danc2236 2022-04-04 18:18
Hey really like the visuals of the game mate. Good job!
Foon → Ludum Dare Explorer → LD50 → Devil's Revenge
By zachary-shah
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 291 | 3.47 | 24 | |
| Fun | 354 | 3.23 | 25 | |
| Innovation | 475 | 2.91 | 25 | |
| Theme | 382 | 3.47 | 25 | |
| Graphics | 117 | 3.97 | 25 | |
| Audio | 396 | 2.84 | 25 | |
| Humor | 157 | 3.39 | 25 | |
| Mood | 279 | 3.29 | 24 |
Hey really like the visuals of the game mate. Good job!
I like the creativity this one has going for its theme, putting the player into a purposefully under-leveled situation is something that would've never occurred to me. It's a simple game, but it accomplishes what it sets out to do well. Nice work!
Nice game. I started a new game 4 times to see how far I could get.
Good game! Could use a settings menu for changing the sensitivity of the mouse, but other than that it was good! Also some sort of hit detection on enemies like a small puff when hit.
Love the concept! Well done!
and i thought lighting was the key to good graphics. apparently not the case, i love the graphics
Devils_Revenge_2022-04-05_19-40-22.png
#### Short Review:
I really like the minimalist 3D art style, I don't know what it is but flat 3D coloring will always have a place in my heart. The demons were adorable, and the overall vibe was good
Good entry :)
#### My EXHAUSTIVE Critique (optional): I saw your community post asking for feedback! Sooo, just in case, I figured I would offer an exhaustive critique in case you wanted a lot of feed back. (All purely my own opinion, feel free to skip if you don't care for an exhaustive critique haha)
##### Gameplay: The gameplay was a little shallow, and I feel it was just missing one mechanic. I liked the changing terrain, it was a super cool effect, but it didn't change gameplay itself that much. By the end, I was just walking in circles holding down left click while a hoard of 30 or so demons followed me around. Some sort of extra movement option would've added a lot of value to the player character, and made the process of whittling down that massive health bar a little more fun
##### Difficulty: I like the intentionality of the healthbar, and how the last little bit takes FOREVER to whittle away at. One thing that wasn't fun though, and was purely frustrating, was the falling architecture. Thematically it made sense, but it was almost impossible to predict it. So, more often than not, I would suddenly get one shot by falling architecture when I was THIIIS close to winning. This is incredibly frustrating when the boss fight is 5+ minutes of just holding down left click. On top of that, the enemies were super weaksauce. Despite nearly the entirely platform being filled with demons, I stopped killing them and just walked in circles since they didn't really hurt me.
##### Game Feel: This is one part of the game that you can easily improve, and it would add a ton to the game itself! There's a lack of player feedback, so it's not always obvious what's going on. Theres no reaction from enemies when I shoot them, so it doesn't feel like they take damage. Theres also no indicator for when I, the player, take damage which makes it harder to keep tracker of health (and makes dying feel more unfair). Adding simple sound effects, flashes, short animations, etc. would all rapidly improve how it feels to play the game and, as a result, the overall experience
##### The Boss: The boss felt super duper passive. I liked his design, and especially the addition of snide remarks, but it kind of felt like he was just watching me shoot him in the eye. If the boss had more interactivity (shoots lasers, or slams his hand down on you, etc) it could bolster my want to kill him.
##### Conclusion: You made a really decent game, especially for a game jam, and you should be proud of that :) If you want to continue working on this game and developing it, there's plenty of directions you can go and tons of small tweaks that would improve it exponentially. Good luck and best of wishes <3
Cure.PNG
Loved the artstyle and the concept. however I wish the boss fought back somehow. Maybe some boss music would be beneficial as well. Great entry :smile:
@mopifish this is WELL above and beyond I ever expected, but almost something I want framed on my wall. You rock. As for your critiques, all were insightful. I planned on adding a dash attack where you intentionally dashed towards a hoard of enemies, and the amount you killed would add bullets back into your gun, but it ended up being a little too much to take on. The lasers that float around and the rock that falls were supposed to be animated as coming from the boss, where he would have a floating hand to throw a rock and the laser would come out of his eye, but as well it was too much for me. Looking back I should have entered the jam not the compo and actually polished it up fully, but having practice in sacrifice is good too. I’ll be sure to check out your game and (try to)approach it with the same methodology you did. Thanks.
Enjoyed this game! Like the graphics and the sounds. Overal gameplay felt great.
The game lack of feedback when you hiy ennemies (change is color when is hit for exemple), so that impact directly the experoence for a shooter. I like the graphics style simple, but perfectly clear. I'm not really sure on the use of the platforms on the middle of the area. A voice acting for the devil may be be a great amelioration for the mood ! Good job for COMPO game !
Like the others, I really, really liked the style! It was sometimes confusing where the damage comes from, as there's no "footsteps" to be heard, but other than that just a very competent entry!
sadge.png
0.06%, actually sad it refuses to die. I thought I had it, except it's always I thought I had it until I died. 10/10 game, would be great to have some BGM inside the game, a time stamp would be great as well for death time (how long you survived). Oh and a Master Sound Effect slider!
Very nice! I really like the graphics and the humor is sparse but solid! Would be cool if you could level up as you went somehow.
Nicely done! I really like the art and smoothness of gameplay. Felt very sad when I finally understood that it's impossible to kill the boss :(
I really liked the art style and the animations. I missed more cues and feedback since I never had any idea that an enemy is behind me and I couldn't be sure whether I hit them with my weapon or not.
Got down to 0.04%, pretty pleased :sunglasses:. I love the art style and the animations, the models all have a great style to them that fits the tone of the game really well. The concept is a really fun take on the theme that I think you presented really well! I like the stage changing mechanics and enemy variety but I wish there was a little more to the gunplay, having a variety of weapons or limited ammo and reloading would add a lot I think. Overall I had a fun time, great job!
Art style was cool! The idea of fighting a boss at a lower level was neat as well. It was weird that you can run through all enemies and have almost no problems happen though. Overall fun, and I reached 0.01% health remaining!
Thanks for bringing your game by my stream for feedback! If you’d like to revisit the play and commentary you can view the highlight at https://www.twitch.tv/videos/1448957666
I liked this take on splitting focus between delivering to a boss and keeping down the mooks.
Too bad a couple of things didn't render properly in WINE. If you ever get a linux-native version out please tag me so I can play around with the game a bit more as-intended.
Maybe it was just me, but maybe if there were a little more warning before terrain comes in to make it more available to try to take advantage of like the protective tower thing.
I Really like the concept, but it just didn't click for me.
The center terrane chancing seemed like a cool idea, but I never used it because there was nothing stopping me from just running in circles around the edge of the map.
not sure if this was intended but it felt like the difficulty goes from very easy to insanely hard in the snap of a finger. The spawn rate is so high that I would just stop trying to engage with the spawning enemies, and just try to run around leading them in a big circle
While I really like the idea of an infinite health bar that works as a sudo score. in practice it just frustrated me.
on the bright side the Art and Writing are great!! I think it just isn't my thing personally