arfilish 2022-04-04 14:15
This simple graphics and fast paced gameplay are pretty good. I also love sound design and music.
Foon → Ludum Dare Explorer → LD50 → Timebound
By zsharpfire
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 988 | 3.29 | 38 | |
| Fun | 569 | 3.48 | 38 | |
| Innovation | 1268 | 2.56 | 38 | |
| Theme | 985 | 3.38 | 38 | |
| Graphics | 1114 | 2.97 | 38 | |
| Audio | 722 | 3.08 | 38 | |
| Mood | 1004 | 3.17 | 36 |
This simple graphics and fast paced gameplay are pretty good. I also love sound design and music.
@arfilish Thank you for you feedback!
Really liked the audio and the fast paced gameplay. It took a while to figure out that leaving the exits would take me to a new stage but otherwise a really solid entry!
@goat Thank you for your feedback! I wanted to write that in the tutorial but I simply forgot, i realized that only after the deadline
I can't really make a direct update so i just wrote it on the game's page
This is really overwhelming on the senses to start with, but when the overload settles down and the gameplay clicks - this rules. It reminds me of the kind of games you'd find in old arcades full of slot machines.
The minimalist graphics are awesome. You should add some super bass heavy 90s techno in as background music, would compliment it really well.
Some of the weapons as harder to use than other (sniper rifle requires a high degree of accuracy, and the bazooka requires you to place shots really well) - but I suspect that's me being bad at playing video games 🤣
@teddyreid Thank you for your feedback! Yeah i'm really bad at teaching the player how to do things, i should absolutely look out for that trap the next LD.
The weapon thing was intended, i tried to give the player some really easy to use weapons ( such as the assault rifle and the machine gun ) and some harder ones with a low firing rate, requiring you to think really quickly at where to shot; but yeah, maybe the difference in difficulty is a bit extreme, definetly going to fix that in the **Post jam update** that i'm absolutely going to release!
I like that you can choose between multiple weapons. I assumed the loot boxes were walls at first and avoided them, lol. Very glowy and frantic. The screen shake is a nice touch.
@zsharpfire I've followed your Itch page, would be interested in playing that update.
@anaxie-studio Thank you for your feedback!
I recorded myself playing, message me on the Jam’s discord @ Dark Peace and I’ll send it to you. I think the concept is good but the visual design makes it confusing.
I see you added a lot of effects but with the rapid movement of the game and the screenshake, you can't see what icon the enemies have on them so you can't really see who is who. You culd at least change their shape or color. For the different enemies like the different weapons, I can see some differences but not that much, it can be tied to the fact that all the bullets have the same color. It's confusing.
Also it always spawns kill, you should add some safe time at the beginning. I would calm down on the shaking too, maybe only when you take damage.
@bottled-up-dark-peace Thank you for your feedback! Unfortunately I had things to do that ate my time, and the game shows: It's clearly unpolished and would be 100 times better if everything ( tutorial included ) was more clear and easy to understand.
I honestly didn't think about changing the bullet models/colors/trails or something to distinguish the enemies and weapons, that would have been a great idea, i'm probably going to add it in the updated post jam version, which is coming soon.
Yeah i figured out the spawn kill, fix's coming in the updated version
Armed with the knowledge that I can reset the scene at any time and it refills my health, I have acquired over 100,000 score and instilled fear in the hearts of red triangles everywhere.
@immanentdeath Thank you for your feedback!
Jesus f**king christ that's a lot of points
this game has quite a positive feedback loop that kept me hooked for a moment, I love the simplicity of it, and how you have to multitask strategically to get anywhere, I trully enjoyed it
@0x-void-x0 Thank you for your feedback!
This is really similar to my game! Still really fun!
Screen Shot 2022-04-06 at 9.53.34 PM.png
I only died because my finger tired of holding the right arrow.
Neat game - it scare the crap out of me when I first started. Sensory overload.
The aesthetics/graphics work and I like the subtle post processing going on. The sound gets a bit repetitive, but that doesn't hurt the gameplay. Well done!
A bold reminder of how effective simple can be
Ha, that was cool!
At first I was like.. AHHH.. WAY TO HARD!!
But then I adapted and as soon as I defeated every enemy I was so proud, lol.
Just very mean I have to die then :( but that's the theme of the jam, I suppose ;)
Visually it was very clear, but I feel like it would have been even better if you would tone down the glow on the walls (which is a post processing bloom if I'm correct?
So either remove the bloom altogether or make the white of the walls more transparent or else put them on another UI camera set to overlay and remove post processing on there (The answer in this thread under the "best answer" ironically describes it the best https://answers.unity.com/questions/1307441/stop-post-processing-effects-on-ui.html )
A good entry! congrats!
The simple neon graphics are nice to look at, and the game feels rather good to play, the way enemies pop is especially satisfying. The start can be a little bit jarring and its weird that you have to go through the doors to proceed since there's nothing in-game that indicates it, but its overall a pretty solid entry.
@damedevy Thank you for your feedback!
@conduit-games Thank you for your feedback! Yeah I saw that problem a lot, I'm going to make sure that doesn't happen in my next games
@darriasart Thank you for your feedback!
@angiemon Thank you for your feedback! Yeah right now everything is very unclear and you kinda have to guess things, going to patch that soon in the post jam version!
@locke8 Thank you for your feedback!
Very fun and engaging game. I would have liked it more if the glow effect was slightly less.
Thanks for your submission! As other mentioned, I was also overwhelmed initially, only to find that moving around and shooting made the gameplay click. I liked that the game makes you keep moving, there's no time for sitting around. As @conduit-games figured out, after I tried a couple of times, I figured out that I could just be moving to the door and keep shooting for getting some score and recharged stats.
I really like the aspect of being thrown is a small space filled with enemies, but I feel like the player should be locked into one room until no enemies remain, as constantly running outside is a guaranteed way to never die. I feel like changing the player's speed bases on the weapon would give another tactical element, and help with weapon balance. The machine gun would make you slow, and the pistol fast for example. Right now the MG is quite overpowered.
I really like the mechanic of switching to random weapons from the loot boxes, but it's not actually necessary, as killing enemies also gives you HP, and moving to another room just resets the weapon to the best one. I think keeping the room closed until all enemies are dead, maybe only giving back HP from loot boxes, and keeping the same weapon while switching rooms could improve the gameplay loop.
The enemy bullets are really hard to spot. They're the same color as the player's bullets and the hit effects that fly everywhere. The amount of screen shake also makes them hard to spot.
Overall, it's a really good concept and quite fun to play. It definitely has potential and just needs some polish.
This game is crazy, but in a good way, the glow, the sounds, the difficulty level from the start, really great fun but crazy.
@smdg Thank you for your feedback! I'm going to make sure to tone it down a little!
@debone Thank you for your feedback! Yeah, as @eyedromeda mentioned doors should close once you enter a new room. Fixing it soon!
@eyedromeda Thank you for your feedback! I think by HP you mean the timer; I wanted to let the player keep the weapon, but I had some troubles with the [PlayerPref](https://docs.unity3d.com/ScriptReference/PlayerPrefs.html) class and couldn't figure out a way to fix the bugs before the deadline. I managed to fix it now so, in the new patch ( more updates about that on the post i'm going to make soon ), you're going to be able to keep the weapon!
>The enemy bullets are really hard to spot. They’re the same color as the player’s bullets and the hit effects that fly everywhere. The amount of screen shake also makes them hard to spot.
Yeah I've read a lot of things like that, the game is very unclear and needs polishing.
@misfire-dev Thank you for your feedback!
As I mentioned a lot of times in my comments, a **new patch** is coming out, and is scheduled for release **this week**!
Here's a quick list of all the things that are going to change - **Clearance**: A lot of you said the game isn't clear enough: in this patch, **screen shake** will be toned down a lot and the **enemies will get distinct features** that make them distinguishable ( I wrote that first try wow ) - **Lootboxes**: The lootbox system will get a big **overhaul**, that will divide them in 2 distinct collectables: **Lucky boxes** and **Coins**! The first ones will either give you a random weapon or a random buff, such as **bonus** speed, health, time and more! Coins will instead just pump your score up and give you a little extra time! - **Rooms**: Right now you can just kind of run to the sides, become immortal and achieve inhuman scores: now the rooms will **lock** until all enemies in the area are **defeated** - **Tutorial**: This time i will put the player through a series of easy challenges to teach them the basic of the game: no more walls of text that you must read, I promise! - **Gameplay**: right now, the gameplay consists in an infinite loop of killing braindead red triangles in the same square room; Enemy stats are going to get tweaked a little, room generation system will get a small rework and ( either in this patch or in another one ) **Bosses** will get added! I'm thinking of a **bullet hell** type of bossfight, so look out for that!
Changes are coming in quickly, so if you would like a balance change or a new gameplay feature/mechanic be sure to write it somewhere!
Until next time
A pretty classic top-down shooter. What stood out to me was that the screen felt *small.* I would've preferred a more zoomed out look. I enjoyed there being different weapons, but it felt a little like I just had to take the cards I was dealt rather than making any tactical decisions.
The art is very simple, but things are visually clear at least. The music got a little repetitive after a while.
Overall fun to play for a while, but I wish there was a bit more of a ramp up of escalation.
@flaterectomy Thank you for your feedback! If these are the problems you found, you'll be happy to hear that all of them are getting fixed in the update! I had a bug with the camera and i had to zoom it in, but in the new patch it's fixed!
I fixed everything expect the music, i'm incredibly bad at making music and i still have to learn.
the game is very surprising in the beginning with everything hitting you at once, i really like the audio even though it's a bit repetative. Really great game and can be better once you implement all the changes you've mentioned you were going to make.
This is a really cool game! I love the style of graphics and the audio -- however the sound of the machine gun is quite loud and gets annoying quickly. The variety of weapons was cool, and I especially liked the bazooka. The screen shake is a little much and makes it hard to aim for the enemies properly. Overall this is a really great game, and I hope you continue to work on it!
The yellow square pickup sound is quite piercing and the health bar doesn't seem to reflect damage from bullets (though it is present due to me loosing when it is full). But I do love a good bullet hell and I liked the simple glowy style. Good entry!
@aka-black-dog Thank you for your feedback!
@gullyngames Thank you for your feedback! I also got that feedback a lot, i'm going to add a pitch randomizer to make the sound less repetitive
@sammot Thank you for your feedback! Idk if some weird bug happened to your game but when i play, the hp bar always works fine; Remember that the big white bar is not the hp bar, it's only a timer!
This one's a good, decent game. I admit, though, I was taken aback, (even after looking at the tutorial, which should have been called instructions) when I got started, since all of the enemies kept firing at once the moment the game started, and I didn't know what to do at that point. After a few playthroughs, I adjusted quickly. One weapon I did like in this game was the machine gun (because of the rapid fire), and the bazooka (because of the wide range). Graphics and audio are simple, and fit the look you were intending. Plus, gameplay's easy to pick up, despite the overload on the first playthrough.
In all, a solid entry! Keep on improving it!
**ETA:** A few suggestions I would make to improve this game would be to add health bars to the enemies, and change the font and position of the HP text on the bottom-right.
@boaromayox Thank you for your feedback!
This was really fun and satisfying to play, even if I died almost immediately every time...