FoonLudum Dare ExplorerLD49 → Dimensional Degradation

Dimensional Degradation

By ty-victorson and Austin C

View on ldjam.com

CategoryRankScoreCount
Overall14952.5424
Fun14622.5224
Innovation14042.5424
Theme13302.7724
Graphics13372.5224
Humor11292.2520
Mood13752.4721

Comments

wyl-team 2021-10-06 09:02

the shooter lacks an impact, but plays quite funny, good job!

amkingtrp 2021-10-07 05:25

There's potential for something here. As has been mentioned, the shooting has no sense of feedback to it (either recoil or some impact notification such as some particles at the end of the raycast you're probably using), but the movement feels good. I see you opted out of sound as well; some sound effects would help enormously if you choose to create a post-jam version. I actually like the odd dimension you teleport into; there's definitely something to further build up the game around.

ty-victorson 2021-10-07 21:02

@amkingtrp thanks for the feedback! We ran out of time, so there was a lot we never got a chance to do!

toomblercazz 2021-10-12 07:49

I like this! I agree it sorely misses sounds, and it's a bit rough around the edges (with the time constraints totally understandable)

Honestly quite an ambitious jam game though - I enjoyed jumping and dashing around the environments, and I was pleasantly surprised by the different maps you made, which have character even despite the lack of textures.

animawish 2021-10-12 10:01

Nice work, it's tough putting together a 3d game! The evil eye enemies are very evocative, I hope they find some visine :sweat_drops::eye:

skyward4d 2021-10-12 10:15

The upgrades were fun and rewarding (Especially getting multiple movement based ones like the office chair and zooming around the levels), and the time limit for each level adds a risk/reward element in terms of how many upgrades you aim for.

For me, the biggest problem was the lack of feedback to the player. The UI elements for health/stability were so small and out of the way I barely looked at them even though they contain necessary information. And there was no indication when I'd been hit, when I'd hit something or when my dash was ready to use again. Even something as small as my health flashing when I took damage, so I could see in my periphery that I'd been hit would have gone a long way in my opinion.

Definitely more positives than negatives though and super impressive considering the time constraint. The movement was smooth, the gun looked great (With the player pumping after firing being a really nice touch) and the levels were bizarre and interesting. Really enjoyable experience and a creative take on the theme. With some post-jam polish, this would be a really cool game. Awesome job guys.

yoss-iii 2021-10-14 04:06

Yeah, the other comments are right on the money. Definitely the start of something cool, but the lack of sound and the lack of feedback to tell whether an enemy has been hit or not make it difficult to play. The instability meter is a fun idea, though, and could have potential!

bob152 2021-10-15 17:52

Played the post jam version and I love the music and the enemy death screech sound effect - really added to the atmosphere of the game. Also thought the level design was pretty cool espcially parts of the level changing in shape - really interesting way to incorporate unstable.

The biggest issue for me was that I fell off the map a lot and got stuck falling - got respawned on empty space. Also as others have pointed out more developed UI elements would probably add to the game experience.

Overall a pretty fun and wacky playthrough though!

ty-victorson 2021-10-15 17:59

@bob152 I'm glad you liked it! And yeah the falling off issue and UI are ones I'm looking into! Thanks for the feedback everyone!

pcmaster 2021-10-15 18:20

After playing the Jam version, I couldn't help myself and also played the post-Jam! The sounds really add something. Visual (and any other kind of) feedback is immensely important! Now your shooting feels 2x better -- still plenty of room to improve. I like the little shotgun reload animation.

Other than that, next time, I'd suggest scoping the game smaller and focusing on key gameplay mechanics, in this case shooting feedback and what happens when you fall, plus what happens when you pick up stuff. The enemies would also deserve a pushback or an effect when you succesfully hit them.

I'd place some keys/pickups already near the beginning, so you'd get an idea of what they do early on. In the UI, I'd show how many out of how many you managed to collect.

Unfortunately, I didn't play long anough to unfold the mysteries of your world :(

Congrats on putting this together and please, continue making games :)

ty-victorson 2021-10-15 20:45

@pcmaster Thanks for the feedback, I'll keep that in mind!

tulkas 2021-10-15 22:24

Even tho it has no sounds and complicated level design, the game made me play it. Post-Jam version was pretty OK! Also good job with the environment stability idea, love that. Lastly, i can say you guys have a big potential. If you can manage the time, the rest will come.

boroboro 2021-10-16 10:24

Fun little shooter! Although Stuff like sound or any kind of feedback for your shooting was missing I had a lot of fun traversing the levels and dashing around.

honey-pony 2021-10-21 14:18

I quite like the variety of levels for the different dimensions. I did encounter a bug where, on one of my better runs, the game didn't seem to load any new dimensions--it just kept taking me to various places in the dimension with the mountains.

ty-victorson 2021-10-21 19:29

@honey-pony thanks for the heads up will look into it for the post jam version!