doctortm 2021-04-28 00:03
I liked the monsters XD Didn't understand how to shoot, so ended up jumping above them.
Foon → Ludum Dare Explorer → LD48 → The Chimney
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1302 | 3.28 | 21 | |
| Fun | 1234 | 3.13 | 21 | |
| Innovation | 1432 | 2.81 | 21 | |
| Theme | 1260 | 3.36 | 21 | |
| Graphics | 1324 | 3.27 | 20 | |
| Mood | 1220 | 3.26 | 21 |
I liked the monsters XD Didn't understand how to shoot, so ended up jumping above them.
its fun to play, gg
It's a good thing Eric takes no fall damage ...
I liked the humor in the tutorial. I do wish the tutorial had some time where you could practice aiming without losing any ammo, though. That would have helped because the aiming mechanic was very not intuitive. I wish I could've aimed with the mouse or moved while aiming.
Also, I was very excited to find some extra ammo lying on the ground, but when I tried to click and drag it into my inventory, it didn't go there. That was a shame, since moving things around in the inventory seems like a fun game in and of itself.
There also didn't seem to be any reward for killing monsters, so it was better to just avoid them or jump over them rather than waste ammo. I only got as far as the second area (pink area) before dying, so maybe Hard Mode isn't for me.
I like begining story adds quite a lot to the feel of this game. I found that when I open the menu I was not able ot close it. But other than that pretty cool idea. Well done!
Sadly, I couldn't figure out how to take ammo in my inventory so my progress has been softlocked. Otherwise, the graphics are simple but very efficient and readable.
Love that noir main character stylistics
@carraka Thank you so much for pointing out the bug. This makes the game literally impossible to beat. I had a look in the rules and it is allowed to fix bugs as long as you don't include new features. So I fixed it and it took me like 5 seconds to do so. If I wouldn't had known about this all the new players would have had a awful experience so thank you again.
Nice and easy, well-balanced in terms of resources, also I liked the grim ending. Wish this game had some music or ambient. Decent entry!
Ran out of ammo before the first boss thing and then just kept respawning without ammo, so I couldn't get past him. Otherwise, pretty fun. The aim mechanic took some getting used to.
Complex controls were a bit frustrating (Q? E? LMB? RMB?), but the rest is great! Minimalist graphics are so stylish, love these haircuts! Monsters are cool too. It was enjoyable to learn how all weapon types work. Overall, a very stylish entry. Thanks!
Really enjoyed the game, wish the graphics would tell some more Story. The Text and Inventory felt really nice. The jumping from the tower almost made me ragequit tho :sweat_smile:
I liked the simple clean graphics. The starting story added a nice feel to the game. The controls were a little complex, but all in all... a great LD entry :smiley:
The graphics and audio were great. I really dig the minimalistic graphics. The story was also great but the controls were hard a bit complex. But a great experience overall.
The ending is a bit of a downer, huh :stuck_out_tongue_closed_eyes: ?
I like many aspects of this game. The story-telling is good, and the visual style is particularly unique and clean. The character movement also feels pretty good, though I would have liked it if the walking speed was closer to the running speed, and if the running speed was a bit faster. I also think the inventory system is pretty cool: it doesn't add much to the actual gameplay, but it made me care more about the items that I found, and increased my immersion in the game.
One thing I would change is the control scheme for the gun. Using the mouse to shoot but not to aim feels clunky. Also, RMB for aiming triggered my context menu, and sometimes I would accidentally click something in that menu (like "inspect element" or "show page source") and then get kicked out of the game... definitely a risk when relying on RMB in a browser game. Also also, I kept forgetting that you can only reload when aiming, and I think that being able to reload at any time would be more natural.
Even though I'm complaining, I really appreciate that this game is innovative and explores a new control scheme! Overall I enjoyed my playthrough, and would have kept playing if there was more content!
@boxedmeatrevolution Yeah I did not consider the context menu thing. You are absolutely right. The shooting controls are a the main problem people are having and I can see why. I wanted to replicate the gameplay of resident evil 4 in 2d and while I was developing, I had to do some changes to make it work. The aiming with the W S keys was necessary to make it slower and more difficult. Im not sure how successful it was tho. I dont think the gameplay as it is would work in a longer game. And from the comments I guess people also don't like it very much. Was worth a try though.
This game has a lot of stuff, well done for making all this in 72h! Dialogue system (with cool wobbly text), intro and outro, a tutorial, a whole inventory drag and drop management system, some audio, enemies with varying hitpoints, sizes, and speeds, and more. And it works well too! I do however agree with other people that the controls for shooting could be improved, but especially moving while shooting. Felt a bit clunky to stop shooting, turn around, run away a bit, then start shooting again and hope the enemy dies before it reaches you again. Also being able to reload while not being in the "shoot mode" could be a good addition too. I don't think the system is fundamentally bad, it could definitely work, just needs some tweaks so it feels snappier to use.
Another thing I thought about is the usability of the inventory system. Right now it doesn't really serve a purpose except for being a cool thing. It would be nice if you integrated it in some way, like for example giving the player loads of weapons so that they have to select which ones to carry, or perhaps a weight counter in the inventory and then making the bridge require your inventory to be below a certain weight to able to cross, or something of the sort. Or to spitball more ideas, having pickable items that are essential for progressing the level take up a lot of inventory space so you have to juggle and manage your inventory a bit more. You get the idea. Just something to make the drag and drop inventory system more of a used feature in the game :)
Overall really nice work, I don't think I've ever had time for a whole tutorial as well as intro/outro in a ludum dare yet. Impressive stuff :)
You've done a lot of stuff and all of them work well! Good job. The shooting controls need some time to understand although, and I don't quite understand the difference between rifles and machine guns (Pistols and shotguns have different range, which allows me to know when to use them).