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SpaceShifting: Deady or Not

By anuradha and Rhys Sewell

View on ldjam.com

CategoryRankScoreCount
Overall7743.4721
Fun5123.5521
Innovation2173.7821
Theme8403.5221
Graphics10403.1521
Humor7662.8118
Mood6933.4721

Comments

neon-orbis 2022-04-05 17:52

This is a fun little game and really like the idea of the enemies being part of the level itself. For me personally I would increase the rate at which the enemies spawn to increase the pace as well as the challenge. Well done.

anuradha 2022-04-09 11:07

@neon-orbis You're right, the enemy spawning definitely needs to be sped up. We tried to make it slower so the player doesn't get too overwhelmed, but I guess we made it too slow! Thanks for your feedback :smile:

unfinished 2022-04-09 11:38

Clever idea. Would be great if the "level is the enemy" feature would had a greater impact on the gameplay. If the enemies would be a little more hidden and you actually had time to find them before they get you. I already have so many ideas :D. Great entry for a jam game anyway.

slecornu 2022-04-09 11:41

Nice use of tank controls you don't see that often! The movement felt really good but I found myself sometimes missing corners and/or the guns ray-cast didn't align with aiming. Despite this I didn't feel threatened by the enemies but at least they were very satisfying to shoot. I'm sure if you had more time you would have improved this.

Overall, I had fun with this one so keep up the good work! :D

joselor 2022-04-09 11:50

A pretty cool game with cool movement that fits the fact that we're in space. The pixel art graphics look great and the style is consistent so that's cool, the sound effects are good too.

The gameplay, though it is a great idea on paper, feels a bit slow, you have to wait for the enemies to spawn and they only spawn in one part of the ship. Maybe diversifying spawn points and indicating to the player where the enemies are could help, and also speed up their spawn rate.

Overall a great game that just needs a bit more polish gameplaywise

anuradha 2022-04-09 12:07

@unfinished The enemy behaviour definitely needs to be improved, thanks for your input :smiley:

anuradha 2022-04-09 12:09

@slecornu I thought we'd fixed the issue with the raycast not aligning, thanks for bringing that up we'll look into it! The enemies were supposed to be more threatening due to the overwhelming number, but it seems the slow spawning accidentally negated that oops. Thanks for your feedback :smile:

anuradha 2022-04-09 12:16

@joselor Thanks for taking the time to write such detailed feedback :smile: We were going more for a "disease that spreads" kind of enemy spawn which is why they all spawn together, with the occasional random spawn elsewhere in the ship, but it looks like it didn't have the intended affect of overwhelming the player (probably because of the slow spawn rate like you mentioned). Your suggestions are very helpful, we'll definitely be taking them on board

olafstromberg 2022-04-18 14:09

Once I had gotten used to the controls it was quite fun. The music was atmospheric, I liked the idea of the ship itself coming alive and attacking. The gun targeting seems not to be correct though. A good effort.

lody-giving-teacup 2022-04-20 11:37

The game is really good , I like how it is hard to control the player , maybe also the gun has some problems but idk how to explain , anyways good job !

picapica 2022-04-20 19:45

I really like the plot of poor lonely astronaut going crazy and destructive! (Or being invaded, of course...)

zimny11 2022-04-20 20:36

The idea is super cool! Nice art style too. My suggestions would be: player weapon is too powerful, the ship should turn into monsters faster and some additional furniture (computer panels, chairs, tables, lamps, etc.) would be a nice addition. Anyway, great job!

adafheyesh 2022-04-21 01:31

Nice entry! Having any part of your surroundings be a potential enemy is interesting. I like how the player's health is represented at the screen borders, rather than having UI for it.

As other people have brought up, the issue that stood out the most to me was the pacing. It felt like there was a lot of downtime between enemy spawns, and it was exacerbated by the fact that I was incentivized to stay in one spot (on a tile that had already entirely turned into monsters) to avoid getting hit by an unlucky enemy transformation. Maybe if there were some other objective or reason to be moving around, it would make the overall experience more engaging. Or maybe the monsters could actively hunt you down.

syyyybil 2022-04-21 03:03

I like that any corner can become a target enemy which is unpredictable and fun