FoonLudum Dare ExplorerLD48 → Mayhem of the Moles

Mayhem of the Moles

By ramperkash

View on ldjam.com

CategoryRankScoreCount
Overall8622.5520
Fun8352.5020
Innovation8342.3620
Theme4813.5220

Comments

morphine 2021-04-26 18:06

This doesn't seem to be working on the windows build either:

"Failed to load mono" error

fussenkuh 2021-04-26 19:22

The web build not working is unfortunate :( The Unity progress bar almost fills completely then just hangs there forever :(

That said, the concept sounds enjoyable. And, having tried to create "good" random level generation in the past, I know what a bear it can be. Kudos to you for working that out!

ukulelefury 2021-04-28 19:48

Windows version worked for me! Pretty good start! It does all seem to run well. Whacking moles is fine and all, but it just seems like we need more of a goal atm.

I wonder if your WebGL build might be failing due to building with compression? You might want to try just disabling that. I had this problem recently as well.

https://forum.unity.com/threads/unity-2020-1-invalid-or-unexpected-token-error-from-compressed-framework-js-file.839587/

slagywag 2021-04-28 19:52

Not sure if this will help, but I had the same issue during my submission. Check PlayerSettings > Player > Publishing Settings, and Disable Compression Format. That solve the issue for me... Was doing the same "almost load thing" with the same error in the web console.

soarendev 2021-05-01 20:44

Damn, I swear these moles are coming from the depths of hell :cold_sweat:

To be honnest the game lacks a lot of feedback when you perform action (or get harassed by devil's moles), but I want to point out that I'm quite impressed you achieved a working and not-broken level generation in 48h while having the basic gameplay loop working, so big Bravo for this !

(so sad we can't rate you on graphics I wanted to reward those beautiful moles :'( )

sacredbacon 2021-05-01 21:06

I liked the idea of adding more rogue like elements; like items to boost mining speed or jump higher. I liked the baked potato-y moles. You should check out bfxr too, i think the game could benefit from some sfx. Great job on the movement. Keep up the good work!

dan-mcalister 2021-05-01 21:08

Great job implementing level generation! That is so hard within the constraints of LD, and the constraints of the compo as well.

I'm going to echo @soarendev and say that the game can use more feedback. When the moles made contact with me, I was unaware if they were hurting me once, doing damage over time, etc. Some simple gnawing sounds or making the player flash when hurt could immensely help the game's communication with the player. Good effort!

quinn-patrick 2021-05-01 21:23

It could obviously use some audio and clearer graphics. What exactly am I playing as? Some sort of Stonehenge rock?

I like it that the game actually gets harder as I go, a lot of LD games don't have that, and the randomly generated levels are impressively complex. Nice job.

aditya-kumar 2021-05-01 21:38

You've got the base for an interesting plaformer here. Being able to deform the terrain could lead to interesting gameplay. I got to one point where I was trying to climb up and was digging out some stairs but I mined too much and effectively walled off the area I was trying to get to. Expanding on that situation by making you have to clever about where you dig could make for a fun game! I'm curious to see what you would have made if you didn't run out of time

tom-ruxley 2021-05-09 20:55

I like the idea, and the level generation was impressive! I think some sort of health meter would have been helpful, since I had a hard time determining when and how the moles were doing damage. I also liked the unique design of the player character.

joeyrosicka 2021-05-09 21:15

I like the overall feel of the game - the pacing of waves of moles spawning was spot-on. I really enjoyed the gameplay loop of digging for a bit, seeing a wave start, working with the terrain to give me space to move around, fighting off the moles, and repeat. I did find myself digging away tiles that I did not intend to at times, so perhaps a clearer way of informing the player about where their dig would go at any given time would be helpful.

iceeye 2021-05-09 21:24

No issues running the game, I enjoyed that the waves of moles got harder the further down I went, I quickly became overwhelmed. Would be interesting to see some upgrades or audio assets.

cavedens 2021-05-10 01:04

Nice idea, good work