.
Neat game. I'm quite fond of the aesthetic.
Somehow it felt strange that you could only shoot in front of you - then I realized it mostly felt that way because you could click to shoot. I guess my gamer instincts tell me that if I'm clicking to shoot, I must also be aiming the cursor to shoot - but I switched over to using the Space bar to shoot and suddenly it didn't feel weird any more.
I couldn't quite get the hang of the perspective - I was often pretty sure I lined up a shot then moved out of the way, only to both miss and then crash into an asteroid. I'm not really sure what was wrong. Maybe it would help if the incoming objects and your bullets left more clear trails behind them to show the perspective? More than one reticle (like, three or so down the trail) would probably help a lot too. I think relying on the reticle to aim actually messed me up since it was further away than any of the objects were.
The music and sound effects were solid.
Good work overall.
Very cool retro feel. Nice audio!