choppers 2021-04-26 09:08
The 3D models looked really cool, and the red lights really added to the mood. Maybe this could have been better with sound, though your probably just ran out of time.
Foon → Ludum Dare Explorer → LD48 → Deeper than Beyond
By runuchok
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 194 | 3.76 | 32 | |
| Fun | 381 | 3.43 | 32 | |
| Innovation | 147 | 3.81 | 31 | |
| Theme | 332 | 3.76 | 32 | |
| Graphics | 121 | 4.05 | 32 | |
| Mood | 158 | 3.75 | 32 |
The 3D models looked really cool, and the red lights really added to the mood. Maybe this could have been better with sound, though your probably just ran out of time.
Oh I am sad you haven't got a Mac version it looks stunning! Notify me if you can build other version
awesome game. It's really missing sounds, i hope you'll add them. but anyway, really cool!
This is a cool game, but the first time I played it I found it a bit frustrating. The gyro minigame seems to be so time-consuming that you're better off just ignoring it and fixing two or three other things in the same amount of time. In fact, that's exactly what I did to beat this game -- completely ignored the gyro. The other minigames are mostly fine, but I think the battery and oscilloscope puzzles could benefit from some kind of hint, since they're both quite unforgiving. even just a gauge showing how close you are to to success would help a lot, I think.
The modelling work of the space craft interior is very good, but the grey textures were a bit boring. It would have been nice to see something to make it feel like a real space craft and not just a room full of minigames. Perhaps a metallic industrial look (with some yellow and black hazard stripes?) or maybe a sleek, white plastic look... But I'd consider it a low priority given the time constraints of the compo.
Sound effects would also have been a big benefit to a game like this. Alarms and klaxons would help alert the player when systems need fixing (especially if each system had its own unique warning sound) and sound effects like venting air or creaking metal would go a long way to building tension and atmosphere as the AGFC stability gets lower and lower. It seems like looking at the main screen is the only way to tell how close you are to losing, but when things got frantic, I didn't have the time for that, so when I lost it felt a bit abrupt.
As a big fan of Myst series i love your game. All the switches and screens make it so immersive.
Some degree of tolerance would be nice in battery and oscilloscope minigame but overall i like it. The interior is quite detailed and lighting fits nicely. All of the devices are cohesive and realistic (as much as a black hole spacecraft could be hehe ;p).
Difficulty rises with the playtime and it makes the game very nerve racking but in a good way. I saw your model work in progress and i'm glad i found it again to see the final result. Good job and thanks for the game ;p
Cool, but I wish it had soundtrack, something ambient and deep-sounding
I liked the look of the devices in the cabin, especially the main screen with distance to the black hole. The mood is also great although could be greater if the game had some ambience. The game did its job of putting stress of trying to solve many problems at once but imo the amount of problems that were arising was too much.
For example when I tried typing code to one of the devices new line appeared as soon as I have finished typing the other line. Kinda same with the other devices. So at the end I chose the strategy of interacting with only two devices that look the least time to repair. But yea that would be my only problem, I liked your game very much.
This is a very fun and unique idea, and it surprises me with how unique, and how not-obvious from the theme it is, to have seen the idea twice (see https://ldjam.com/events/ludum-dare/48/save-her).
The main issue I had was balance, it felt much too difficult for a casual jam player, I was only able to get as close as 7% in 3 tries. What I found most frustrating was when a machine I was in the process of working on would re-break; I understand the realism of it, but considering user experience it would have been a nice touch to prevent that from happening. I was also discouraged by how, given the finite health and increasing difficulty, early mistakes can become unrecoverable no matter how well you play later in.
Regarding the machines themselves, the the switches were quite easy (but I feel good for gameplay, as they're a quick thing you can just go do), the console was a cool idea that my own cruddy keyboard ruined for me, and the wave thingy was very creative and fit very well. I wanted to like the 3-bar thing, but it seemed to demand more accuracy than I could muster with the given interface. The spinning sphere was a cool idea, but in practice it got so out-of-control, and took so long to fix, that it felt like a waste of time to even bother with.
My last criticism is the lack of sound, in my opinion I'd rather have seen sound than a 5th machine, it would have really solidified the atmosphere.
Overall, I had a lot of fun with this, the high-pressure atmosphere is great, the visuals are a spot-on in their minimalism, and somehow I got the feeling of actually descending into a black hole despite literally no direct visual indication of such.
THE DIEGETIC CONTROLS. THE CRISP 3D ART. THE INNOVATIVE GAMEPLAY. This is hands down my favorite game I've tried so far. It's extremely engaging (and stressful), and the game looks great, too! I really like the minimal color palette, and I think it compliments the vibe of being alone in a space emergency, especially in conjunction with the lighting. I especially love the creativity and variety in the minigame tasks, and I think the wavelength one was my favorite. I also think that the rolling ball was really creative, though I do agree with some others that it could be tweaked to be easier. I don't know what else to say except amazing job! You nailed it.
Very good looking and some of the controls feel great to use, really nice minigames that keep you engaged and feel satisfying (those battery sliders :sweat_drops:) however I felt like they broke too often and I could never keep them all on green. Especially the typing commands into the terminal, it felt like a bit of a chore. Great job though, and would be amazing with audio too.
I played this and got surprised how immersive the setting was. The simple minigames don't get repetitive thanks to not being overcomplicated and how much you jump from one to another. The command console was also a neat touch.
Although personally the Gyro ball just isn't good in the same bubble as the other puzzles, because: Pressing the directional buttons never feels like it's "enough". The wild, multi directional movement of the ball is barely affected by your own input, and you can only hold 1 button at a time.
In this minigame, you have to constantly do something for extended periods to get minimal profit. Meanwhile, other minigames have shorter actions the player has a more preciste control of, such as the wave calibrating minigame.
That aside, this game was very fun, but could really use some audio. Silent games feel off, specially one with visuals as good as this! Congrats on making something of this quality.
That was a really cool game, i loved the mini games, with some music/sfx the mood would be off the roof. The 3d models and gameplay were really polished for a 48hour game, awesome job!
The game felt like it a lot of potential! The minigames took a little bit of figuring out (because I didn't read the manual :D). Some audio would really have helped the overall experience. The console was a nice touch, although I would have wished for things like Ctrl+Backspace and autocomplete to work.
As a fellow solo jammer, i totally get not having audio so i'm not gonna talk about that. there's too much as is in the comments. the gyro ball was the only one i didn't get a hang of. i was jamming on those buttons but it was going WAY too fast and I got it close and BAM super fast spinning again. I just let it spin. and still won! Great job though because 3D aint always easy and you basically made 5 mini-games! Bad ass!
I skimmed a couple of the other comments and I agree with them. Overall these types of micomanagement games aren't always up my alley, but this one was fun enough that I got through it. The gyro minigame was entirely too hard and time consuming. I also just completely ignored it. I'm not sure if it was intended that you would win without touching it, but it took longer to solve than there were time between hits, so often I would barely get the gyro stopped and start to maneuver the light when we would take a hit and it would go crazy again.
I know you know this, but it could have really benefited from sound. The feeling was intense and sound would have added a lot. It also would have been nice to know what percentage I was at as well as how close I was through some audio or maybe a visual cue?
I don't really understand your decision to make us type the commands into the console at the beginning. It took me three attempts to get the instructions because I kept pluralizing the wrong things! Then I didn't use the console again for the whole time. Maybe add something another puzzle in the console?
Overall, very nice work. I don't want to sound overly critical because I enjoyed this and it did a lot of things right. Well done!
Interesting concept! I like most of the mini-games and overall chaos that ensues when multiple things go into the red.
My only problem is the gyro-ball mini-game. The idea of that mini-game in itself is good. But currently, player input has almost no effect on ball speed. So it becomes almost impossible to stop the ball when things get out of control, and the ball is spinning like crazy.
Besides that, it was a fun game! Good job!
So technical... progs should love it! As I see, it's based on sequences and iterations. To some coding music - is a go. Still, it's hard to remember and write those commands. Maybe if you could paste them, or hide under some simplier narrative (a word or two, no symbols, etc.), then, I think, this game can get nicer. Appreciate the work, though, keep it up!
Really loved this one!
Your game is very difficult in my opinion. I use a mechanic when the player tunes the device to the green zone it turns on the self-stabilization mode for a few seconds.
Good luck!