hcs-hades 2021-04-28 03:08
Web link wouldn't load for me
Foon → Ludum Dare Explorer → LD48 → LD48 Deep Lab Droid
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1735 | 2.87 | 52 | |
| Fun | 1604 | 2.82 | 52 | |
| Innovation | 1732 | 2.50 | 52 | |
| Theme | 1302 | 3.33 | 52 | |
| Graphics | 1361 | 3.22 | 51 | |
| Humor | 1148 | 2.38 | 44 | |
| Mood | 1589 | 2.85 | 50 |
Web link wouldn't load for me
i cant play with the web link
pretty short but fun while it lasted, could have increased floors I know time management is hard specially when you are doing the art by yourself (cuz I cant do art lol) it was short and sweet but kinda too short cuz I skipped floors by going down through doors directly :joy: :sweat_smile:
The Web version doesn't seem to be hosted correctly. You might have better luck using itch.io or simmer.io
I'm going to try the Windows version.
The premise of the game is great! I really want to stop General Critter!
The instructions were very clear. I wasn't confused at all.
This is a good demo.
If you hold right after you spawn you just clip into the wall. Kind of basic gameplay but fun for what it was. Don't think you ever need to apologize for brevity when you're doing a 72 hour game jam LOL. Good game!
@hcs-hades @nyanpierre I've just noticed that too. I put the web version on Game Jolt because the web version in LD47 wouldn't work on itch.io :laughing: I'll add the web version to itch.io; hopefully it'll work this time.
@theawesomeshaz Thanks for the comments, I had plans for much larger levels (and more than just one!), but my time management went out the window on this one. Coupled with a migraine on the last day, a severe-bout of impostor syndrome which almost led to me giving up before the halfway mark, plus children and I'm amazed I got as much done as I did.
@silas-reinagel Thanks! Games that don't have instructions annoy me somewhat, so I always try to put an instructions page in. I don't trust myself to make game with intuitive controls! And I think General Critter might become a recurring villain in my games :grin:
I do intend to keep up with developing this. I'm not happy with the art design for starters, I really wanted a more cartoony look; plus there's obviously more levels, enemies, powerups, collectibles to implement -- all the stuff in the design doc :laughing:
@notpjriavs Ah, looks like there's a gap in the colliders! Thanks for the comment. Gameplay was supposed to be much more than what I was able to implement (see previous post), but I'm going to keep going with this -- the kids really want me to finish it!
Funny game, but its so short, i think y can be a duplicate a floors and more enemy.
Thanks for your comment, @kenforest! It is waaaay shorter than I was hoping (and I want to put more enemies (and of different types) as well as powerups and puzzles that need to be solved), not to mention having more than one level. The kids want me to keep working on the game, so I'll be doing that over time (and I'll update the itch.io page as well, once the voting is over).
Fun game, as you say it is a bit short and a lot of content couldn't be implemented in time, so I'd be really glad to see a post-jam version! :D
Graphics are really pretty, the audio and music are nice, my only complaint is the delay when aiming your weapon which may be a little too long!
Very good job anyway!
@sheinxy Thanks for the comments! Speed of aiming was something I kept meaning to go back and fix, as was the rate of fire. I think I set it low to help with debugging some of the mouse aiming (which still doesn't work as I wanted), and never set it back up again :grimacing:
Graphics were the highlight for me in the demo. I loved the attention to detail, especially with the posters on the wall. It give the game a great mood.
For the mechanics, I would have loved for the cannon to be more snappy to my mouse. I understand the goal of having the cannon lag behind the mouse movement, but maybe reduce the amount of lag since its more annoying versus a mechanic.
Overall solid demo.
Thanks @rkhadder. I'm not 100% happy with the graphics, but it's programmer art :shrug_tone2: I mentioned above about how the snappiness (or lack thereof) in the mouse aiming was a setting I forgot to raise, but I'll fix that as I keep working on it.
I was trying to keep the gun aiming in a 180 degree arc above the player -- do people think this was good, or would 360 degree aiming have been better?
Neither of the web links worked for me (gamejolt.com or itch.io). I feel like any additional mechanic such as a jump, shield, dodge, ... would have gone a long way. My wife really liked the graphics :laughing:
Thanks @remram44! Not sure what's going on with the web build, I suspect it's something to do with me using the latest Unity LTS version. Glad your wife liked the graphics! :grinning:
Web link didn't work, but the windows download did. Nice job, game was fun just a bit short :)
Thanks @shone! Yeah, the shortness is something I really regret, but I just ran out of time. I'm thinking of dropping the web builds off, since they don't seem to work for anyone :sob:
Fun game! Excellent job with the bit of forwarding tilt on the robot, making me feel like I had momentum. I only wish I could see a little farther ahead to use my gun more effectively.
Hi @phil-lesnar, thanks for the comment! Spent waaay too long getting that tilt to look right :laughing: and I was already thinking that the scale was off, and that you needed to be able to see farther ahead that you can at the moment.
I don't know how, but I managed to get stuck by one of the walls and sometimes the grid flashed on the edge of the floor.
stuck robot.png
What I rate positively is the music. Otherwise good work, just keep going. I look forward to seeing you in half a year.
There's some obvious issues, such as you being able to get soft-locked by running into a wall, and your cannon for whatever reason pointing into the opposite direction when you back away from enemies. The cannon is also really slow to turn, and the combat isn't very interesting. But, maybe with some extra story, this could have some potential! Maybe some extras you could explore would be cool too. Gj!
Thanks for the comments @mira and @crispybun!
@mira For getting stuck in the walls/floors, I think I need some adjustment is needed to the colliders. As for the music, not mine unfortunately, but taken from opengameart.org (Space Boss Battle Themeā, Matthew Pablo https://opengameart.org/content/space-boss-battle-theme).
@crispybun Yes, you're not the first to comment on the slowness of the gun rotation! :laughing: I lowered it to help me debug something, and forgot to reset it back up again. Not sure what's happening with the cannon pointing the wrong way, it *should* always be pointing at the mouse cursor. I agree that the combat isn't interesting. I had planned for more interesting enemies, powerups for the weapons, other weapons. @phil-lesnar made the comment above about seeing farther to be able to use the gun more effectively, and I think that'll make for more interesting gameplay (you'd have more opportunity to plan what to do).
I am planning on continuing to develop the game, and I'll be taking all these comments on board when I do so :smiley:
Quite a short, yet an amazing game. Really fun to play, with well polished graphics and great music. Great work!
We had trouble figuring out exactly how to control the gun's rotational movements. But the game was still playable and fun! (Obviously) we are a fan of robot protagonists and the science fiction setting was cool overall! As for the brevity of the game, we echo the other comments in that regard. Would have appreciated more content. :)
Hi @lrvstudios and @spyturtle, thanks for the comments!
First thought @lrvstudios: "wait, were you playing *my* game?" I wouldn't call it amazing, the graphics are programmer art and the music was uplifted from opengameart.org :laughing: but the comments are appreciated! :hearts:
And @spyturtle, content is coming, it just may take me a while since it's only me :laughing: and I'll need to update the instructions to include "aim with the gun". Also need to adjust the targeting reticle, because its a little on the small side. And I love robots too, not least because they're easier (for me) to draw! :robot:
Hi, I played the downloaded version in windows and it worked fine. The game has some nice artwork, everything fits together. The idea is interesting shooting has a good feel to it with that soundeffect. I was missing some kind of health indication. Also the SFX was a little loud. I couldn't figure out how to use the lift first since there are no ingame instructions or an obviouse set of controlls. So using the arrow key is not a good choice in my oppinion since I allready use mouse and WASD, I have to switch with my hand to the keyboard.
The end screen felt god to me with the short music soundeffect and an explanation. Overall not bad for an unfinished game, good job:)
Nice work, I like the details in the decor (posters etc...) It's clear that you ran out of time, but the premise is good and deserves to be developed further I'd say!
Thanks for the comments, @m1nd0frafa and @pat-cleaver!
@m1nd0frafa: A proper HUD was always planned for, but -- guess what -- I ran out of time :rolling_eyes: I thought I'd turned the volume on the effects and the music down (I'm not a great fan of loud noises), but I may have missed it -- sorry! You don't need to use the arrow keys to go up and down the lifts; W and S work as well.
@pat-cleaver: yes, I wanted something to break up the monotony of the grey walls and had fun making the posters. Ongoing development is planned!
Great game with great artwork!
Fun litle demo :) One advice I would give is to make the enemies detach a bit more from the background, at first I though I was blocked in an invisible wall but then I realised that it was a robotkiller fridge :D You could either justify that by saying that they are cloaked but that's not that fun of a mechanic. And you should also consider colorblind people for example, they need strong contrasts in color in order to see some things :) Anyway, for me it was fine but I'm just giving you things to consider for your next entry
@elllelel Thanks!
@tomtomgome Thanks for the comment! Totally agree with the enemies blending into the background. It wasn't until I first got them into the game that I realised I'd made them the same colour as the walls :rolling_eyes: I've played around with the tinting for the sprite, tried to make them stand out that way but it doesn't really work, and still could make things difficult for players with colour-blindness. Definitely something to remember when designing games.
So it has all been a trick - there are no parts of the weapon :laughing:!
Jokes aside, this is fine work for a demo! Although there should probably be at least one weapon piece to find, so you can demonstrate to the player what will be the objectives like in the full game.
The music loop seems a bit repetitive, although I like the additive effect it has.
Nice effort making the game! I don't have a lot more to add to what has already been said; but I totally agree with the momentum comment by @phil-lesnar. The tilting feels great. One other thing I can add is that you don't get a lot of choice when encountering enemies. Since you move laterally; there isn't a lot of room to dodge bullets. It might have been a better idea to ditch the corridors for more open spaces and a zoomed out camera. That way the enemies could have circled above you more; which would have worked better with the 180 degrees of aiming idea (which is neat!). Then you could have bobbed and weaved between the bullets.
I also liked your intro text. It gives a lot of context and meaning to the game. Which definitely added to the enjoyment of it. Time well spend.
I am looking forward to what you'll do next. Be proud of the thing you were able to achieve and keep it up!
Thanks for the comments!
@fabula-rasa: Like a lot of things, you were supposed to be able to find pieces of the weapon (as well as all sorts of power-ups) as you progressed, but I ran out of time. All will be implemented as the game progresses.
@thesyntheticbrain: I'm glad people like the tilting, took a while to get that feeling right (funnily enough, a couple of days after the jam ended, I watched an old Brackeys video where they mention doing something like tilting to give a feeling of movement :laughing: ). My original vision for the game didn't have levels stacked like they are; rather, there would've been larger open spaces with more room for the player and enemies to move around, as well as giving everyone the ability to move vertically. In fact, my QA department (otherwise known as "the kids") have insisted that the game needs this :laughing:
Nice! I like the look and feel in general, and the movement feels quite smooth.
But there were a couple of awkward little things about the controls I noticed (some may be bugs):
- When you aim completely right and then move right, the weapon swings around below the robot to the left side - The bullet is not shot exactly through the crosshair - When you hit a wall and try to keep moving, the robot sinks to the ground and stays there, even after moving away from the wall again - I don't see how the 180-degree controls are useful, because the enemies are always on the left or right side of the robot -- this just makes it feel very sluggish, also because the angular velocity of the gun is slower the closer to the target angle it is
But these are just minor things. The level design with the different levels joined by elevators is really fun and works well with the theme!
Congrats! I hope you manage to keep working on this and extend the content! :)
Thanks for the comments, @phi! Your first three bullet points are all definitely bugs :bug:
The 180-degree shooting was put in because originally, there were going to be ceiling-mounted turrets and flying enemies; I never got around to fixing the angle of the gun to point only in the direction the robot is facing.
I like the art style of this and the background posters looked cool too. Works well with the theme. I think it is slightly too zoomed in and too short of a level. Nice work for the 72 deadline. Hope you develop this further, would be fun to see it when it's longer.
Thanks for the comments, @soul-grinder!
I've put up an v1.0.1 version which has taken some of the suggestions above into account, including that the camera is too zoomed in. I've pulled it out slightly, so you can see more of the level. If you were playing this version, do you think it needs zooming out more? (Maybe I should just implement a zoom control so the player can control the :video_camera: themselves... :thinking:) Glad you liked the posters, I probably spent waaay too much time on them :laughing:
It was short - I just started feel some fun and addiction and.. "you won" - says game:) Also, it looks like you need more work with gameplay and graphics. Music is good. Anyway, your idea is good, and don't stop, continue your work, you can do more and add a lot of stuff to your game!
(@digital-bacon) Cool, I've just played v1.01 version and it I think it looks much better. I think the rotation of the turret would be better if it rotated faster towards the mouse position, but other than that it's a fun game concept and look forward to seeing more levels added. Yes them posters are cool, jam time well spent imo :laughing:
a bit short, but i enjoyed it a lot! the graphics were awesome and so was the music
Thanks for the comments, @unplugred!
I had some minor trouble with aim-controls, but it was not a big deal. Cool music :)
Very short gameplay. I believe it is your first entry on game jams. Next time you will do more than this. Theme is followed perfectly by the way.
Thanks for the comments!
@phoenix-gi, @alprog: yes, the shortness of the game is one of the bits I hate the most, but I'm planning to continue working on it and extending it (and it's not my first game jam -- this is the third time I've done LD).
@gamescodedogs: there is a bugging in the aiming code, something on my buglist. And I like the music too, it's a pity I didn't write it :laughing: Credits for the music and a link to opengameart.org are above.
game was fun though I wish it had full screen really fun
Thanks for the comment, @trixydevs! The downloadable Windows version can be played at full-screen (and the Linux version, I think).
Cool prototype, especially for a solo experience :)
Pro: - nice controls - good artwork - soundtrack s l a p s
Con: - very little content
Yeah, what can I say. I didn't encounter anything game breaking and if this had more content I would play this.
@initialposition Thanks for your comment!
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