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Crisis Bot
Crisis Bot
By the-great-gallus
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 467 | 3.15 | 24 | |
| Fun | 475 | 2.93 | 24 | |
| Innovation | 296 | 3.31 | 24 | |
| Theme | 175 | 3.88 | 24 | |
| Graphics | 353 | 3.31 | 24 | |
| Audio | 418 | 2.77 | 24 | |
| Humor | 444 | 2.09 | 18 | |
| Mood | 429 | 2.97 | 23 | |
Comments
Interesting idea.
Unfortunately, I found the game to be a bit too slow paced in the beginning, it takes a while to get going. Maybe you could turn up the frequency of repair fractures.
I liked that you included several maps, but I think the game could also do with more variety in the types of stuff to repair. Thought I am not sure I understood the difference between the regular fractures and the bomb...
The graphics are minimalist and very cute. The game lacks some sound effect, a sound for powering up and some music would be nice.
Nevertheless, great idea, just needs more polish :) Good work!
I loved the graphics and idea, I got some Among us vibes when it came to running around repairing stuff. The fact that it damages permanently the rooms fits well with the theme. Although as pointed out, the game is a bit slow. Other than it good job!
xcarl
2022-04-05 02:48
Cool approach to the theme. It was a bit slow in my opinion. Great job anyways!
Great complete game, really enjoyed the quick decisions needed.
peringo
2022-04-06 18:56
Pepsi.
The game is good, but i think that you should change difficulty and pace curves because it feels too easy and slow in the beginning. Although, i love the look of your game and the idea.
Good job, your game fits the theme really well. It's easy to pick up and fun to play
olguinne
2022-04-06 19:02
I liked the speed of the game, and sounds are good too!
esayitch
2022-04-06 19:08
Game froze when I was in the last powered room with 4170 score and 5% remaining in it.
I really enjoyed this, it required space management and making quick snap decisions like "do I stop for this non-critical issue because it is on the way? or do I go first for the critical one"? the sound ,while spartan, made the atmosphere seem more alien, so it was very fitting.
Great entry, best of luck!
This is a marvelously novel idea for an arcade style game. It feels like something I could be playing on Intellivision. Also, the mechanics were conveyed through gameplay incredibly well. I knew what to do just by looking at information onscreen, without having to do any real reading.
The biggest problem is that once I knew what I was doing, I found that it took a really long time to lose, and until I did, nothing about the game really changed. It got repetitive, just running from point to point, grabbing energy when I could.
Also, the game crashed on me. At least I think it did. It locked up and the F12 console was all red.
One design idea that I came up with for this is to have each thing that you repair give you a little bit of charge, so that you can run up a chain, and delay having to go back for charge if you play well. Maybe give bonus points for the more you get without going back to introduce a risk/reward element. It's your game, though, and I'm sure you have no shortage of ideas. Good job, I really liked it.
cogcomp
2022-04-06 19:29
Great game. I found the game to be really well balanced and basically self explanatory. That's good game design! There's not much incentive to play again once you've played the game so it was smart of you to add several differently themed maps. Well done!
Nice art style! Haven't seen a game that looks quite like this before.
wuppos
2022-04-07 23:56
I liked the idea a lot, trying to run from one end to the map stopping those bombs from exploding. Sometimes you had to make interesting choices like choosing to get to this bomb that is closeby, or go to the bomb far away that is almost exploding. Or choosing to just let one of the rooms go or not. I think it has a lot of promise!
The only problem is that the walking from one end of the room to the other quickly becomes boring. I think a lot of this could already be fixed by making the movement feel more juicy, with animations, sound effects and particles. Maybe the sprint button could also be a bit more interesting than just making you faster. I believe little things like those can make the simple act of walking a lot more fun, which would increase the fun of this game a lot as well!
I think the game plays very intuitively and does not need much of a tutorial (except maybe for the controls which I found on the itch page). The bombs that are changing colors are something that you are intuitively drawn towards because it stands out quite a lot on the board. And when they then disappear when you are close to them makes it immediately obvious what you did. The only thing that was not very clear to me was that I could run out of power. But also here the yellow lightning signs on the floor made it pretty clear what I was supposed to do about that.
All-in-all I think this was a solid submission and very well done in only 48 hours! Some game juicy would do magic for this game I think :) Thanks a lot for making this!
Though the game concept is simple, it still plays with the important concept of logistics so decisions remained pretty interested as you tried to figure out the most efficient thing to do as damage appeared. The playspace does narrow down over time which makes this a bit easier, so when you're down to a handful of rooms it's much more simple.
The energy boost was a really good idea. I was initially dashing around constantly and didn't realize I couldn't repair without it. Once I realized that, I *only* used the dash to run to rooms that were already in danger of dying.
Though they rarely appeared, the energy instant refill powerups were extremely interesting because that would immediately change your routing and running behavior to maximize the use of it. Those were very fun moments in the game.
I was glad I read about the bomb points ahead of time. I would prioritize that over everything because the points were worth so very much.
I thought this was a pretty neat game, and that the energy concept was enough to give this enough depth for strategic play. I think if there were more immediately consequences to your actions, it could find a broader audience (rather than people who are mostly into optimization tests) as well as fill in the "void" some people are mentioning. Great first LD entry!
This was a pretty interesting one! I managed a final score of 2250. I thought partway through I'd do better to let the two outside areas die so I could focus on the insides, and wow did things go downhill fast from there :sweat_smile:
I really liked the art and playstyle here. There's a lot you did right, and prior posts have already covered it pretty in-depth, so I won't repeat them. Thanks for a fun game!
nethead
2022-04-10 02:19
really liked the art, especially for the sci lab and submarine. the game has a really cool atmosphere to it.
I found that the bombs created a good sense of urgency, which was probably my favourite part of the gameplay. I think honing in on that (frantically trying to defuse high impact events) could be really cool. As others have mentioned the maps felt a bit large. The size didn't really detract from initial playthroughs, but when replaying it's nice to jump into things a bit faster. I found I had a lot of fun when only a couple rooms were left and I was constantly forced to make tradeoffs.
as an aside, this is a rare case where i actually think the lack of music added to the experience. the sparse sound effects created a really eerie soundscape.
The crisis really is inevitable, each room is destined to fail as you scurry around trying to fix everything. The abstract nature of the icons and spaces make me feel like this would be at home on an Atari 2600 or something, like Adventure or the Halloween game where you're just a set of eyes. Managing the power and recharging results in lots of fast paced decision making. The sparse electricity icons that recharge you are a godsend. The bombs are just the opposite, quickly tanking the integrity of the room. It is very fast paced, making it feel more arcadey than strategy oriented. Overall, well done. I noticed a bug in which I had to refresh the page each time I wanted to start on a new map, not a big deal though.
Nice Game. I like the line art style and the different maps give a bit of variety.
Solid implementation of your game. Everything works and the game looks nice! :)
Maybe you can add some exciting features next, that make the game a bit more challenging. I'm thinking of portals as shortcuts between the rooms, teleportation skill, maybe some obstacles to jump over, a cat that tries to push you over (just throwing out some ideas :D)
Two small things regarding the graphics. I think you should remove the vertical lines of the floor tiles in the corridor. They are a bit distracting, because they look like walls. Please don't just scale up pixel art. You should try to keep it at the same resolution throughout the game. That's why the game over screen doesn't look so good. Otherwise really good job.
Keep it up! :)
jzucc12
2022-04-12 20:40
This was a very different game and I liked it a lot. The way the stress builds as your rooms go away and more obstacles begin to spawn. So very cool. Great job! I had it freeze on me at the very end which is a shame. Didn't sour the experience at all though.
A good concept which fits the theme very well! The art style is very simple but comes together well. I found it very easy to pick up and understand what I was doing without needing to read the instructions on the game page. Well done ^-^
Nice entry!
First off, a few bugs I found: - The Sci-Lab map doesn't seem to display the player's current power level. - The game kept freezing for me as soon as I got around 2000 points. Not sure what the cause could be.
scibot.PNG
The game was really charming and well made. It definitely had that "putting out fires" feeling and got really intense as you start losing rooms. The energy mechanic was neat and game the player interesting decisions. Should I go back to recharge now? Is it worth it to use my sprint to get to the malfunction?
For a compo game it's super impressive you made multiple maps! And they have their own colors even! I think it would have been neat if there was a bit more variety in map size, number of charging stations, etc, but even just different layouts like you had made the game a bit different.
It did feel like the big maps and the slow character did feel a bit punishing. The malfunctions start damaging the ship immediately, so there's not really that much you can do to prevent them completely (which plays into the theme, but is a little demoralizing in the moment). I found the best strategy was to find a small room near a charging station and guard it religiously, and let the rest of the ship die (grabbing bombs as they spawn, because they're worth a lot of points). Once it's down to just that room, hop from fracture to fracture as fast as possible until it eventually dies. That said, I haven't been able to push my score too much with this method because the game seems to freeze around 2000 points.
Great work for 48 hours, and congrats on finishing a Ludum Dare! Hopefully the first of many.