varundevs 2021-10-05 04:58
Nice
Foon → Ludum Dare Explorer → LD49 → Akameis
By puebebe, bjakubowski, radzios, Doma and werbal
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 296 | 3.86 | 36 | |
| Fun | 505 | 3.63 | 36 | |
| Innovation | 271 | 3.76 | 36 | |
| Theme | 471 | 3.83 | 36 | |
| Graphics | 265 | 4.17 | 36 | |
| Audio | 352 | 3.68 | 35 | |
| Humor | 593 | 3.18 | 34 | |
| Mood | 640 | 3.50 | 34 |
Nice
Did it!! Capture3.PNG Graphics are great and remind me of cube world, I probably hoarded my resources a bit too much though lol. Good game!
That was rough but very enjoyable! I did make it to the top floor, and it was worth every second!
Nice game fellos
Really impressive game for a jam! well executed and suited the theme very well!
Really cool game, a twist on the classic sokoban. Love the voxel vibe. The controls took a bit to get used to (took me a while to realize you had the keys on the screen the whole time), I felt that many levels just let me rush through them without paying too much attention to what was going on. It was great fun however, good job!
Nice unstable ground action! I'll leave you a review because it was really fun. I like the round based design.
Very good! I was delighted with how smoothly and gradually you introduce the game mechanics! Lovely graphics and music! Also, there are SO MANY levels!
I always love puzzle games (^w^). And a puzzle game with voxel graphics even more(^w^)<3 ! I def fall multiple time because you auto advance if you stay with an arrow key pressed for too long (^^") (I think its tied to when the arrow advance your character advance too if you have a direction pressed ?) Nice job ! Good game
Like the idea, makes me remember old-style roguelikes. But see some small problems: arrows won't disappear after restart, frogs (are these frogs?...) can move through things, and game doesn't make you use collectables much
But anyway, that was quite enjoyable game, I did like it
@yohsk13 it's actually that the game do action every 3 seconds, it's like passing a turn, so if you don't do anything - the world advances
@bjakubowski I see (^^). Thank you for the clarification (^w^)
Fun! Couldn't get past level 4 though
@chesschaser Use B to place platforms!
Great aesthetic! I love the turn based / action nature. One tiny thing I would love it shadows on the ground so you can see what row the arrows are traveling along
Technically and visually, it is really beautiful. Voxels are cool, and I like the fact that you can see the previous level below. It makes the tower more realistic.
However, the turn-based/real-time logic is hard to understand at first, and cancels the interest of many monsters.
I did not immediatly realize the voxel-thing on the top right is a sort of hourglass that indicates the time before the next automatic turn.
The green monsters do not move when you move in real-time (by using the space bar), so you can dodge all of them easily. But at the opposite, the arrows move at the same time of the hero, and also with the automatic turn. This combination is rather illogical. And you often have to wait automatic turns for long seconds, to dodge some arrows that passes by.
Either you use a complete turn-based logic, like the game D.R.O.D., or you use a complete real-time logic, where every elements move at its own rythm. But mixing both is weird and unpractical.
- I thought I could break scenery objects with the hammer, in the hope of hidden bonuses, but scenery are unbreakable. - If you push "Z" without any direction, you smash the ground under you, making you fall and die. - I tried to smash the ground under skeletons with the hammer, but each time I got shot at blank point, because of the weird turn-based/real-time logic, and the fact that there is no visual information indicating that a skeleton is about to shoot.
So IMO the hammer is useless.
You can't go back to the main menu when you click "how to play", and I had to reload the whole web page.
Arrows stays in place when you restart after dying.
3D is cool, but if you can not turn the camera, it is sometimes hard to see where objects are, or what is behind other objects. In an early level, I stupidly died because I did not realized a bomb has no floor under it.
Sorry for this "hard" review, but all these tiny buggy details makes your game quite painful to play, and gave me really little fun.
not only a game with cool mechanics and good level design but also a freaking 3d voxel game with smooth animation, I really love this one, the music is well done as well, good work!
realy fun ! good entry
Insanely good! I love the amount of content and the smart level design!
I kinda wish there was a separate set of directional keys that would let me make steps without “aiming” first. E.g., with a gamepad the perfect control scheme would be:
- d-pad = walk - left sticker = aim - buttons = perform action in the aim direction
So maybe WASD to walk, Arrows+ZXCB = action?
In any case, this is one of the most polished and complete entries I've seen so far!
Great entry! I liked how you could see the level below, that was a nice touch! My only bit of feedback would be it should let me do the action in the direction I'm facing without needing to push towards that direction as well
The game is very nice and beautiful! I would be glad to see the game on the Play Market! And maybe add the mechanic that the arrows of the skeletons kill monsters?
Its really fun, the main issue I had was the some parts were really easy and some very very hard. Also I think that the arrows needs some more visual guide when it hits something...
Pretty cool, but also a bit frustrating. I didn't really get the point of the hammer, would be nice if it actually dealt damage to the enemy in front of you instead of just destroying the floor. Other than that good job on graphics and audio.
Very Cool game! The visuals reminded me of Lego, which I liked a lot, back in the days. The Sound fits the Game. And the Gameplay itself is pretty thought out. One point is, that in most levels, I did not even have to fight the enemies. Some other levels were like puzzles. Good Job!
neat game! the hammer was quite useful for skipping turns and letting arrows move out of my way. was there another use for it? I couldn't figure one out.
I found the controls quite awkward; I wish pressing an arrow would instantly do your current action in the given direction. (and maybe you set your "current action" by holding down C for bow/B for build/etc before pressing an arrow key (and don't hold anything to walk)) I guess this means you can't do any action on the tile below you... but is that ever useful?
I don't think I used any weapons until the final level; I had more fun stealthing/dodging around the arrows and enemies
I liked the puzzley feel of the levels; since there's no RNG I was able do the exact same sequence of moves and then try to fix whatever it was that killed me on the previous attempt. The move timer was a tiny bit annoying, but mostly it wasn't relevant for me. (hmm, now I'm suddenly wondering: was this inspired by NecroDancer at all? the "move timer" in that game is it's best feature!)
anyway, fun game, thanks! the ending made me laugh
This is one of the most complete "Games" I've played so far this jam. It feels very thought out and fully fleshed out. I did kind of feel like the weapons were an underused element until the last level or 2. But overall, very fun and a solid entry.
VOD Link: https://www.twitch.tv/videos/1168815118
Hands down the best game I've played on LD49 thus far! I may've played it far longer than I should've but I just *had* to beat that final level!!
The movement system is quite interesting, once I got use to it, I think is well design. The sound effect of monster are funny, I like them. The art style is well-made too. I found it much easier to dodge all monsters and arrows than fighting them. Overall, good job!
@recher Thanks much for comprehensive feedback.
You said about mixing turn-based logic and real-time, but actually, there isn't real-time movements. I mean, every monster, arrow and so on, does its movement only when time for turn is up, but monsters do not make action every turn - they walk every 2 (smaller monsters) or every 5 rounds (the bigger one orc/troll). And of course arrows move in every turns.
I really appreciate your suggestions about the hammer.
Problem with back to main menu after click "how to play" springs from lack of scaling UI in main menu scene. When you are using fullscreen, everything is fine. There could be also shortcuts, like Esc to go back.
I hope you would enjoy the updated version of our game.
@pancelor Thanks for your comment :)
Hammer in this version, is just crushing tile in front of you (unfortunately also under you but it shouldn't), but in the future probably it will be destroying scenery objects and maybe dealing damage to monsters.
Thanks for your proposition about the controls. I also have an idea... Since there is no action which doing anything on the tile below, we can always do action on the tile in front of player, by default, without need to holding down any key. Spacebar would be just for walking forward and arrows for rotating.
We had many inspirations, NecroDancer was one of it, but we wanted to make turn-based puzzle game instead of rhythm game ;)
I'm happy, you had fun :)
nice polished game. good mechanics it even has all the audio too. good work :thumbsup:
A well polished 3-D Voxel game with part of the core mechanic having unstable incorporated into it. The only suggestion I have is to make the barrels and chest interactable, the hammer didn't work in the Jam version but I assume you fixed it in the full release. The audio was great, enjoyed the bomb sound effect although it doesn't actually kill the enemy so I was bit disappointed in that. But yea, good job on finishing the jam, hope you come back for ludum 50!