pikatchum 2021-04-27 03:54
Nice game! I was not expecting a 3D game with the picture you are showing ahah There is some cool music in the main menu, I wish there was some music in the stage aswell!
Foon → Ludum Dare Explorer → LD48 → Billy Nauseous
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1315 | 3.28 | 32 | |
| Fun | 1350 | 3.05 | 32 | |
| Innovation | 1345 | 2.88 | 32 | |
| Theme | 1145 | 3.46 | 32 | |
| Graphics | 567 | 3.96 | 32 | |
| Audio | 1171 | 2.68 | 32 | |
| Humor | 685 | 2.96 | 30 | |
| Mood | 1237 | 3.25 | 32 |
Nice game! I was not expecting a 3D game with the picture you are showing ahah There is some cool music in the main menu, I wish there was some music in the stage aswell!
@pikatchum Hi Pikatchum, Bear here! Thank You for giving our submission a try! The mentality we carried regarding the omission of music in the stage was partially(mostly) due to time constraints... :sweat_smile: It's true! When we submitted Billy Nauseous™ we we're all exhausted and decided to take a breather and comeback to give our submission page the attention it deserved! featuring a couple animated previews of the game!
Gave me Binding of Isaac vibes, and I love this game. Interesting perspective and work on a shaders, didn't reached the sneaked peaked Lungs are, but looking forward to some more challange in there as well.
Fun game! The controls are a bit weird I think, I would have prefered something more like The Binding of Isaac with shooting on the arrow keys, having to press the spacebar each time is a bit unnatural. The artstyle is a bit trippy but it's coherent and works well. A special mention to the animations: they are great and help make this universe believable.
Overall I had a good time playing your game, well done!
The game is really nice, however the area of vision was kinda clunky.... because sometimes I couldnt see what was hitting me or from where it came, so I kinda wasnt enjoying that part. The graphics are awesome to be honest and it is obvious you put much hard work into it.
Nice settings and graphics, but the the game is a bit too hard to me. There are good ideas like the ennemies pushing you in the lung section. The sounds are a bit unnerving to me, maybe too high-pitched.
To summarize, I liked the atmosphere, but find the gameplay a bit too clanky. Still a pretty nice game !
Really fun and creative game. I found a bug where the enemies in the lung level pushed me upwards the Z axis and I couldn't die or kill anything.
I love the art style! Good job :D
@krebzor Thanks for noticing the hard work, it means a lot! We decided to use the orthographic camera to give it more of an arcady - 2d like feel... Although it is true that it might get confusing sometimes, it did get the feeling we were going for! We will be sure to work on it for the next game that uses this style so we can minimize confusion of where things are comming from :smiley:
@susumu-asaga Glad you enjoyed it! We did notice the bug, but it was too late to fix it... It is caused by the small hitboxes of the little *blood balls* on the floor, the *"force"* of the push makes the player climb them...
If we do make a post Jam version we will be sure to patch it!
@sengi Thank you for giving **"Billy Nauseous"** a chance! I'm sorry to hear you couldn't reach **"Lungus"**. We stand by the difficulty we set the game in. We wanted to make the game a bit challenging so that it wouldn't feel like the player was just going on a guided tour of the assets. Binding of Isaac was, for sure, an inspiration for our project during the brainstorming stages and it seems that the similarities shine through with the gameplay aspect and gruesome visuals. Hope you give our game another go and witness all it has to offer!
@tombuston Happy to hear you had a good time with **"Billy Nauseous"** ! During development, after so much play testing, our control scheme felt like 2nd nature. We had a very good idea of what kind of look we wanted for our game, very early on so we made an effort to get both glv-p's and mine's art to complement eachother as best as possible in the time constraints-. Thanks for the feedback!
@littlegamer Thank you for the feedback! :D Unfortunately we didn’t have time to improve the part of the sounds but it’s something we still want to do.
@luxel Thank you! I'm glad you liked it :)
I really liked this game and I am proud to say that I did managed to save Billy! did you coded the shaders or have you used shader graph for the dissolving effect? very nice game anyway! good job
Oh my god, I think the game is really hard and also... I'm really bad haha Seriously, I like the vibe "Binding of Isaac" and graphics that remind me ps1 game but in good way. For me it's not an issue if the game is really hard but maybe the trap (that looks like big teeth) has a trigger too big or maybe the damage area is not clear enough, it was really frustrating. Maybe sometimes being more permissive in your gameplay, enemies AI, you can create a really hard game but also fair play, because as player we know the reason why we loose. But I appreciate the effort on sound and with more layers of game feel, visuals, sounds, it could be a really good game! Great job :)
haha :D I like the visual art and organic environment! I am a fan of art with guts at all :D According to me is the movement and the attack combat a bit tricky but nice job!
Really good entry. I like the graphics and the base gameplay. The game is too difficult though. This is a common problem in LD games. You have to remember that you've been practicing the game for 72 hours, and we just get 5 minutes. After about 6-7 minutes I quit before beating the first boss. This could also have been solved by not forcing the player to restart from the beginning, but rather respawn at the same level.
I also think it would have been simpler if movement and shooting was limited to 4 directions, i.e. only up, down, left and right. Not sure though, maybe that's just because I'm used to Binding of Isaac.
Lastly, I think the bottom wall should have been removed because it often blocks sight of enemies.
Other than that, pretty good game :)
Hey matey, thanks for submitting your game to stream! I enjoyed playing it, and hope that the feedback was helpful. The stream died for a bit, ya didn't see me beat the final boss, but I definitely did!
Part 1 of your game; https://www.twitch.tv/videos/1007422901
Part 2 of your game; https://www.twitch.tv/videos/1007237865
@marcoming Thank you for playing! And congratulations, you might just be the first person to save Billie and finish the game!
We always make the point of learning something new each _Ludum Dare_, so I learnt shader graph and that is what is used for the dissolving effect (and the player getting hit also!).
It did cause an issue from what I'm seeing where the HTML version is too slow with the dissolving, causing it to be harder to see enemies when a new level starts :sweat_smile:
@duck-reaction I really appreciate your feedback! You are right, the big teeth trap has a hit area that is hard to judge, especially in such a small space, so next time we will be sure to take more care when implementing mechanics like that.
I also noticed that some people are not realizing that you can shoot diagonally! That can really help reduce the difficulty :smile:
Thank you for playing!
@luckyfeathers Thank you for the detailed feedback! Really helps to discuss the game's problems to improve our skills :slight_smile:
The game doesn't always start the player at the same point, once you defeat a boss, you spawn in the new "stage" until you defeat the next boss. This was done on purpose to reward the player for "learning" each room layout and enemy positioning, but I do agree that it got a bit too hard... I would have liked to play with the idea of adding a limit to the player's _ammo_ and decrease enemy difficulty, but ultimately we didn't have time...
Regarding the bottom wall, I noticed recently that the HTML version takes a much, **much** longer time dissolving the wall. As I mentioned in another comment, I think this has to do with the way Unity ports shader graphs, I'll have to study it more for next time!
Thank you again for taking the time to play and leave feedback :smile:
@justcamh Thank for playing and for the feedback!
I came back since you commented on my game's page. Awesome entry!!! I rated.
Very unique art style; I loved the animations of the characters and obstacles! Backstory was cute, and I appreciated the fresh take on the theme. I managed to beat the game, but man were those brown pushy guys frustrating :laughing:
PS, not sure if you intended it, but the last two bosses have a blind spot :wink:
@josephdevelops Thank you!!!
@the-body it was challenging to do nauseous art 😁 I'm glad you liked it! Unfortunately we didn't have time to improve the attacks and movement but for future games we will!
great art style, fantastic modelling. I really love the dynamic of heading down a monster's body, in frantic shooter gameplay. The enemies are juicy to kill, and it controls well. There seems to be a bit of a bug around invincibilty, where at the start of the level you can't kill anything, but that is insignificant.
Hey! Thanks for sending us the game to play on stream!
This game has AWESOME aestetics and graphics style.
The only downside is the controls. For some reason shooting up-left didn't work for me (while shooting up-right did :shrug:). Also sometimes collisions took two hears instead of one which was a bit frustrating.
Its super great that you have made multiple stages with different styles and different enemies! Also its awesome you had bosses (though to be honest they were quite easy, much easier than normal rooms :) I had fun playing your game and I am happy I was able to finish it :)
Great work, keep up!
Here is a timed link for the stream: https://youtu.be/vC17EaL3CcI?t=9258
This game looks amazing! I really like style of art. And tasty choco-monsters :)
The art is pretty slick! And I'm always a fan of Robotron type gameplay. Although since there seems to be no bullet cooldown I was able to just rapidly tap space and demolish stronger enemies easily. Generally, for Robotron-type controls, it would probably be better player experience to ditch the spacebar and just have it auto-shoot at a fixed rate whenever you hit the arrow keys.
@boxedmeatrevolution Glad you found the story amusing! Thank you for taking the time to read it and playing the game!
The Puffys are really frustrating! We do think the hitbox on the spikes should have been clearer to make the player feel like it was fairer :sweat_smile:
I did notice the blind spots, but unfortunately didn't have the time to patch it in the deadline! The approach I used for the bosses patterns uses angles, so it was a matter of configuration... Although I now regret it! Would have been better to use rays that could be added and configured in the Unity editor, it would be more visual to make the bosses and no blind spots would have passed into the final build!
@his-games Thank you for playing and taking the time to leave feedback :smile:
I'm happy you think the gameplay is satisfying! The invincibility was not really a bug, there was a configurable time variable for the invincibility of the monsters on the start of a level, this was to make it "fairer" for the monsters that have to "rise" from the ground _(they could be shot before they were ready to attack :frowning2:)_, but I do recognize that it does feel a bit awkward when you play... We will be more cautious of it next time!
@nikolay-zapolnov Hey!! Thank you for playing the game and finishing it!
I decided to use the new Unity input system, so maybe it has a bug on the WebGL port! In my desktop and the rest of the team's computers we can shoot in all directions, but in my laptop I can't shoot in one of them as well :sweat:... Hoping it gets fixed in the next version!
The collisions should have a cooldown! When monsters gang up on you it is really hard, will keep it in mind for the next one!
Thank you again for playing and for leaving feedback :smile:
@evgeniya-zapolnova I wouldn't recommend eating them!! :laughing:
Thanks for playing!
@ultimatewalrus Thank you for the feedback, we really appreciate it!
I'm glad you mentioned bullet cooldown, as I mentioned in another comment, I wanted to have had the time to implement bullet cooldown/ammo, so I'm happy you agree it would have been a good thing!
I love the dithering effect on the wall when you enter a new room! I think some elements could be a bit more clear, like the spikes. I initially just thought those giant rib-looking structures were decoration, but later found out it takes 2 whole hearts for stepping on it! All around, this is a pretty nice game! Great work.
I can see that a lot of work went into creating, and the fact that you were able to get this much done in 72 hours is really impressive. However, I feel that the game could use quite a bit of polish. The controls were somwhat unintuitive, and not super easy to get the hang of. It feels like you ran out of time to really polish the enemies/hitboxes/etc. I also wasn't exactly sure what would hurt me, and what wouldn't.
Overall I really liked the stylized look of the game. It had a "after-dark cartoons" kind of vibe.
@100th-coin Hello! Thank for giving Billy Nauseous a try! Despite the time constraints, we wanted to, atleast, give animation to all elements you could interact with. Thank you for the feedback!~
@cinderblock Thank you for the feedback, CinderBlock! We tried to cram as many assets and features into the final product and we "shot ourselves in the foot" per say. We tried a variant from the title Binding of Isaac's control because we felt like out initial concept for the game fit the style. Thank you for giving Billy Nauseous a try!