appoxgames 2021-10-04 07:37
Satisfying menu and an original concept. It was also very challenging, my aim was not the best :) Good job!
Foon → Ludum Dare Explorer → LD49 → Domi-No-Mercy
By squimmy
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 296 | 3.42 | 30 | |
| Fun | 205 | 3.55 | 30 | |
| Innovation | 183 | 3.60 | 30 | |
| Theme | 427 | 3.05 | 30 | |
| Graphics | 446 | 2.87 | 31 | |
| Audio | 245 | 3.21 | 30 | |
| Humor | 202 | 2.98 | 30 | |
| Mood | 384 | 2.92 | 30 |
Satisfying menu and an original concept. It was also very challenging, my aim was not the best :) Good job!
I enjoyed this game more than I thought I would. I love the battle-field like music really works, although i found the music a bit too loud vs. the sound effects. It reminded me a bit like real pin football games from my past, so i could imagine the theme to be further polished could be really cool. I enjoyed mostly pushing the buildings that was suprising, could be maybe stronger element of the game?
I had a blast*(haha)* with this! Really creative idea turning dominoes into a turn base strategy fight! I would chuckle every time one of the units got knocked down. I landed this great shot from spawn on Town and knocked one of the enemies right off the map! The physics can wig-out sometimes and when an enemy shoots they can knock themselves down, which while funny, felt kind o bad being handed a free win. Some more audio sounds for turn changing, moving units shooting and hitting, falling down would have been great. The textures were a bit of a mixed bag, I wonder if there may have been a more simple-coherent look the game could have taken with such a far out camera. Picking out the troops can sometimes be difficult against the ground and surroundings.
Really solid game! I look forward to more from you in the future!
Good work! The way you can move the environment with bullets makes for some interesting gameplay potential. I can imagine situations where things could get quite tactical in two-player mode :smile: From a code side I liked how you could see the AI choosing its position. Having some map variety is very impressive too. Nice seeing more Godot games :robot:
Hey that is a nice approach on the theme here ^^. Domino soldiers. Also to make it a table top, was a great idea, that worked out pretty well! The little dominos can fall of the table as expected and that was very satisfying.
I love how the shooting is inaccurate, so its not to easy and that buildings can be moved around. Also: seeing even a basic AI is more than I expect from a 48h game. Same goes for the two player mode (although I know its easier to do two players than an even basic AI player). Great stuff!
- brighter and more rich in contrast colors would make the single items on the table more distinguishable (they are distinguishable but it would be easier with trees/houses and table in more different/ brighter colors) - making the character textures on the dominos in the main menu pixel perfect would be nice, since they blur out a bit - giving the text in the game ("Your Turn" etc. ) a white outline would make it stand out more from the background - it would be cool to have the buildings made out of neutral colored dominos that scatter around as casualties ;). - let me use that canon in game ^^
Super cool idea and very well made! Definitely above the average!
Excellent prototype. Squad tactics + flicking/minigolf is such a cool idea! Really satisfying gameplay even at this simple stage. Feels so nice to topple multiple enemies by hitting a house/tree. If there's one gripe, it's that I didn't get a clear sense for how the aiming works. As far as I could tell, you could gauge the power of your shots and over/undershoot (a la golf games), but it didn't fell intuitive somehow. Kept missing shots that felt like they should have landed.
Lots of potential for a great party game here. Well done!
Using edge no problem with web audio. I am amazed with the AI :o its actually really good for a 48h jam. It has a lots of potential (imagine online duel :P). Easily in my top 3 game played so far.
Really addicting and fast paced game. I enjoyed playing it a lot. Won all the maps and then some. Trees are pretty dangerous, not a good cover at all :smile: Playing against other players could get very tactical very quickly which shows a cool potential. AI was in my opinion little too easy to beat but hey it's compo and this is super impressive entry. The music got me right into mood and I really liked the table-top war game vibe.
Really cool concept, I loved that I could move the houses around and use them to take down enemy dominoes! Also as others have said, kudos for writing an AI during a Compo game! It would have been very handy to be able to move the camera or have several different angles to view the board from, at one point in the city I was unable to tell where the last enemy was. I had fun playing this, great work!
Very creative take on jam. Game could have more enemies to have some chain reactions
The assets and gameplay are very well executed. Love the art-style and overall vibe. Would love more attack types for the pieces. Props :thumbsup:
Surprisingly fun and unique game! There are a few highlights worth mentioning:
1. Long range sniping shots feel amazing because it's so much less guaranteed than a game with a normal sniper function. Watching them fly away because of a snipe is incredibly satisfying.
2. The first time you hit several people and get a domino effect, you really appreciate what the game is, a physics based tactics games. One I haven't really seen before.
Yea it's a bit easy but you showed off what the concept can do. I'm sure the people who have a partner to play with could really mess with the game and really figure out some cool strategies.
The last and coolest thing to note, the main menu is like Megaman X's, which is a built in demonstration of what the game will be like. After seeing that and seeing the map, I already knew exactly what I was supposed to do. Great "tutorial" without being heavy handed on the concept!
Thank you so much everyone for such kind words and such great feedback!
This was my first attempt at making a game based on physics simulations, so a long list of planned features got slowly whittled away with every hour I spent fixing strange bugs and mis-configuration in the physics engine.
@appoxgames I didn't have the time to mention it anywhere in the game, but your units don't always shoot in exactly the direction you tell them to. they have a chance of shooting at a slightly different angle.
@hotaloca Volume control settings were the next thing I wanted to put in before I completely ran out of time... :sweat:
@draperdanman This was my first time using Krita for art (it's good!). I was mostly trying different brushes at random and some turned out better than others. As for sound, I got as far as digging out a bunch of board-game pieces and recording foley sounds for things colliding, but I didn't have time to put them into the game.
@fabernull I could have made the AI take its move immediately, but showing the thinking solved a couple of problems: it let me re-use some of the code for checking player movement, it gave the player time to see what was happening, and most important of all, it ended up looking pretty cool :grin:
@mordrick At first shooting was 100% accurate, but it was clear this gave the first player too much advantage. I originally planned to have an aesthetic based on old late 19th C. tabletop war-games (see the font and the Napoleonic-style cannon), but I didn't have the artistic skill to pull it off, so it just ended up as a very muddy color-scheme. I'm particularly concerned that the game might be almost unplayable for the color-blind. I originally used pixel-perfect textures for the text, but at low resolutions (particularly on web) it was completely illegible rather than just blurry. I later increased the web player resolution but never got around to re-importing the textures as pixel-perfect :sweat_smile:
@pdotjpg I did a terrible job of communicating how shooting works. It always fires with the same power and vertical angle, but horizontal angle is slightly randomized. Sadly there's nothing in the UI to indicate this :confused:
@pvp Thanks! Web audio seems to depend a lot on the browser. If I revisit this game after ratings and feedback are finished, I want to try and implement online multiplayer, but making the physics sync properly over an internet connection is a very daunting challenge.
@listonos for the AI, I did the simplest thing that could possibly work, so yeah, it's not great. Even still, I was paranoid it would turn out very buggy so it ended up being probably the most heavily-commented code I've ever written for a game-jam.
@maggardjosh better camera controls was another thing I wanted to add but just didn't have the time. Usually the simple rotation controls I added are enough, but there are definitely situations where you need to be able move the camera more freely.
@gdman yes, more units and more chain reactions would have been neat, but there were a couple of reasons I avoided that: The main reason was that I had no idea of the performance of the physics engine when compiled for HTML5, especially with large numbers of objects, so I kept numbers low to be safe. A lesser concern was that losing lots of units all at once to a chain reaction wouldn't be very fun... on the other hand, you're right: it _would_ be fun to knock over a whole army of enemies with one shot.
@gus-the-shark I would have loved to have added more kinds of units. Early on I had ideas for machine guns and grenades and all sorts of other things, but 48 hours turned out to be just not enough time to add much more than the bare minimum :slight_frown:
@peachtreeoath The main menu was a surprising amount of work: modelling the cannon, coding the dominoes to show different letters, and fiddling with the camera perspective so all the text was legible at once, despite being different distances from the camera. I'm glad that work paid off!
Ohhhh very cool. I wouldn't have thought of any of those factors so I'm glad you explained it. Let's me appreciate it more :)
Really innovative concept.
Its interesting that this game actually has an AI, its a difficult thing to do when you're a timer. Its a fairly cool game idea.
Really cool game. I like the idea and the fact that you actually have an AI. I really enjoyed playing it :D
very interesting idea, real battle is always full of uncertain and unstable things.
sometimes it's hard to find out which one is down and which one is not. but it could be a part of real situation?
At first, in the city, I deployed too well and the AI never made a move. After restarting, I shot them up and down the table. Cool concept with a tabletop wargame and physics. Also really liked the interaction on the menu which helps set the stage. Awesome work!
Nice game, reminds me of the good old x-com with a little physics twist. I liked the music. Aiming was a bit hard. Turning the mouse wheel somehow acted as the left click.
Fun gameplay, I feel like this would've been so fun in multiplayer, but I don't have any friends to play with :cry: