thearchitect 2021-04-26 14:24
Hi~ this is the first time I have a solo Jam, it took more energy than I thought~~ It also became bit more complicated than I anticipated, but I find it's reasonally fun to play~~ Hope you enjoy it.
Foon → Ludum Dare Explorer → LD48 → Infini-Digger
By thearchitect
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1632 | 3.00 | 25 | |
| Fun | 1755 | 2.56 | 26 | |
| Innovation | 370 | 3.70 | 26 | |
| Theme | 386 | 4.02 | 25 | |
| Graphics | 1677 | 2.65 | 24 | |
| Audio | 1 | |||
| Humor | 1 | |||
| Mood | 1 |
Hi~ this is the first time I have a solo Jam, it took more energy than I thought~~ It also became bit more complicated than I anticipated, but I find it's reasonally fun to play~~ Hope you enjoy it.
FYI, in the itch page, if it's dark grey after Run Game button, just give it some time, it's just need some time for loading.
I can see you really thought about the games systems and elements, I like the grid and how the goal is presented. I think some polish on how the interfaces and feedbacks are portrayed would do a great next step! Congrats! o/
@caiolima thanks, I really like the mechanic of this game, I hope I would get some time to polish-up~
Ohh this looks fun!
Very well thought-out game mechanics.
I think the amount of tutorial text is really overwhelming though. You can try introducing new gameplay mechanics progressively via better level design.
Nice work tho
@guladam Yeah, guilty as charged XD. If got the chance,I would make the tutorial more gentle less overwhelming.
UI tips bad. Map changes can more, such as map smaller when start.
@ghubert thank for the feedback~
Mechanics are fun - tutorial was a little overwhelming and had to understand
Cool game, but the interface covers everything
palette_slso8-32x.png
I think i'm stuck here. The tutorial is really overwhelming, i don't quite get what happens (like the number on the top left going from 800+ to 50 over one layer.
The mechanics seem interesting and well thought trough, just the hurdle of getting into it is really high. My suggestion would be to have no explicit tutorial, but start the first level with only one element, like the digger. Then have one level where the digger needs to be really applied, then go to the next level with the next element.
Other than that, would mouse controls be an option? The controls with both arrows and wasd seem a bit complex, and i didn't understand if my movement itself was important.
Congratulations for finishing, and a lot of respect for tackling such a complex game!
This is a game that I find fun to play, but sadly lacks in terms of communication. I think this is not a good first game, or genre to tackle solo unless you wrote down everything you need.
Past that, this would definitely have potential to be expanded.
Here's my two cents on what could be improved: * Definitely have to make clear on the current-gain-cost counter. SEPARATE THEM. * Put text on them to make it clear on what we have. * ...or icons but I don't think that's a strong suit of yours? * When holding Space, please put the keybinds on what you are placing. * The same can be said for cost, too. * I was naturally pressing the arrows first, thinking it will place down the items * In fact, this key binding can be exchanged for 1, 2, 3 and 4 instead of the space and arrow combo * More so, there's blank space on the sides, it can be used for that * An indicator for where you're placing... * ...and put the radial menu there * I was assuming it would be placed ON the character, not in front * People will forget the TAB key for the helpers * There must be a better way of conveying this * The whole square could be just 50% colored gold to show this instead of the X and O gold symbols * I feel the range indicators should be on by default... * A life of 00 sounds really useless and only works on the current floor... * In fact, the life mechanic could be improved in some ways other dictating the life beforehand * Like an engineer, a few whacks could be placed to *extend* life instead? * Oh, and the end of the tutorial doesn't remove the tutorial boxes...
A lot of these can be solved through improving UI. Heck, even then some parts of the tutorial would be unnecessary for it.
So next time, maybe think about readability on the way! The presentation of information is key. It'll help a lot in the experience! That said, the gameplay could be really fun, if it only were so accessible...
Interesting Mechanics, i feel like this sort of easy to understand, but can lead to some satisfying stuff!
@rongo-matane on screen Tutorial not disappearing is a bug, but I have difficult to reproduce it, could you have some more information to help?
If is not offending, could you give me your OS and browser your are using?
@fiakaiera thank you soooo much for these productive suggestion. It was a simple idea, however, I was working solo, this mechanism just got blown out too much. Some issue is fully awared, and was omited for sake of time. I'm expertised in mechanic design and core programming. I do have a few idea on how to improve UI. Thank you so much for solidifiy them for me. I hope I could have some time to bring this game to post-LD, or even something more~~~~
Thanks a lot !!!!
To whom Tutorial UI is stucked after complete the tutorial, I'm trying to find and solve the bug.However, right now you could refresh webpage, before starting the game check if the tutorial is skipped, if otherwise you could use key [k] to skip it.
@rongo-matane @omaewander
@thearchitect Sure, Windows 10 with a current Chrome. I did it again just now and this time it disappeared. Only difference: last time i already built many devices at that point. Of course you are right, the skipping the tutorial is also a solution, didn't think of that :D
@rongo-matane ok, got it. I do tested building device in tutorial but no avail. If it's indeed a somewhat edge case, that would be a pain in the bum. It's night here, I'll take somne time in the morning to look into this.
This seems like an interesting concept, and I would like to see, where you will take that.
That was freaking awesome. Everything is so cool!.
This game is a nice idea, but I couldn't figure out how to make a device.
If this had a few art assets to show the purpose of each thing I can build it would go a long way to help understand, more so than text. Like the diggers could have been drills, and the scanner like a radar icon? The mechanics are interesting, a good start to a relaxing strategy game. Would love to see if you do any more work on this after the jam!
@fractal-flower-girl just press and hold space, then use WASD to build corresponding device with paying. However middle and leftmost one could only be built on Gold tile, while others are not constrained
The idea is pretty nice, albeit a little hard to understand at first (and the tutorial is perhaps a bit cluttered and hard to understand), and the game could use some more art assets
However it is still a quite challenging and fun game to play (although games that require strategy are not really the type of games I thrive in x3), congrats to you, especially considering that this is your first time going solo for a jam (this is hard and you still managed to make something, well done!)
I see you're still working on a post jam version, can't wait to see how it turns out!
@sheinxy Stay Tuned ~~~~ ;)
I really like the puzzle concept, and I think your tutorial was quite well done, but it still left me a little confused. e.x. I still don't get the difference between the different types of diggers. I think introducing the mechanics one at a time might help a lot with fixing that. Maybe give a short tutorial on each building, then a few levels to let the user internalize what they've just learned?
@aditya-kumar The digger is mechnically same, just have different price and search zone, you can use TAB key to check out. And, yes I would do a total over-hull of tutorial in postLD version.
Fun to play! Devices are a nice idea.
Interesting idea. The tutorial is a bit overwhelming at first but it's a fun game to play if you take the time!
This looks like a nice game, but is sadly too confusing for me.
@flying-dog-fish yeah...I admit that I would go better balancing the gameplay and methodolgy for tutorial, stay tuned for postLD ver~~~
I think this game needs a better tutorial. You just get introduced to way too many mechanics at once. One example would be the tutorial for the devices. You should get introduced to one at a time instead of all of them. I can tell that you put a lot of thought into this game, and that's why I'm excited about the post jam version.
@monkosum StayTuned~~~