corndawgwizurd 2021-04-23 13:26
baba booey
Foon → Ludum Dare Explorer → LD48 → The Deeper The Deadlier
By Fredripper2077, epu, CorndawgWizurd, Warrior_110, HyperAzpect, RustyLegacy, He3 and Meeuw
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1751 | 2.83 | 23 | |
| Fun | 1621 | 2.78 | 23 | |
| Innovation | 1606 | 2.66 | 23 | |
| Theme | 1887 | 2.19 | 23 | |
| Graphics | 1619 | 2.81 | 23 | |
| Audio | 1123 | 2.81 | 23 | |
| Humor | 1332 | 2.10 | 22 | |
| Mood | 1722 | 2.57 | 23 |
baba booey
Rusty will dominate
poggfers
less go
You can't shoot a laser into the surface of your mom??!?!?!!?
dani g = dani confirmed?!!!!!?!?!?!?
less goooo
Simple little shooter, sound was pretty good, there was a little bug if u stick to the side of walls u go up, was a kinda funny bug/feature :stuck_out_tongue_winking_eye:
Controls were a little wonky for me - not super responsive, the character would just kick away the gun before I could grab it on the second level, and then because the character only scrolls up the wall when you hit it, I could only get the gun by being very careful, and then I was surrounded by enemies.
The enemies we super aggro, meaning you had little time to get your bearings, and if you got hit, it was most likely by 3 or 4 at a time and your whole life bar was gone. Adding some I-Frames would have been a good idea on getting hit, Or finding a way to let your player not stay in trouble. Too many times getting trapped in a corner made the game very frustrating.
Guns fired a little slow too, Having a gun that fires slow is good, if it kills quickly, or knocks back consistently, but it didn't feel like they did for how slow they shot.
Good little game, needed some more attention paid to the mechanics. Play testing is important.
I like the art
Thankyou! The wallclimbing was intended, however we tried to make it not force you to climb but didnt have time as that implemented so many bugs... Thankyou for the feedback on the difficulty aswell. We will keep that in mind for next time!
I did the thicc boy at the end
yes
this was really fast, i need more coffee to play it well. I like the concept tho
This is a neat game! There are some issues with it, mainly the wall climb and the gun physics. You often end up kicking the gun away from you which is very annoying. Also, it would be nice to have to hold space to wall climb or something as just randomly levitating is a bit strange and hard to control. Also, the music restarts every time to go to a new level or die, which is unfortunate. Neat game though!
pretty fast game, reminded me of geometry dash. Graphics are amazing
Great, the art and physics, fast and fun. Die, creatures, die already!111.png
Thanks
I like the different weapons, and the concept is fun! However, I was never able to make it very far due to how fast the enemies can instantly drain your health - I went from 100% HP to dead in less than a second twice. I'd suggest simply having to restart the level instead of the whole game. I had a fun time, though!
I'll be honest, at first, this game was frustrating as hell, between the wonky controls with the "sliding up walls" mechanic, the earlier guns being pretty inconsistent, and the lack of checkpoints. As time went on though, the controls started to click a bit, and I found myself more and more drawn in, particularly after the third and fourth guns were introduced. Getting to unleash that kinda firepower on the guys who had been tormenting me for the past half hour was so satisfying, especially with the visuals and audio of the shots themselves. The boss was just challenging enough IMO, and it was a great decision to give us every gun to fight it with. Overall a pretty great experience, albeit a little rough around the edges (but what LD game isn't?). well done :)
Too hard second level, a lot of diferent Bags, fucking climbing and freezes. But fun. I hate and like this game. Good job.
@sam-onella Thankyou for the feedback, this is exactly what we were going for and im glad to see you liked it!
Looks like the web build is broken. Tried in chrome and firefox, both give syntax errors trying to load the .br file. I've seen this before with itch+brotli compression, maybe try gzip on the web export?
Well yes, the web version (at least) was indeed very buggy. I don't think they're any problems with the platform itself though.
Your UI was completely messed up. I think you might want to look into Unity's canvas scaler which is attached on canvas elements by default. It allows you to turn on UI scaling by screen width/height so everything will be the correct size no matter the screen size.
Got stuck on level four I think. The teleporter just didn't activate and let me go through. The same visually happened on the level before that at least but still teleported me.
Screenshot 2021-05-02 at 11.19.19.png
And at some point a piece of the background pillars that was previously not visible appeared. Maybe some z-ordering issues.
Screenshot 2021-05-02 at 11.19.35.png
The controls were kinda fine but the platforming was plagued by weird physics glitches. Getting stuck on ledges and walls was common. That gravity reversing field on the edges of the screen was very odd and confusing at the beginning. I think there were some other floaty gravity affecting placed as well which made contextualising the game whether it's platformer or top down not too clear at first.
Needing to pick up the gun was unnecessary in my opinion. Especially annoying on the second level where I managed to kick the gun off screen few times before actually successfully picking it up. At least not having to press a button to pick it up might have been better. Kinda weird that this least used key was the only thing explained in game.
The combat could have used more feedback. Shooting the enemies and getting hit just didn't feel like they had any impact. The damage caused by enemies also felt very inconsistent. Sometimes they killed you in mere fractions of a second while sometimes they felt like just tickling you. Maybe some invincibility frames would have offered a better more consistent experience.
Gave it a few more tries and now made it to the (final) boss. The boss seemed quite manageable at first before it did the swoop down and ram you manoeuvre. The biggest issue in that fight was getting stuck at the ledges. And holy hell was that boss way too tanky! The same over tankiness issue was actually there on the few levels before that fight too even with that op gun. All the gun effects looked cool by the way. I guess there might have been a better gun on the boss room floor besides the crappy starting pistol but you can't drop or pick up another once you have selected it. Then forcing the player to replay the whole thing again just to give it another go? No thanks!
But yeah, good job! :thumbsup:
I almost gave up on the second level, when I could not pick up my gun, because I was pushing it away, which is one of many physics related problems this game has. Also, I dont really get why you could not just reload scene after failure, so I could try again, it seems like such an obvious thing in a game, where you die so fast.
Other than that, it seems like fine side scrolling shooter. And actually I liked running for my gun, while being chased by enemies, it made for interesting tension - when it worked obviously.
Simple game with nice visual effects. I liked how you get more and more powerful as you progress through the levels. I managed to reach the final boss, but I couldn't beat it.
A few suggestions: - It desperately needs a checkpoint system, or at least a level select. - I think it starts a bit too hard. Maybe a first level with just 1 box would have served as a nice tutorial. - You should not be able to push the weapons, otherwise it's possible to push them outside of the level, which means you can't do anything (happened to me more times than I'd like to admit lol)
Cool entry, haven't seen anything similar yet, so props for that!
@antti-haavikko was this on the web version or the windows 10 version? Thankyou fortthe detailed feedback though. We definitely would've made guns easier to pick up in retrospect and worked on making the physics more smooth. Thankyou for the feedback!
@asdehielo and @kszaku thankyou for the feedback on the pushing weapons off the level. I was aware you could push them away which was frustrating, but not off the level... Thankyou also for mentioning the checkpoints. Originally we wanted to make it have checkpoints, but as it was frustrating enough we decided to embrace the "rage game" nature of it. Would it have been better if we added a setting to enable and disable checkpoints similar to geometry dash? Thankyou.
@fredripper2077 Yeah it was the web version (on Mac Chrome). I don't think any of the issues I encountered could have been just because of that. Well except for the broken double fullscreen button which I didn't even mention. :shrug:
@fredripper2077 you know, I am talking from my own point of view. For me, repeating entire game because of an mistake seems... Punishing. And I cant find a good reason to justify that in context of your game.
In other terms - consider how failure states are implemented in Resident Evil 2, and its 2019 remake. In original RE2 combat is kinda easy, but failure is heavily punished, as player is pushed back to main menu, and you can save your game only in specified locations, using heavily limited item.
On the other hand in RE2 from 2019 combat is wayy heavier, but player is not punished for failing in combat challenge - you are usually pushed back only a little bit, and game loads itself almost in an instant.
And I think, that your game does both. Combat is skill based and difficult, and failure is heavily punished. I dont really enjoy being pushed back to start, only to fail at a challenge few levels in.
@fredripper2077 Yeah, I think having the option of enabling checkpoints is good. That way you can cater to the players that just want to reach the end (like me).
I see you talk about "Rage games". While I haven't played many of those, I believe they usually have some kind of checkpoint system or level selection. The problem with returning the player to the beginning is that they have to do all the easy stuff again and that's a pretty big turnoff.
Hope this helped, keep it up!
@antti-haavikko also I forgot to add. The guns cant get kicked out of the level on the regular build but for some reason the web version has black bars round the edges that you can go into. This we tried but couldnt fix. Also there are wayyy better guns on the boss level but they arent visible on the web version. Also and finally you can drop weapons with q, which we should have made clear... If you try the windows version I think youll have a mcuh more enjoyable experience, although it still isnt enjoyable lol...
@fredripper2077 Cool cool! Can't play the Windows version since I'm on a Mac. The gun kicking wasn't really an issue after learning not to do it. I guess it didn't go outside the level but still outside of the view and since the sides had the gravity reverse thing it was kinda impossible to try to get it blindly. The green gun I think was visible on the boss room floor on web version too but of course I couldn't get it. Knowing about the drop mechanic would have helped immensely.
Thanks. We are going to make this a game that we will release for mobile and all of this feedback is amazing. We will definitely add a tutorial and thanks for everything @antti-haavikko
Very interesting game, the feeling of shooting is great
Cool concept.
Browser had some issues with text being ginormous
Thank you all for your feedback. We've took all of your reviews into account and have made the game quite enjoyable to play. Outside of the jam, we have made it restart levels on death, added dashing. Making it so you only wallclimb while holding control. As for the webgl version; we're unsure if we can fix it... If you're on a Linux pc - try installing wine. If you're on a mac.. Well. I don't have much experience with Apple, though MacOS is actually a Linux fork.