teenythanos 2021-04-27 04:20
LOVE the thought here! Clever and fun.
Foon → Ludum Dare Explorer → LD48 → Deep in the Space
By swoolfeek
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1873 | 2.50 | 22 | |
| Fun | 1819 | 2.42 | 23 | |
| Innovation | 1840 | 2.28 | 23 | |
| Theme | 1862 | 2.35 | 22 | |
| Graphics | 1422 | 3.14 | 23 | |
| Audio | 884 | 3.22 | 22 | |
| Humor | 1158 | 2.36 | 20 | |
| Mood | 1703 | 2.62 | 22 |
LOVE the thought here! Clever and fun.
There's a safespot in the main pattern that I think you should know about.
https://youtu.be/8NlamsLgYfY
Using WASD is a pretty interesting control scheme for a PC shmup.
Good concept, some good elements, but not cohesively put together. The hexagon attack pattern (the only one I saw?) has a place to stand still and not get attacked, so it was a little bit of a grind. If you want the player to move, you have to give them reasons too. Attacks to dodge are good, so are powerups, so are places to hide from attacks, so are non-uniform attacks.
@chris-dirkis Thanks for the advice. The biggest problem was time management, cause it was the first game jam... and you know how is it can be. A lot of ideas, but no skills and time. So really thanks for your opinion.
@matthewrobo I noticed this bug(spot) when there were 20 minutes left. So yeeeh.... But I already fixed it :sweat_smile:
Nice! Love the art, interesting take
I liked the general approach and the music. But I found the mechanics (movement) very hard to wrap my head around (and I couldn't tell if I was actually damaging the boss). Still, the concept was pretty solid, and definitely has potential.
The music and art were both great! Fun to play, my only complaint is the same thing that's already been said about the attack patterns having a safe zone, and some left-handed controls would have been nice, I am not good at using WASD to move characters. Other than that it was pretty enjoyable. Bullet Hell is one of my favorite genres.
The concept is really nice. I like visuals and the music. I got a bit confused because I didn't understand if my attacks were hurting the boss or not (I think it needs feedback). Overall great job :)
Good concept with having a random chance of shot types but its missing a lot of basic polish and fun that other shmups have. The bosses have no reaction to being shot at all so when combined with their massive health pool I could barely tell I was doing any damage. Having the enemy flash when hit, having particles of your bullets, or a nice sound effect to confirm I did damage. Also not a lot of feedback for when I take damage or for how many hits I can take. The main mechanic deserved to be used more actively as I just reloaded at the beginning to get as much damage as possible rather than stay with my current powerset until the next boss if I only had like 2 guns. It would work really well if you had a goal for the player to achieve during the fight that allowed them to reload or upgrade their shot type mid-fight. The bosses need some additional bullet pattern to encourage the players to move around whether that be bullets that shoot in their direction, additional enemies that throw more bullets out that the player wants to kill to make their time easier, or some reward that gets them to move like a grazing bonus or a power-up. Wishing you luck with this project because its definitely a great functional game to start with that can be improved in many fun ways. Looking forward to seeing what you do.
@fxydev first of all, thanks for your reply. Actually, there were a lot of ideas but we really did not understand that 3 days it`s how short is it. Time management was bad. But it was really fun and we liked this idea. So now we want to continue this project.
The art and audio were really good! The fun has been reduced when I found the safe spot :p Good work, congrats for your entry
I liked the audio of the game, really suits it well.
IMO though, and as others mentioned, I missed the feedback of hitting / being hit by the boss.
Nonetheless, fun little game.
Interesting art, simple and playable mechanics. I enjoyed it!
Congrats on your first jam! I really liked the boss designs and animations. I also really liked the attack patterns although I did also find a few safe spots. One thing I did wish the game had was a bit more fanfare when you killed a boss (like particle effects or something like that) but obviously given the time constraints I totally understand. Nice work.
Awesome job on your first entry. Here's one note on player feedback I want to give to hopefully help in the future.
Player feedback is probably the most important lesson I've learned doing these jams. I wasn't sure if I were hurting the boss or the boss was hurting me. A simple color color fade is a quick fix until you figure out if you want to do something better, I do this with a stock animation controller. A health meter may take a bit more time to implement depending on how comfortable you are with the UI system. A hit sound effect although helps with polish, sometimes people don't have audio turned up enough to tell (so I personally only add this if I have time at the end).
There's a hiccup in the game when you press space to reload, and I'm curious what that actually is, and if someone can help/give advice on how to avoid that. Or if you already know a solution.
I'm actually awful at this game so I wasn't able to make it to the second boss. I didn't find the sweet spot people above mention, so I couldn't figure out if I could actually win until I came here and read the comments. Going to give this game another go so I can see the second boss.
I first played your original entry and sick from the motion. When you move everything moves. You, the bullets, the background. Big disorientation for me. So I found out that you can beat the game without moving. I then played the fixed version where this wasn't possible anymore, so good job on that.
Yep, you don't really need to play. Just get, that weapons aren't you, not hit. Then stand still and hold 'space', until the conclusion. Enjoy the music, though. Some astral fight that was.