aymeric-le-moal 2022-04-05 13:18
Really liked the concept and the art style, the game felt polished. However I'm not sure : is it incredibly hard or am I incredibly bad ? T_T
Foon → Ludum Dare Explorer → LD50 → Avagiance
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1110 | 3.16 | 26 | |
| Fun | 1061 | 3.02 | 26 | |
| Innovation | 1041 | 2.91 | 26 | |
| Theme | 867 | 3.50 | 26 | |
| Graphics | 626 | 3.72 | 26 | |
| Mood | 901 | 3.28 | 25 |
Really liked the concept and the art style, the game felt polished. However I'm not sure : is it incredibly hard or am I incredibly bad ? T_T
Love the graphics and the movement is good. Good entry.
The best thing here is the graphics, gameplay is hard no matter how many times I tried I couldnt get past stage 1, I think there should be some feedback to hitting things and it could have used sound, Overall good effort.
@aymeric-le-moal it's harder then it should, in the editor it was easy, but in the build the enemy became super fast, i'm working on finding a solution
I really like the pixel art.
Well I was able to beat it. The game is good but I have to say that the character animation and sprites are great! :)
Gameplay was amazing i died a lot because i kept going in the circle to hit enemies but instead started donating power and got one shot but still a amazing entry
Really liked the graphics, and the concept is pretty cool.
About the enemies becoming super fast in the build version, I am not a Unity exper but it might be because you're using `Update` instead of `FixedUpdate`, `Update` updates the game each frame and on better computers that would mean that there's more frames and thus more processing. `FixedUpdate` on the other hand updates the game independently of framerate.
Great entry! - Fun hectic gameplay - took me a bit to work out what was going on but after that it was sweet. - I enjoyed the moody atmosphere - the pixel art was great too. - Sometimes the hit detection for the portal got mixed up with the enemies and I'd inadvertently kill myself. - It'd be good to have some sort of indicator when you finish the stage. The first time I was confused when the next level started.
Nice job :)
I'm not sure I understood really good what mean the portal bar, but it took me some time to understand that I'm killing myself trying to kill guys in the blue circle :s Do the right click do sometyhing ? (I mean, I saw that it shot blue bullets, but didn't see any effect on mobs :( ) I really loved the graphic art, too bad that there is no sound to go with it !
This antient, maybe little Scandinavic, vibe fells very good with the main idea and the current topic. As a feedback, I would say, that as for the first wave/level there should be less enemies. Not because it's too hard, but the player need to feel the game controls first, and then raise the tempo. Also I couldn't see much difference between the levels, so maybe different kind of enemies would be great, for example. Last criticism will be is that it feels annoying to not be able to attack inside the circle. Maybe replacing the LMB for 'energy transfer' to something else would solve this. But overhaul - good! Thank you
I like the art, it looks very polished but unfortunately it's just way too hard, we as the developers play our games a thousand times before we finish them.
So what feels like an average or okay difficulty might be very hard for people who have never played the game before.
I try to always let someone else play the game before I hit the publish button :)
Edit: just saw your reply, hope you find a fix!
Once I figured it out it was very fun! I think maybe the portal could just read 'active' / 'inactive' to make it clearer that you don't need to get it to 100 (and die in the process)
I can't really figure out the gameplay (might just be me, I'm not good at this type of game) but I appreciate the premise and the art style a lot!
@hekateras what are you find it difficult, i will answer without problem, it might also help other people
@loiclegrosfrere it deals damage, but is ranged, for reference the sword deals 150% the damage of the projectile, so the sword deals 15, while the projectile deals 10, the enemies have 15 healt so they get one shoted by the sword, thats why the blue bullet feel useless
@kazuren they should be frame rate indipendent, i used a time.deltaTime in the movemtn calculation, also tried moving to the fixedUpdate, will check better when in have time, i need to get back to what i lost in the real life this 3 days
@vincent-salgueiro it doesn't need to get to 100, you just need to have some energy in it. 100 isn't even the limit, however is the max player healt, so i choosed that number to have an easier visual rapresentation of the situation, but thanks for the comment i made a note so other people could find it helpfull
@haztro thanks for all the feedBack, i will surely implement most of the thing if i made a post jam version
Really wonderful graphics. Needs audio of course but thats ok.
The mechanics could use a bit of balancing - the attack seems much stronger than the projectile weapon.
But solid gameplay overall having to balance between fighting and charging the portal.
I Didn't died. But I player alot. Cool game with pretty unique gameplay and style. Controls worked well
Nice work! It's quite hard - I could only make it to level 2 (to be honest though, I DID ignore your warning and played the WebGL version). I think maybe having a different keypress for "donate power" might be a good suggestion - I kept trying to attack enemies while in the portal, and it donates instead. That said, the design of having to balance charging the enemy and then returning to the portal works well.