baldurs 2021-10-04 16:43
The enemies have too much health and you have to kite them to not die instantly. -edit Thanks the game is much more fun now that its not as hard :)
Foon → Ludum Dare Explorer → LD49 → Tribulation
By adrenallen
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 388 | 3.22 | 24 | |
| Fun | 346 | 3.19 | 23 | |
| Innovation | 457 | 2.81 | 24 | |
| Theme | 304 | 3.47 | 23 | |
| Graphics | 357 | 3.22 | 24 | |
| Audio | 302 | 3.02 | 24 | |
| Humor | 324 | 2.47 | 19 | |
| Mood | 121 | 3.61 | 23 |
The enemies have too much health and you have to kite them to not die instantly. -edit Thanks the game is much more fun now that its not as hard :)
Hey @baldurs thanks for the feedback!
There is an easy mode toggle if the game is too tough. There is an additional weapon on level 2 that makes things a little easier :) Also don't forget to use the insanity mode to improve your damage output!
Later in the game different weapons have a hidden "stun" stat. Using certain weapons improves your stun chance on enemies, which helps to clear larger areas.
Boss fight was honestly the best part of the game.
The melee weapon was a bit too slow and risky, so I opted to just run past the enemies in the early game. And the insanity mechanic sort of feels like a way to keep you on low health for some parts.
Got the bad end, but I still had a fun time with this game.
Oi, that was though! I wish I didn't have to hit the enemies so many times. The atmosphere was very creepy, great job on that!
@kbf123 thanks for the feedback! I agree I think the pipe needed more knockback and quicker stun to feel satisfying. I'm glad you enjoyed the boss fight, it took a good chunk of time. I hope you found some of the secrets of the insanity mechanic!
@swen Thanks for playing! I agree with you, I think if I did it again I would have made the weapons feel a little tighter and more satisfying.
Also reminder to be in insanity mode for double damage with the pipe :)
the game plays good but it was a little tedious to hit each enemy so many times . good game overall ! :clap: :clap:
Interesting idea! I included it in my Ludum Dare 49 compilation video series, if you’d like to take a look. :) https://youtu.be/jL-Xn4X6IAQ
Nice game, I found movement a little jugged, but most of the time it doesn't heart much. In part of gameplay and music it gives some Alien Shooter vibes.
I enjoyed your entry. The music was unsettling, and the graphics were minimal but set a nice tone. :D I enjoyed the isometric view, and cleared out the first room but was unable to get past the locked door. I cut myself until I went insane, vomited, and turned into a monster.
I have a few suggestions. I would work on the depth hierarchy. Something as simple as "depth = -y" should keep it so your head doesn't go through doors and whatnot. Also, enemies probably should not be aware of you until you are within their line of sight, then once they are aware of you they can chase you mercilessly. Right now they will go after you as if they have seen you through walls.
Overall nice entry, and I enjoyed myself playing it. Extra points for making it HTML5. I tried to port my game to HTML5 and I got game breaking bugs.
@potkirland thanks for playing! I agree the enemies could use less health and the pipe could use more "oomph".
@lesinvisible sorry you felt movement was a little off, can you be more specific about what you felt could be changed? I felt movement was pretty okay, so if it felt off would love to know how to improve it for the next game. I'm glad you had fun though and thank you so much for the feedback!
@almightyzentaco Thanks for playing. I'm glad you enjoyed the music! I really thought the "insanity" mode causing the music to change pitch made it really atmospheric and creepy, happy with how that came out. I did struggle with a few z-index issues unfortunately, especially with the doors. Currently things are set to z-index of their y per frame, but the doors unfortunately need to be "on top" of 3 layers of z-index, but _always_ be behind the player. This kinda goofed up the system that is in place and with the time constraint I wasn't able to re-evaluate it. I think next time around I will do the hack of either drawing the doors without the "behind the wall" pixels so they can be placed at a lower z-index and appear right, or build multiple tilemaps to handle background, middle, and foreground layers. As far as enemies, yes!! I wish I had gotten around to line of site checks, I started it but ultimately just dropped it in favor of some hacky "distance to enemy" calculations. The first level is definitely the worst of this, but the rest of the levels do a better job at not "seeing you" through the walls just by how the enemies are placed. I'm glad you enjoyed the game, I hope it was fun. I always make an effort to get the HTML export tidied up because it makes it so convenient. Thanks for the feedback!
I enjoyed the flow of the combat and having the audio adapt to the level of your sanity was a nice touch!
The enemy pathing and them getting stuck at times could have been addressed more. I think that, as others have said, I was missing some causality in the combat. If I swing a wrench/pipe or what it was and hit an enemy, I'd expect them to react to it in some way and not just instantly drop dead after a few swings.
Also, I'm not a big fan of having all of this text here on the submission page. I understand that a lot of effort went into writing the playthrough instructions, but games are about exploration, about figuring things out for ourselves as players. There should be that trial and error and figuring things out for ourselves. Being presented with a wall of text detailing all of that before I even get to download the game isn't a good idea in my opinion.
Finally, mentioning the cut content isn't really necessary. It's a 2-3 day game jam, we all understand that there was much more that could have been done. You did really well with your time and you should be proud of that, and focus on what you did accomplish instead of what you didn't. :trophy:
This grew on me more as played it. I like how you have to be insane to get through the doors in the 2nd level. I thought I was stuck, but then I was like maybe I need to be insane. I then used the health pack to get warped back to the start to do it over again. Nice mechanic. Good stuff and totally understand with the time constraints and all.
@xedur thanks for playing! Yeah the wall of text can be daunting. I try to put the "play here" at the top so you can get right to the game if you want to and skip it. From experience it seems like a lot of people get frustrated and give up, I feel like the write-up can be helpful to quite a few that need the guidance. I would say the "artistic vision" definitely doesn't include it, but generally it helps based on the feedback I get. Combat, yep agreement :) Pathing wise, yeah definitely, I started working on a nav mesh but ended up settling on more levels/boss completion over correcting the pathing. 2 day jam as you said! I include the cut content simply because I think it's interesting to see. With other games I love hearing about ideas that got axed and imagining how they would have played out. I simply include it as an interesting tidbit more than anything! Thank you so much for the feedback! I will move the "walkthrough" to another page via a link to make the description text less of a burden :)
@epicgamefan I'm glad it grew on you! I was a little worried about this game at first honestly, felt like I cut the most ideas in this game versus other LDs I've done. I also pivoted game ideas ~4 hours in, which cost me some precious time. I think with some more meaty combat it could be a really great full featured game one day in the future if I revisit it.
Nice job! Felt like an isometric half life, though the sanity meter reminded me of Amnesia. Very cool game!
@barelyevengames thank you for the feedback! I can see the half-life vibes with the pipe and first little intro area. I hadn't even thought about Amnesia for the comparison but I can see the similarities. I wish I'd gotten time to do different tilesets so the world got more and more nightmare-ish up to level 5, which obviously would have been sorta like Amnesia too!
The game design for a combat and a progression based on sacrifices was very interesting in this type of game. The isometric perspective is quite charming. And dissonant music or not-so-common scales is very ingenious, but would go better with something with a more comic or tragicomic tone. This game does not need melee or gun combat, it can better exploit the mechanics of sacrifice and insanity. Congratulations!
Apparently not killing them and letting them chase you is a bad idea and leads to death but I was REALLY hoping I could just outrun the creepies haha. The attack animation on the enemies is spooky, but I like it.
I love the effects when you go insane, it really gives me Dont Starve insanity vibes, and overall that part is really cool. I think the graphics look great, although an attack animation for the main character would have made attacking a bit easier for me.
Overall, really well done! It was fun, but I'm really bad at killing things haha xD
I like the iso perspective and the creepy decoratives. The music was WAY creepy, making me feel like I was going insane, and the gray around the screen edges was a great idea. I also really like that this uses the mouse and arrow keys, since most games I've played here use one or the other. Nice game!
Good music and art but really disgusting death animation that's why I have counted it in NSWF content of this game.
Interesting atmosphere, I have played easy many times and you know the bugs so I will skip this. It's great that you have so many plans to develop your production, Good Luck! Gore is great here!
ps I'm ready for normal mode now, time for leaderboard
Cool game! Love how the map is different depending on the players sanity level. Gameplay is otherwise simple but it gets the job done. Since bullets can go through walls you can cheese a lot of the enemies but there's not much you can do about that since they don't have advanced pathfinding. All around though good work!