defrag 2022-04-04 14:00
Gamejolt WebGL page doesn't show anything even after giving it 2 minutes to load.
Foon → Ludum Dare Explorer → LD50 → Anonymous VS Death
By lokt02
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 2.35 | 12 | ||
| Fun | 2.35 | 12 | ||
| Innovation | 2.50 | 12 | ||
| Theme | 2.29 | 12 | ||
| Graphics | 1.95 | 12 | ||
| Audio | 2.15 | 12 | ||
| Humor | 2.80 | 12 | ||
| Mood | 2.54 | 12 |
Gamejolt WebGL page doesn't show anything even after giving it 2 minutes to load.
Oh, sorry, I am not sure how it's working but if launch WebGL from gamejolt page
Funny game. I like how you can zoom across the map by using w + space and blow things up. However, I am not sure how to destroy the boxes. I placed like 100 bombs on it but it doesn't break. Also, I get teleported back to base randomly, and can't proceed to next level. Aside from that, fun game overall.
Hey this looks cool, but the link doesn't seem to work.
I had to click around a bit to get the game running, but once it did boot up it ran fine. I like the simplicity of the game loop and mechanics, but I had a hard time connecting with the physics/controls and the UI was rough.
For physics / controls, I found that everything felt too floaty, especially my player character. Walking and jumping around felt difficult to get good player placement. In a game that is heavily position-specific, the feeling of running and jumping around is the most important thing to make feel great.
The other issue I had was "knowing the health of things". I had died several times after blowing up the special boxes, but I wasn't sure why? It simply says "You died :(". This would be fine if I had a health bar that was ticking down or something, but I couldn't find such a thing :o:
Ironing out these two things would make a big difference. Nice work on this project!
@papaya In the end of each level there is exit (white vertical line). What about boxes, I checked and everything is working. Maybe you dont destroy "special box"(this is main box that you have to destroy to proceed).
Did not understood this but it was fun. But the fact that you posted this game in Compo with music that made not by you confuses me.
@arfilish oh, i thought that musics only have to be without copyright.
Yeah the WebGL version worked just fine for me.
So umm, where to start even...
First I thought that the bomb double jumping wasn't intended mechanic as it made the stages pretty much trivial. But then I reached the final level (I think as I didn't manage to beat Skeletron) and seems like it was indeed intended as there was no other way up.
The controls didn't feel great. As a platformer it got stuck on edges and so on but it didn't matter as much as I was always just holding jump and flappy birding around dropping bombs on fools.
The zoom mechanic was completely pointless in my opinion. Well at least you could remember the zoom level the player had set so I wouldn't need to fully zoom out on the start of each level/run. But why would anyone ever be less than fully zoomed out? And same goes for the map, you could have the it remember the level the player was on. Those two annoyances were probably my biggest deterrents with repeatedly trying to beat ~~Skeletron~~ Death.
And the boss design next then! Broke some cardinal boss design rules here. The swings were completely untelegraphed ie. unavoidable and up to luck really. Didn't feel like there was any pattern and the boss might just randomly swipe you to death at any point where ever you were. Or maybe it's just my old man reflexes not being quite up the par for the task.
On your next project, familiarize yourself with Unity's canvas scaler component that is automatically added to each canvas. You can use it to make UI elements be proportionally sized so they won't be like 50% of the screen on non full screen mode as they are now.
Haha I completely feel you on that "waiting for Unity compiling etc" stuff. Feels like assembly reload has gotten awfully slow for any non nearly blank project since like few years ago.
Might wanna revise yourself with the compo rules at least on the using existing sounds/music part. Don't see any link for sources either unless they're included with the Windows executable.
Anyways, good job! :thumbsup:
Oh never mind about the compo rules bit as it seems to be a jam submission. Maybe I didn't have the compo only filter on as I though I did (as the jam is still in progress) or did you change it? :thinking:
I liked the Guy Fawkes mask. The bombs were fun. Graphics were nice, reminded me of flash games from when I was a kid.
@antti-haavikko yeah, i changed it. Firstly, i wanted to do dubmission on compo but i used not mine music so this was violation.
Interesting game, I had fun exploring it. Very stylized art, I can see myself liking it. The mechanics were a little hard for me to understand (some boxes weren't breakable?). Anyway, good entry and thanks!