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Space-Fix-Attack
Space-Fix-Attack
By john-llyod-apolo
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 1036 | 3.30 | 27 | |
| Fun | 1033 | 3.16 | 27 | |
| Innovation | 691 | 3.36 | 27 | |
| Theme | 1036 | 3.22 | 27 | |
| Graphics | 885 | 3.46 | 27 | |
| Mood | 278 | 3.86 | 27 | |
Comments
Very fancy repairing system included in this game, i like it. Game would be more challenging and you should add the instructions for the "game ending", with process bar or additional text. This game would have more different levels to play (like; universes or deeper water or different seas) The graphics look like the character is the fish, and there are blue water on background. The background music sounds like an underwater soundtrack as well. The player character graphics are more fancy than the other characters are. There could be fixes on the sound effects while most effect sounds are a bit unambitions. This was fun and interesting to play, while i has no clue is there an end and not very challenging enemies to break the ship.
Mouse sensitivity is a little high, with too much mouse acceleration. Great aesthetic and gameplay though
jeinzi
2021-10-05 23:01
Very nice mood! I agree with @hiisileiri that it looks more like the deep sea than deep space, which is by no means a negative though. The repair system is very interesting as well. What I would like to see is some sort of score to see if I get better over time.
Wow, that's an interesting concept. I agree with the previous commenters about it being "sea" like and also having a score would help.
I like the field of view a lot.
webox
2021-10-11 19:40
Very original idea, I like how you mixed the mini games, which are acually very interesting a few thing that might work:
- Letting you pause the mini game and resume control of the ship and the go back to the mini game. This could allow a more dynamic gameplay and more enemies - Random minigames for each stage - A timer to finish the minigame, otherwise you go back another stage
Really great job, I loved this game!! it totally needs more love :D
@webox Thanks for the suggestions, you can actually close the mini game by clicking the right mouse button again.
cakts
2021-10-13 10:54
Super cool stuff! Only problems I had was that the mouse input felt delayed or smoothed out, and I didn't feel like I had much control over it. Maybe some more enemies and potentially switch to a top down view with more freedom on the X and Y and it would be a really solid experience. Great stuff for only 72 hours though, good entry :D
Hey! Nice small game, really love that you have different mechanics for the maintanence procedures, and those mini games are quite okay, not just regular fast skill checks or whatever. Good job. But, I'd say would be nice to have some sort of distance counter, or kill counter, as well as more enemies introduced, and some sounds added :) Anyways, pretty good job! Thanks!
zimny11
2021-10-13 15:28
The mini-games and the whole concept is quite interesting and unique. The art style looks nice and clean. The game starts to be a bit repetitive after a while. Besides that, good job with the game.
Pretty fun game! I love the art and mood of the game! I agree with some other players that the mouse sensitivity was a bit high, especially moving right to left. I liked the use of mini games to fix the ship, but the one to fix the light I didn't quite understand. I put them in order and when that didn't work I tried a bunch of different orderings. I'm still not sure how to solve that one. Also sometimes the mini game randomly switched to another one while I was still doing it. I think it's because I got hit while fixing, but I'm not sure. I also agree with others that a scoring system would be awesome just to gauge whether or not you're doing well. Very cool game overall though!!!
Simple neat game! I love the clean art and the horror background music, fits the mood very well. The fixing ship mini game is pretty cool! Need more difficulty and faster gameplay pace, enemy moving is a bit boring. Overall it's fun to play it, good job!
Pretty fun game!!
ptsnoop
2021-10-16 07:26
There's a tricky balancing act in the design of this game - too many enemies/obstacles and the repairing-the-ship becomes too difficult, but not enough and you never need to repair the ship because the player can just dodge them all. I'd have preferred a few more enemies - but the music does help sell the easier / more chill feel of this game. (I really like the music here, by the way - very Homeworld-ish!) Maybe the enemy spawn rate could gradually tick up over time?
We've played your game on stream! Will write up a full comment, but in the meantime, you can check it out here:
https://youtu.be/QZxtnpxwT_M?t=545
rengo
2021-10-17 08:01
the game is simple. however there isnt anything special to it. the graphics are too basic and and the game feels slow. on the other hand the idea of the game isnt so bad and the music and vibe is great in the end where the game lacks is that special something about it
short and sweet i like it
I will start my stream about 9pm Uk time. Hope to see you there. https://www.twitch.tv/thesoulselector
I played this on stream tonight. https://www.twitch.tv/videos/1179627561
Very atmospheric. I usually expect games like this to be more fast-paced, but in this case it makes sense because you need to have time to make the repairs. (I think I'd still up the speed a LITTLE bit. It's too easy right now.) I like the simple but effective repair minigames. The idea has a lot of potential if you were to flesh it out.
(By the way: The description says that the right mouse button is shoot, and the left mouse button is fix, but it's clearly the other way around.)
The artwork here is really nice, and the audio creates a really intense eerie mood!
I found avoiding/shooting obstacles fairly easy, I didn't get hit at all until I intentionally rammed into something to try out the fixing system. I think perhaps the difficulty could ramp up over time, become a bit more clear that you're getting closer to the end. I was about to quit the game because I thought it was endless when I did reach the end, so a bit more signaling that there is an end would be great.
Good job with this one :smile:
I put my playthrough up on YouTube if you wanted to check it out!
https://www.youtube.com/watch?v=01dcU5RDzZk
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/kls2So5T4fo
Full comment:
Given the premise of the game, my first question that went through my head was, "how is the game designer going to balance the focus being split between fixing their ship and dodging enemies?" Having now played the game...I think the experiment had an interesting answer that kind of costed one aspect of the game. But first, the good parts: I thought the mouse controls to move the ship was genuinely a clever idea, and really well-put together. The fixing minigame as well was straight-forward and easy to grasp what I was supposed to do. Credit to the graphic design: it's an easy game to understand and play with minimal instructions.
I think the part that didn't work so well was the actual firing and dodging part of the game. Despite having some of the smoothest and flexible ship controls, I never got the sense to be able to flex my skills with it because the enemy and bullet spawns are so few and far between. I realize most of it was to balance with the fact that it's supposed to create a breather while the user is fixing their ship. Still, it's the first thing the player sees when starting the game, and the slow nature to what looks like an otherwise high-action genre puts a damper to the experience.
I think these two modes could be merged together by reducing the cost of fixing the ship, thus making it less risky and provide a lot more room for the shooty-bang-bang part to improve. For example, it might be cool to slow down time while doing the repair mode. Doing so doesn't reduce the risk to zero, but still gives the player an ample amount of time to perform the repairs. It might be further interesting to extend that with inclusion of upgrades, where they also need to be applied through a minigame mid-playthrough.
I like the idea that the game presents, and think it can be expanded upon. Would like to see more time spent in it to find the sweet spot for a fun game.