very-high-ping 2021-10-05 03:00
the game sounds really cool, but the link doesn't work for me sadly
Foon → Ludum Dare Explorer → LD49 → ATTACK! OF THE UNSTABLE LIFEFORM
By dan-davis, Greg Hobbs, dominic-graziano, babyeeyore99, RussellSalerno and Jennifer Davis
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1069 | 3.27 | 22 | |
| Fun | 1395 | 2.70 | 22 | |
| Innovation | 600 | 3.45 | 22 | |
| Theme | 1197 | 3.00 | 22 | |
| Graphics | 838 | 3.50 | 22 | |
| Audio | 892 | 2.82 | 22 | |
| Humor | 926 | 2.64 | 19 | |
| Mood | 1106 | 3.05 | 20 |
the game sounds really cool, but the link doesn't work for me sadly
@very-high-ping I had this issue as well, please try copying the URL and pasting it into a new browser window. **update** The URL has been fixed!
Fun game, seems really slow, would like to know my health!
Really interesting concept, I think the spore creatures have the much more exciting gameplay avoiding humans but unfortunately having to cover the map in goo is really slow and boring. I think more time being put into the combat mechanics would have made this much more interesting.
Really impressed that theres an infected and uninfected version of basically every sprite, theres a lot of art in this one!
@dominic-graziano thanks it worked! 3mpty has already said everything i have to say about the game
Nice idea and well executed!
I played a couple rounds, hopefully swaying the balance back towards the human side :sweat_smile: I could not finish a round with the spore, even after infecting everything I could, the map would not end. Maybe I missed something.
I agree that the combat mechanics could use refinement, but maybe to keep the scope small and focused on the persistence idea, simply shrinking the map by ~half or ending the level as soon as the opposing side is eliminated could help make rounds faster and let people get to the end state, assuming there is one :smile:
Thanks team, I enjoyed playing the game. Only played as human so far, but it all looks nicely polished!
Well, can't say I enjoyed it too much, cleaning up/infesting each area feels a bit tedious... Nice idea though, and nice work on the graphics and ambiance part, especially all the infected sprites.
The music could be nice but is quickly unnerving though, the bass loops are way too short. Combined with the size of the areas to conquer, it really dulls their effect by overrepetition.
So overall, cool concept which could have benefitted from better balancing.
Good one ;)
Was unfortunately very dull for me - Playing as humans just involved walking slowly around the map while spinning in circles with fire held down, and playing as spores mostly involved dying and not understanding why. The audio loop was grating fast, and a mute button would have been appreciated.
Gameplay could use a lot of improvements, right now playing as human only involves spraying things until it's over. Not to mention the enemies on the beginning of each level aren't particularly challenging and can be easily dealt with and the map is a tad huge for a fairly basic gameplay. Playing as spores are a bit hard too considering the rigid movement and there's a lot of humans around.
Perhaps adding much more enemies and more enemy varieties like one example there's a spawner enemy which spawns regular enemies until killed by chemical sprays and so on. Would love to see more gameplay and mechanics on the map phase too (the one where you're supposed to get rid or infect a tile) which allows strategic play.
BGM can be louder, right now it's too quiet compared to the SFX. Thanks for the submission :thumbsup: !
I love the concepts of asymmetric gaming but I felt this one was unbalanced a little too much - humans seem to win just by slowly moving around and holding a button down and spores.. I just didn't quite get how to win with them. The whole thing could definitely be speeded up and maybe have a volume adjust option [music didn't do a lot for me - on a slower game when it loops it unfortunately becomes more noticeable].
Art and grid layout is solid and I feel there's a solid idea lurking behind all this - I'd keep at it, once you've ironed out the mechanics.