jrevel 2020-10-06 08:39
Cool game, I like the monster design, I wish there was more kind of enemies !
Foon → Ludum Dare Explorer → LD47 → Chrono Crack
By rschoellgen
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 935 | 3.40 | 34 | |
| Fun | 991 | 3.18 | 34 | |
| Innovation | 1529 | 2.48 | 34 | |
| Theme | 1320 | 3.00 | 33 | |
| Graphics | 1213 | 3.07 | 34 | |
| Humor | 902 | 2.55 | 29 | |
| Mood | 1186 | 3.01 | 30 |
Cool game, I like the monster design, I wish there was more kind of enemies !
@jrevel Thanks! I want to add more. We ended up focusing more on the level design and squeezing in the shops at the end.
Good game with simple mechanics, I think it could be better with a harder difficulty
Cool, I had a great time killing zomboogers feeling like Rambo hahaha. Good job guys!
I liked your game. Firing this weapon feels great to me! I didn't go all the down the time line, I don't know what would be at the end haha. Some possible improvements: - the character movement seemed a lot jittery to me, not sure if that happens to everyone, but it may be because the movement or the camera is not synched with the physics processing? I had this issue too on my games, but with a different engine so not sure - add some visual/audio feedback when getting hit by an enemy and losing life - I don't know if that was the point but I felt a bit lost jumping around like that without knowing where I'm going. I am pretty bad with orientation maybe that why haha. Adding a minimap could help understand where we land after teleporting (the unexplored areas can stay darkened with fog of war) Anyway, good job!
I liked the idea with the whole time and decay thing, however it felt a bit - either too long or too repetitive - to keep playing. So getting the upgrades kept me going for a while, but I wouldn't have minded a bit of a compass or a map or something to make finding all the things a bit easier. I also liked the shooting mechanic, though it was indeed unfortunate there was only one enemy. That said, a lot of potential for a real fun post compo game ;)
@rysae Yes, we accidently added a "hard" mode. When the game loops at the end, the timeline stays the same and all the enemies from every time spawn in. Though, I think we would need more enemy and dungeon variation to make this fun! thanks.
@alarianngames Thanks, I spent a lot of time of the weapon shooting. There is a giant zombooger at the end that explodes into smaller ones as you shoot it.
1. Yes, this was a problem I was trying to fix. I was using Unity and trying to sync the Update() and FixedUpdate() with the camera. Once I plugged in Cinemachine, it started getting jittery. I tried a variety of things, but decided to focus on mechanics after spending more time then I would like to admit. I plan on returning to this specific issue post compo.
2. I agree, I had fun with audio and I need more!
3. Yeah, my brother helped out with level design and it was his first game jam. He is only 14. I think he did great. However, I think if we spent more time making places look unique, it would have been more memorable. A minimap and compass idea would be neat as well.
@gemberkoekje I agree with it feeling too long. We need more variation with the time decay and maybe some simple puzzles to go along with it. I think dungeon, gun, enemy variation would also help a lot.
Thanks, I plan to return to this project post-compo and update it :)
Finally done.
I got stuck on one of the pillars in when they were still standing and had to shoot to be able to move again
Knockback should of been in the game from the start and upgraded at the first shop rather then no having any since its the main thing that gives the shots some omf when they hit an enemy.
I think the knockback from the gun should be less or you should return to your start position after you fire. (My opinion may have changed here I'll get back to it)
I also think there should be more enemies but with less health since it takes a few too many shots to kill a single one in my opinion.
I think it would be nice if this place had a map (maybe you could buy it) since this place is so huge.
Enemies seem to get stuck on things a lot, if it were me i would remove the collision with the pillers and allow them to walk through each other.
The speed boost kind of feels like a penalty (honestly makes the game more fun, though I do collide with offscreen enemies a lot ) as it makes it more difficult to shoot and avoid at the same time.
I noticed that the coins tend to stop the player. I don't think they should have collision beyond being collected.
The top wall of the damageUP shop room doesn't have collision
I noticed the bar stopped moving after a time skip at some point.
So i'll sum my opinion up too that the game was most fun for me when i could kill everything quickly and when the speed was giving me difficulty. Personally the music was nice as it wasn't too front and center so it blended well with the rest of the game. The art was nice, don't really have anything to say there. Overall I enjoyed.
I liked your game my congratulations, I also did one if you want to know, and give me your feedback I am very grateful, this is the link https://ldjam.com/events/ludum-dare/47/resurrection
@wolfier Thanks for the extensive feedback! I really appreciate it :)
I see, there is a base knockback for enemies, but maybe that needs to be increased and then the upgrade does a bit more.
The knockback for the gun seems to be something people like. I found that people use it to get around the level faster in the later parts of the game, but it may be too intense to have all the time. Maybe we could add more weapon types and have one of them be a gravity or highly explosive gun for travel.
I agree, I think it would make more sense if they were in large hordes and easier to kill. I am interested to see how enemy variations change this.
I definitely think a map would be good. Maybe tie it in with the aging mechanic as well.
Good point! I can probably add some better pathfinding and obstacle avoidance to make them move naturally around each other.
Yeah, for the coins, I wanted to remove the collider. With how I was doing it, I wanted them to explode and bounce a bit. Need to spend more time polishing this.
@rschoellgen Ya I don't know if the kick from the gun was a good thing or a bad thing, it meshed well with the speed upgrade in making the game harder, but it was awkward early on.
Great idea, though I think it could do with a little work. Enemy pathfinding was a little janky, and I must admit to finding it perhaps a bit too easy. I'd go with fewer, but more dangerous enemies (and perhaps a minimap to help avoid getting the player lost?)
@etrealjunior left feedback on your game.
Hi @etrealjunior you're not providing useful feedback. That's the same exact comment you put in my game page. You're just copying and pasting.
@minibetrayal Thanks for the feedback! I really want to experiment with a variety of enemy designs. It is definitely lacking. I will probably do an enemy update post compo and see if I can also enhance enemy pathfinding.
@marbles @etrealjunior I saw it several times as well. It's okay to ask for feedback, but I would make sure you do the same for others.
Hey there. I really like the "time" concept. Really cool idea. Also great shooting sense. Sometimes i used shooting for moving faster. Only feedback I can give is taking damage could be more obvious. Can be a camera shake or sth. But great job well done!
@cinar Thanks, I will add some screen shake and some other visual cues for the damage. I missed that part.
I like the art for the player and the upgrade girl. It's nice that there is a recoil knockback. Also, not an issue but I noticed the sound of the gun sounds like the MP5 from Counter Strike. I also liked the music, it sounds temple-ish.
- There's no visual or audio feedback when getting hit by enemies - Coins have solid colliders instead of triggers. It slows the player down when collecting. Not a big issue but it feels unnatural - Map is too big and when you go to the portal you're warped back in the beginning and you need to backtrack. Feels repetitive and sometimes I'm not sure about the way since there's no minimap or at least an arrow pointing to the opened door
Really fun gameplay in this. I like the character design. Some kind of indicator of where you should be going/aiming for on the map would be cool. :)
Great job! I had an awesome time using the gun for high speed moving once I got the knockback upgrade. It feels like it has the potential to be a rougelike. Give it some weapon variation and items that change your playstyle a lot and you've got a great recipe!
Nice game so far, but it could need some improvements. I didn't like the controls. The movement could be a bit more direct, the weapons force feadback was a bit annoying. As someone mentioned before, the gameplay is a bit too repetitive. But I your approach on the theme with the time shifts.
Simple to learn, interesting design!
Gotta say though, pretty repetitive! haha get it, because loops. I had to put it on someones game. but honestly, i had fun! nice work.
Owww, I started and thought "... and here we go for another loop shooting game" ... wrong! Very creative the way they made this loop advancing in time, destroying objects! congratulations!
Great game with a few smaller bugs that others have noted as well, i got stuck in the pillars and only shooting got me out. For me the character was a bit shaky like his sprite kept being reset.
Also it felt like the character was more on top of the map than part of it. All minor thing that have gamejam all written over it. Its a good entry.
And kudos for actually including an exit button most games forget that (or have no time for it)
I really liked your game, I felt a difference in the damage of the external enemies that do not move away in the same way as the internal ones, in the store the enemy keeps taking energy from you and you cannot kill him, I found the fountains a little small, but that does not spoil the gaming experience, congratulations again!
A good game idea, was fun to play.
Neat little game. Enjoyed the combat a bit at the beginning but having to kill bigger and bigger groups of enemies by going in circles around them got tiring pretty quick. Having to go through that huge map several times was kind of a chore, I feel like it would've been better if there was a minimap or an arrow that at least points to where the next exit/loop is. Having different guns or enemies would spice up the combat a bit, even if it was just one more gun and a stationary, projectile shooting enemy. Overall though good work!
I like your game dude. So fun to play, and I like the idea of upgrade for the weapon. The graphics are good, and the dungeon is really cool to explore :)
Great game dude !
I like your game and I think it was a good idea. It does get tiring quickly after having to kill bigger groups of enemies. But overall, great work!
Fun game! It's interesting to play, but I quite didn't figure out whats feature with blue lightings on the floor doing.
I really like the character art, not sure what it is but, something about the style is awesome. Great job!
@thales-guimaraes Thanks, we are working on adding more enemy types in our post-jam game on itch.io.
@clemonades I appreciate it. Our artist has a very unique art style :)
@raz3ll Thank you. We enjoyed implementing the weapon upgrades as a secondary objective. We want to improve this further. We are going to make the dungeon more interesting to explore as well. Right now, we feel it gets tedious.
@cdunham I agree, we are implementing new enemy types that have different tactics and health values. We are planning on tweaking the combat a bit more so it is interesting. We have no plans for weapon types yet, but we will consider this. We are redesigning the dungeon so its not one giant linear path. This should make it more manageable and interesting to explore, however we are looking into some kind of indicator or map feature.
Surprisingly felt good, the game needs to be polished but I had fun playing it. :thumbsup:
A bit too long, we spend a lot of time walking around the dungeon, to eventually have nothing to fear from the enemies (I would love if it they were a bit smarter) But making the dungeon evolving through the loop is a good idea, well done !