j-broccoli 2021-10-06 04:20
Pretty solid side scroller!
Foon → Ludum Dare Explorer → LD49 → Strontium Submergence
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 441 | 3.73 | 23 | |
| Fun | 410 | 3.71 | 23 | |
| Innovation | 877 | 3.19 | 23 | |
| Theme | 1168 | 3.04 | 23 | |
| Graphics | 243 | 4.21 | 23 | |
| Audio | 305 | 3.73 | 23 | |
| Humor | 860 | 2.73 | 23 | |
| Mood | 794 | 3.38 | 23 |
Pretty solid side scroller!
Nice submarine game, liked the sprites and art!
No music makes it boring to play. Also, I didn't rly get how to win this game, you just go through some bullets and die. I couoldn't avoid them, it feels like impossible to play. But graphics were good as well as movement.
Input and animation very smooth, i like the feeling of the game. Effects worked with gap, it was always far behind my torpedoes.
crashes on my PC
@emkani sorry to hear that, espeically as the engine is my own. If you have time and are motivated enough, you could add 'Params=debug=info' to the ini file in the game directory. Then it would create a debug.log file should should show the problem. It'd be great to hear why it crashes
@aleh thanks for playing. Yeah, there is a bug where the animations start to fall behind the gameplay when too many things are happening. I still haven't figured out why its happening though.
Nice. Fun entry for the jam. The art was well done, and the animations were smooth and enjoyable to look at. I was able to spam attacks pretty recklessly, so some kind of limiting factor would be helpful. It was cool to see a Javascript entry into the Jam, using your own engine nontheless! Extra points for that. Great work.
This is the amazing underwater battles!
Developed a game engine in 48 hours? Dude, that's crazy.
@lintfordpickle I used the parameters and it works fine now, not sure why since it should just debug :shrug: Anyhow, I finally got to playing and honestly this was one of the best games I have played so far (a lot of entries try a lot of stuff and never really get there). Here the core works, the graphics are nice, functional and pleasant. Sound is a bit repetitive (random pitch, if LWJGL supports it, would have gone a long way). My only issue (and it might be a bug based on your description) is that the only way coolant goes down is if you fall behind. It seems easy to implement that it would go down with shooting or just at a fixed rate and the player would have to surface to "vent" (it seems the idea was going this direction :thinking:). Also a score or distance marker would have been helpful to feel a sense of progression.
@xiyou ah sorry to mislead you. I started writing the engine when I started joing Ludum Dare (number #30 I think). I add to it everytime I join the jam or compo, and it has become my starting point. Source code is [here](https://github.com/LintfordPickle/LintfordLib)
Graphically, this game is easily one of the best, and the sounds work great too so that's a plus. Enemy bullets are hard to see, given that they are small, fast moving, and visually outshone by other things in the scene. I would highly recommend making enemy bullets the most saturated, flashy, and highest layer things on the screen. The coolant mechanic seems important but I'm not aware of what it does, or what happens if you deplete it, as even when trying to get hit quickly to rapidly drain it, the player's health depletes first. That said, your game is an otherwise very solid shoot-em-up experience. Good job.
Nice pixel-art
Amazing amount of visual polish for a jam game. The animations on the propeller of the submarine and that green liquid on it, the bubbles moving through the water, and other animations of that nature, really give this game so much life. The sound was good, and the shooting and moving very responsive. Really simple but effective premise, and executed extremely well. Kudos!
@pauljohnprogramming thanks for the write-up, and you are pretty much correct on all points. I did initially make the enemy bullet orange to try and alleviate the visibility problem, but you are correct in that they are still hard to see -I hadn't thought to make them the 'top layer' entities. Tbh, the coolant thing is a non-feature. I originally built the game on the premise of the coolant being unstable, but I just couldn't balance the game enough to make it feel like it was working, without massively increasing the difficulty curve.