FoonLudum Dare ExplorerLD47 → Cyclotroid

Cyclotroid

By korteh and omicron

View on ldjam.com

CategoryRankScoreCount
Overall6353.6120
Fun6023.5020
Innovation4343.6620
Theme6603.7520

Comments

ree-rolph 2020-10-06 03:38

I thought the reconfigurable maze was a really novel, if slightly unintuitive idea! However, I have to say I had to give up fairly quickly due to my dislike of things with 8 legs jumping at me. Even freaks me out in Minecraft. That's a personal problem though, For people who don't have hang-ups with creepy-crawlies, it's a good time!

tverdo 2020-10-06 12:17

Innovative map idea and nice gunplay. Though I did not quite get how to switch weapons and how the different doors work. :D

korteh 2020-10-06 17:32

@tverdo you supposed to find new weapons in the labyrinth which also act like a key to the color coded doors

nickzouk 2020-10-06 20:02

very nice concept. I really like the moving rooms thing tho ! and the mobs very interesting.(not so good gun system tho

eldelhas 2020-10-06 20:19

I really enjoyed the experience you offered, nice mood and innovative map, good job for it ! A little bit more time on the map when you activate the turning wheel would have been nice, cause it goes fast !

caeonosphere 2020-10-08 01:50

I agree with the comment above: a way to look at the map for longer than a second would be really helpful to figuring out how to align the rings. Still, I had fun shooting the little critters!

kohcepba 2020-10-10 15:33

You should add ESC in controls description. Game is too hard without it and I was about to leave and only then for the first time pressed ESC - and it saved everything.

Game itself is great, maybe too much shooting of basic enemies - it is boring after 5 rooms.

korteh 2020-10-10 20:33

@kohcepba wow that's a good point, totally forgot to do that

korteh 2020-10-10 20:35

@caeonosphere, thanks for your feedback! There is a way to open the map actually, it shows then you pause the game (esc button), totally forgot to mention it in description

aeveis 2020-10-17 18:54

I beat it! It took me a while to realize you could rotate all three rings of the maze at the start. I thought I had to find other rotating controls at some point in the maze. I liked that you had to rotate the outer ring to get to different parts of the maze. At a certain point I was mostly ignoring enemies and just going for the doors though. Anyway nice job!

korteh 2020-10-18 08:43

thanks for your feedback, i'm gad you liked our game

alexascher 2020-10-18 11:05

Very interesting maze, we were litarally stuck in a loop going back and forth trying to puzzle out the color coded requirements for doors. The finish door seemed like it should open when we got there, did not realize it needed something extra, but that's just a nitpick

stellarbeargames 2020-10-18 13:28

Really cool metroid-y atmosphere. Gameplay needs some polish like enemies take too long to kill given they respawn and are easy to run past. More sound effects like footsteps could add a missing "weightiness". Mostly I just want a crosshair. However it's a really novel and pretty game, with cute enemies and overall very good for a jam game. Congrats!

philipprapp95 2020-10-18 16:37

The concept of different spheres as rooms that you can manipulate is pretty good. Though i didn't quite understand, how to solve getting into other rooms properly, a little bit of advice in the game would be good

duke 2020-10-21 16:32

That wasn't too bad! ...at first. I like the first person shooter approach, I it's the first of that kind I've played this jam. Getting a FPS right in three days can be tricky I guess. The controls were alright and felt responsive enough. Aiming as well. The idea with the ringed maze like structure was also rather engaging at first glance. I was actually pretty intrigued. But I had some smaller and some more heavy issues with your implementation which I will present at the end as transparent and constructive as possible. I guess the reason why you didn't include the graphics and art category is because you mainly used pre-made assets? At least the art direction is pretty coherent :) so good job on that!

Let's discuss some of the problems I had with your game: * The gravity seemed a bit too strong. Falling felt rather abrupt, as well as the jumping. This might be more "realistic" but reducing the gravity as well as the jumping height a bit would add a lot the the enjoyment of the platforming passages. * To not include a cross hair is a bold move that has to be earned, either via means to aim properly or another mechanical compensation. I think in your case, adding one would've been beneficial for the overall player enjoyment. * The shooting felt rather flat. There wasn't much of hit feedback and this the fun of shooting stuff was taken away almost completely. The shooting itself was fine, with flying bullets and accompanied sound effects and all, but the receiving parties didn't really care much for being shot. * Though the rotational puzzle design is novel and the technical implementation was also very good (shooting doors, going through the gates etc) I lost interest pretty quickly. The rooms themselves weren't that interesting and didn't hold a real challenge or variety to keep me engaged. Since shooting stuff wasn't satisfying in it's own right, there wasn't really any motivation for me to play more than a few minutes. * Last but not least, the biggest culprit: Muzzle flash! That thing was a real problem. It covered half the screen and flickered like a disco light. I'm lucky to not be epileptic but I had to stop playing after my eyes started to hurt. Aiming with that obstruction in your face was also almost impossible. And even if you had a nice hit feedback on the enemies, it would almost be invisible. It's such a minute detail but had a huge negative impact on my enjoyment.

All in all, I was really looking forward to play my first FPS this jam, but had to quit after reaching the outer ring, because I couldn't take the muzzle flash anymore. Generally, you did a lot of things right and the ideas were clever and interesting, but it's still missing the last extra mile to be an engaging experience.

Still a solid entry! Hope my feedback helps a bit to make better games in the future. Cheers :)

cfdj43 2020-10-21 23:14

Neat concept, reminded me a bit of skyward sword's final dungeon.

I think the main thing you could have added to make the game feel a lot better was a secondary fire to the main gun? (probably some kind of charge up thing) At the moment it feels a little weak, so also having access to a secondary stronger fire might have helped a lot.

Definitely a fun use of the theme though.

korteh 2020-10-22 20:56

@duke Wow, i think this is the longest feedback i ever recieved here :O

Thank you, Im glad you enjoyed our game, before our mistakes piled up too much. All graphics assets were made in 3 days, not including voting categories was my mistake which i discovered only after submission closed. I probably accidentally turned them off while editing the page. And this just makes me sad, we usually ranked pretty high in graphics category.

I agree with your gripes especially with balancing issues. Usually we had enough time to test and tweak the game, but this time we barely had any time to build and upload. Trying to design ~20 rooms which assembled in different routes probably wasn't the best idea for 3 day deadline haha

korteh 2020-10-22 21:00

@cfdj43 Thanks for the feedback! Not sure about secondary fire, but room and battle design definitely needed a lot more time. Sadly we barely had time to build and hit upload button this time.