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Uroboro's Guardian
Uroboro's Guardian
By tomeyro
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | | 3.35 | 16 | |
| Fun | 1330 | 2.83 | 17 | |
| Innovation | 958 | 3.20 | 17 | |
| Theme | 555 | 3.83 | 17 | |
| Graphics | 422 | 3.96 | 17 | |
| Humor | | 2.73 | 15 | |
| Mood | | 3.14 | 16 | |
Comments
Good game, definitely disorientating at first but not really to a detriment. The upgrades were neat, but it never quite felt like they were making up for the attention they required when everything else is moving and such. Maybe they'd be a big help if i were to play enough for everything else to come naturally? i guess more vaguely something just felt a bit off, that probably doesn't help but i'm not sure how else to put it.
anaferus
2020-10-05 23:59
I think this Ludum Dare will be dizzying! And your game is proof of that.:) At first, it was difficult to combine the speed of your own movement and the speed of the dragon's movement for a better hit. Brr ... my head is still spinning. Good gameplay idea! I would add a camera shake for a more dizzy effect. :D
nyubi
2020-10-07 07:42
I like this game very much! Loved the art style, colors, music and the general presentation. Gameplay is also fun! I agree with @anaferus, it's a great gameplay idea that works with the theme nicely. It makes an interesting and challenging game that I'd love to explore more. But at the same time, it makes my head spin around a lot (as a counter measure I started jumping around a lot :laughing: ). Maybe spinning the bg more slowly (or not at all) would help players like me while still having the challenge and "disorientation mechanic"?
This gave me a headache haha but it's a cool game and the art / sound are very cool.
Very cool idea. I think it's a little to complicated for what it needs to be. I think I would take a little more responsive aiming instead of the power ups.
szabe
2020-10-07 23:52
Cool idea! The gameplay is solid and the visuals neat. The addons didn't seem to add much to the game, maybe the whole thing was a bit chaotic and hard to understand. It definitely wasn't easy! Perhaps a simpler tutorial like level could have been nice. Also, often it looked like I hit an enemy, but it didn't die, not sure if that's a collision box issue, or that some enemies have 2 health or something.
I like the concept and enjoyed the game, but I think there are a few things that could be improved on in order to make the player have a better chance of surviving (and enjoying) the game. First of all, I'd give some more feedback on the actions of players. Right now, it's really hard to see whether I hit an enemy or not. Also, I'd make all enemies a one hit kill, it's already pretty tough to hit them, but it gets a little frustrating when you have to hit them 2 or 3 times in a row, especially when there's so many of them. I love the defenses you can put up, but when you're in battle, it's hard to see how many energy points you have, because you're focusing on shooting. I'd maybe change the energy points into a bar, floating above the player (but you'd have to make clear it's not your health.) Lastly, I think it'd do wonders if the player could use their mouse to aim and fire at the enemies, I personally found using W / S really difficult. Anyway, I think you did a great job on this, the art looks really cute and the mechanics seem to be thought out really well. I think with a few tweaks this could be pretty damn fun! Hope you keep working on it. Good job on making this entry!