snowinn 2020-10-06 01:12
Porting to webgl with unity isn’t too hard so if you do let me know!
Foon → Ludum Dare Explorer → LD47 → Shoobeat - Control a spaceship using a programmable loop of actions
By mtabasco and laurart_gp
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 615 | 3.62 | 22 | |
| Fun | 726 | 3.40 | 22 | |
| Innovation | 272 | 3.82 | 22 | |
| Theme | 323 | 4.02 | 22 | |
| Graphics | 516 | 3.87 | 22 | |
| Audio | 554 | 3.45 | 22 | |
| Humor | 2.76 | 15 | ||
| Mood | 913 | 3.27 | 20 |
Porting to webgl with unity isn’t too hard so if you do let me know!
The idea is good, but the player should receive some information about where the ships are coming from, so he can prepare for the round. The way it is right now, you have to either guess the position of the ships, or play 10x the same level and take notes. Great graphics and sound design though, loved the sound effects going together with the beats.
This looks amazing, and should be a really fun game. It's telling me "Score: 550" every time regardless of my actual score, but I'm guessing I died rather than passed the level; it's hard to play when that's unclear.
this is a bop
@snowinn Thanks for the idea! I updated the itch.io page with a webgl version (I hope it isn't against the rules of the jam hehe). It has a few sound issues, but I will work on that after the jam ends :smiley:
@azemut Thank you so much for the interesting feedback, I think you might be right, our initial idea was to make the player enter a try and failure loop until they get the goal score, but I understand that it can be frustrating. I take note of that.
@nandelind I think you probably hit the bomb on the first level, which destroys all other ships and earns you enough points to complete the level. "Score" shows your highest score on that level, so it shouldn't change unless you achieve a better score :smile: I guess that the game fails at explaining clearly the goal and meaning of the actions to the player, that's something we'll try to improve for future projects. Thank you for your feedback!
@geist Thanks, we are glad you liked it!
I tried again and understood the game better. I didn't realize before that I can choose the level with the arrows; I'd wondered why I wasn't going to the next level if I had enough points. Now I tried the other levels, but it appears to take away one of my lives whenever I shoot an enemy ship. Is it supposed to do that? Because of that it looks like bombs are the only way to get enough points before I die after three hits.
so that was interesting. it was too bad that i could not change anything after each wave or been able to add more steps, but i guess that was the point. i can see there was a lot of polish in the game which was appreciated. nice job on the game.
Love the use of the beat to perform the actions. Would be nice to kind of know what you will face when to kind of plan, but I still had fun.
Hey! Really good take on the theme, in fact my team and myself did something with a similar approach but with music! There are some bugs tho, but it's sill really enjoyable! Bravo!
Hey! Really good take on the theme, in fact my team and myself did something with a similar approach but with music! There are some bugs tho, but it's sill really enjoyable! Bravo!
Hey! Really good take on the theme, in fact my team and myself did something with a similar approach but with music! There are some bugs tho, but it's sill really enjoyable! Bravo!
Great use of the theme! I dig the aesthetic/color choice and the explosions look great. The sound is nice as well. It took a bit for me to beat the first level but I lucked out and nailed the second and third on the first try.
When I tried the WebGL build the action buttons were all on top of each other.
buttons.png
They were fine in the standalone but it'd be nice if you could play fullscreen because the window is really tiny in 4K.
Nice job on this I had fun playing!
[edit] I tried the WebGL build again and I found the buttons are fine if you go fullscreen while in game, but the issue above occurs when going fullscreen during the title screen before the level is loaded. [/edit]
Good job with the game. The concept was cool and fit the theme well. I also thought it would benefit from having some sort of preview for where the ships will appear and when they will shoot so you can plan rather than guess and check. Overall, well done.
I like these kind of "programmation" games. That would have been even more fun with more instructions : "loop-while", variables, "if-then", etc.
I confirm the bug concerning the buttons and quantity of authorized symbols. It totally confused me because I saw only the quantity of shields, but after some retries I could build a suitable program.
I am not sure, but there may be another bug. The ship does not move exactly the same distance each time the program is on an arrow. After some loops, there was a little offset to the left, and I missed an enemy ship which I hit the previous times.
Really beautiful and "ambiant" graphics. And nice music too.
This is a really interesting take on the theme. I think the idea has a lot of potential with more polish. The trial-and-error gameplay feels a bit too time consuming, but if there was a way to speed up a playthrough, I think that would help a lot.